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Messages - omegapirate2000

1
Looking forward to the demo.
2
I use adobe premiere personally.
3
Script Requests / Re: Need a 'AD' screen
July 23, 2009, 06:50:14 pm
Alternatively, there was an introductory splash screen script that I found a while back by Kain Nobel that was configurable to allow as many splash screens before the title as you wanted, but I'm not sure if thats what you're looking for.
4
Intelligent Debate / Re: Is he really helping?
July 23, 2009, 04:45:12 pm
I agree with Blizzards view of the movie.
5
Quote from: Michael Bay on July 19, 2009, 08:56:21 pm
There WILL be explosions in it.  Lots and lots of explosions...

Hell to the yes.
6
Looking forward to playing this, if only to steal all your cool animations  ;)

Just kidding... maybe.
7
Projects / Games / Re: Errant Journey
July 19, 2009, 08:33:28 pm


Second chapter is basically finished, but before I release it I'm going to work on a bunch of my maps to make them look sexier.
8
RMXP Script Database / Re: [XP] Tons of Add-ons
July 16, 2009, 02:10:36 pm
Quote from: Blizzard on July 16, 2009, 04:24:52 am
Then you should have posted so the problem gets fixed. What makes you think that it was Tons' fault?

I didn't presume it was the fault of the script (in fact, the reason I didn't post in this thread about the problems I was having was because I knew tons wasn't exactly the source of the issues), there were problems when I had the entire collection of scripts, then I took only the ones I needed, and there were no more problems. I don't see the issue here, as I likely won't be using CRLS, EOS, or Blizz ABS in my game at this point, and a conflict with those scripts won't be an issue (and hasn't so far with some of your other scripts I'm using like the party switcher and the reflection status).

The addons I've used thus far are as follows.

Shaded Text
Centered Battler
Better Tilemap Update
Caterpillar
Screen Tremble
And the HP drain skills script

I might use more later on, but all relevant credits will be given, even for authors whos scripts are part of tons that I didn't use.
9
RMXP Script Database / Re: [XP] Tons of Add-ons
July 16, 2009, 01:36:37 am
As I said, my only reason for fragmenting it is that it caused problems with my other scripts even when no addons were activated.

The scripts in my game are always in some kind of delicate balancing act.
10
RMXP Script Database / Re: [XP] Tons of Add-ons
July 16, 2009, 12:51:38 am
Quote from: Blizzard on July 15, 2009, 04:15:22 pm
Quote from: Blizzard on January 09, 2008, 08:50:47 am
Author's Notes

Tons of Add-ons now has to be used as 3-parts script because of a weird behavior of RMXP during bug detection. Insert the 3 parts in the correct order and the system should work without problems. Do NOT remove any of the parts, the script NEEDS all 3 parts to work with other systems.

These add-ons were mostly tested in a different environment or not at all.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D



Is it not allowed? Or just not recommended? The way I've done it was to take the initialize part and only put the ones of the scripts I'm using in there, and also the attr_accessor parts for the scripts, and place it in the first script, then place all other tons scripts in their own script under the first one where I have the initializing stuff.

The only reason I did that was because my game was having problems with the full package, even with everything set to false  :^_^':
11
RMXP Script Database / Re: [XP] Tons of Add-ons
July 15, 2009, 04:09:18 pm
I don't know about the rest of you, but I managed to separate the tons of addons scripts and kept it to only the few I needed, and now the HP consuming works well enough for me, so I think I'm going to finish up the very last bit of chapter 2 and release that... probably by the end of the week.
12
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 28, 2009, 12:50:33 pm
Can you try posting 1.6x?

Sorry, this is like, the only thing stopping me from releasing the second chapter of my game :P
13
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 01:53:47 pm
Quote from: FenrisHalo on June 26, 2009, 01:48:29 pm
I'm heartbroken  :<_<:

Seriously though, I don't think I have it :(

It's fine, thanks for trying though.
14
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 01:39:19 pm
Quote from: FenrisHalo on June 26, 2009, 10:17:21 am
*Ahem*It's a month since some1 last posted something... But anyway, I got version 1.7.1 right here:
I'm not putting it in a spoiler, it minimizes the box :P
=begin
Bloodmage Script v 1.7.1
by WcW

Introduction:
I made this script for Akkein (a.k.a. Akkrin) at
http://forum.chaos-project.com/ at his request. If you use
this script in your game, please make sure that you give him,
as well as myself, credits. For instructions on how to use this
script, refer to the "Instructiions" section further below.

Features:
- Allows for some actors/spells to consume HP rather than SP
- Can set bloodmages either by selecting specific actors
or by declaring "Bloodmage" classes
- Can define some spells to be used as blood spells regardless
of class/actor, and set others to be used as regular spells,
even by Bloodmages
- Can optionally set a minimum percent of HP an actor must
have left to use a Blood spell
- Small, light code with high chance of compatibility with
most scripts that are compatibility with the default
battle system, and _possibly_ BlizzABS

Version History:
1.0.0: Initial release; supported only basic HP consumption
1.0.2: Small Bug Fixes
1.1.2: Removed bug where skill checked for SP as well as HP
1.2.2: Add option for whether or not actors should be able
to kill themselves with Blood spells
1.3.2: Added Blizzard's optimized code.
1.3.3: Fixed a small bug left by Blizzard (:P)
1.4.3: Rewrote some of Blizzard's code for more Blood Mage
goodness :)
1.4.4: Fixed status window bug (wouldn't refresh)
1.4.5: Fixed bug where Blood Mages were unaffected
by things such as Half SP Cost.
1.4.6: Fixed another bug where it didn't consume
any HP at all if the blood mage had 0 SP
thanks to the last two bug fixes.
1.5.6: Added a new function that allows you to disable
the bloodmage effect for certain skills, and optimized
the code some more.
1.5.7: Fixed errors wtih RTAB
1.5.8: Fixed bugs
1.5.9: Fixed error with $game_system.bloodmage_not
1.7.0: Cleaned up code tremendously, added several new options,
improved compatibility, changed configuration. Testing
version; may not work. Please report all errors at
http://forum.chaos-project.com/.
1.7.1: Fixed error

Instructions:
This script should ideally be placed below all default RMXP
scripts and above all of Blizzard's scripts, as well as RMXP's
"Main" script.

To set up the default configuration:
---
To add actors that will be Bloodmages regardless of class:
- Add the actors ID between the brackets on line 153,
separating all ID's with commas.
---
To add classes that will be Bloodmages, regardless of actor:
- Add the class ID between the brackets on line 156,
similarly to setting up actors.
---
To add skills that will consume HP regardless of actor/class:
- Add the ID between the brackets on line 160,
same as the last two configuration options.
---
To add skills that will never sonsume HP:
- Add the ID between the brackets on line 163, same as
the last three.
---
To set actors to die/not die when they use too much HP:
- Replace 'false/true' with 'true/false' on line 170
to invert the current setting.
---
To set the minimum percent of HP a Bloodmage must have
to use a skill while the last option is set to 'false':
- Simply change the number on line 175
---

To edit configuration in an event/script:
( note: in each of these, <v> will represent the ID
  of the actor, class, or skill being spoken of, or
  value for the config option being spoken of )
  ---
To add an actor to the Bloodmages list:
- $game_system.wcw_bloodusers.push <v>
To remove an actor from the Bloodmages list:
- $game_system.wcw_bloodusers.delete <v>
---
To add a class to the Bloodmages list:
- $game_system.wcw_bloodmages.push <v>
To remove a class from the Bloodmages list:
- $game_system.wcw_bloodusers.delete <v>
---
To add an HP-consuming skill to the Bloodmages list:
- $game_system.wcw_bloodskills.push <v>
To remove an HP-consuming skill from the Bloodmages list:
- $game_system.wcw_bloodskills.delete <v>
---
To add a non-HP-consuming skill to the Bloodmages list:
- $game_system.wcw_dryskills.push <v>
To remove a non-HP-consuming skill from the Bloodmages list:
- $game_system.wcw_dryskills.delete <v>
---
To set Bloodmages to die when they use too much HP:
- $game_system.wcw_blood_die = true
To set Bloodmages to live when they use too much HP:
- $game_system.wcw_blood_die = false
---
To set the minimum percent of health a bloodmage must
have to use a skill when the last setting is 'false':
- $game_system.wcw_blood_limit = <v>
---

Compatibility:
If you find any issues, post them at http://forum.chaos-project.com/.

Credits:
Blizzard, for helping me learn to script, pointing out a bug, and optimizing
code
Fantasist, for getting me to come back to RMXP
Akkrin, for giving me the Blood Mage idea
Myself, for scripting it
Cid, for reporting an error ;)

Enjoy |:]
=end

#----------------------------------------------------------------------------
# * CONFIG (redefinition of Game_System class)
#     Configuration section :)
#----------------------------------------------------------------------------
class Game_System

# Defines getter's and setter's for configuration variables
attr_accessor :wcw_bloodusers, :wcw_bloodmages
attr_accessor :wcw_bloodskills, :wcw_dryskills
attr_accessor :wcw_blood_die, :wcw_blood_limit
# Backs up the old initialize method
alias init_wcw_bloodmage_later initialize

#------------------------------------------------------------------------
# - initialize
# First method called :P
#------------------------------------------------------------------------
def initialize

# This variable stores the ID's of all classes which should consume
# HP over MP.
@wcw_bloodusers = []
# This variable stores the ID's of all actors that act as
# bloodmages, even though their class is not a bloodmage.
@wcw_bloodmages = []

# This variable stores the ID's of all skills which will act as
# bloodmage skills, even if the actor using it isn't a bloodmage
@wcw_bloodskills = []
# This variable stores the ID's of all skills which will not cause
# a bloodmage to lose HP if they use them.
@wcw_dryskills = []

# If this variable is set to "true," bloodmages will be able to kill
# themselves if they use to much HP (it will use more HP than the
# actor has, even if it is not enough for the skill.) If it is
# set to false, they will only be able to use the skills until it
# would put them below $game_system.wcw_blood_limit.
@wcw_blood_die = false
# This number must be set from 1 to 100. It signifies the minimum
# percent of HP an actor must have to use a skill if
# $game_system.wcw_blood_die is set to "false. 0 is default,
# and means the actor can use skills until his HP is 1.
@wcw_blood_limit = 0

    return init_wcw_bloodmage_later

  end

end

#----------------------------------------------------------------------------
# * Bulk of the code (redefinition of some Game_Battler code)
#----------------------------------------------------------------------------
class Game_Battler

# Backs up skill_can_use?(skill_id)
alias skill_can_use_wcw_bloodmage_later skill_can_use? #lol, long name :P

#------------------------------------------------------------------------
# - wcw_is_bloodmage?()
# Checks to see if actor is a bloodmage.
#------------------------------------------------------------------------
def wcw_is_bloodmage?

return self.is_a?(Game_Actor) && (
$game_system.wcw_bloodusers.include?(self.class_id) ||
$game_system.wcw_bloodmages.include?(self.id) )

end

def wcw_bloodmage_applies?(skill_id)
return (wcw_is_bloodmage? && !
$game_system.wcw_dryskills.include?(skill_id)) ||
$game_system.wcw_bloodskills.include?(skill_id)
end

#------------------------------------------------------------------------
# - skill_can_use?(skill_id)
# Checks to see if a skill can be used
#------------------------------------------------------------------------
def skill_can_use?(skill_id)

# Go ahead and pass it on if the actor isn't a bloodmage or the
# skill isn't a bloodskill
unless wcw_bloodmage_applies? skill_id
return skill_can_use_wcw_bloodmage_later(skill_id)
end

# If the actor can die, let them;
if $game_system.wcw_blood_die
return skill_can_use_wcw_bloodmage_later skill_id
# Otherise, ensure that they have enough HP:
else
# Make sure that SP does not affect calculations;
# simplest way to do this an maintain compatibility
old_sp = self.sp
if self.sp < $data_skills[skill_id].sp_cost
self.sp = $data_skills[skill_id].sp_cost
end

# Test for skill the old way, always having enough SP
test = skill_can_use_wcw_bloodmage_later skill_id

# Restore SP
self.sp = old_sp

# Return the answer
return ((self.hp - $data_skills[skill_id].sp_cost) < (self.hp *
($game_system.wcw_blood_limit / 100)) && test)

end

  end
end

#----------------------------------------------------------------------------
# * Code to make sure bloodmages consume HP instead of MP
#----------------------------------------------------------------------------
class Scene_Battle

# Backs up make_skill_action_result
alias make_skill_action_result_wcw_bloodmage_later make_skill_action_result

#----------------------------------------------------------------------------
# - make_skill_action_result(battler=nil)
# Execute skill
#----------------------------------------------------------------------------
def make_skill_action_result(battler = @active_battler)
make_skill_action_result_wcw_bloodmage_later battler
# Reduce HP, and put the SP back where it should be :P
if battler.wcw_bloodmage_applies?
battler.hp -= @skill.sp_cost
battler.sp += @skill.sp_cost
end
@status_window.refresh
end

end


I was looking for 1.73b personally, it's the only release that's worked perfectly for me :(
15
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 09:53:10 am
Not to sound like a giant prick, but has WcW finished his stuff yet? I either need the previous version of this script (if anyone has it), a newer version that works for me, or a way of modifying it so that it works correctly for me.
16
RMXP Script Database / Re: [XP] Blood Mage 1.80
May 27, 2009, 07:45:22 pm
Quote from: WcW on May 27, 2009, 04:49:49 pm
I should, somewhere. But I've got to go to "Explorer Session" and listen to "Ryan Upshaw" talk right now, so yeah... I'll try to get that to you after I do my Alg. and Western Civ.

Yes, I'm trying to make the point that you shouldn't expect updates on this until after June. Sorry, I just don't have time.

Thats fine, as long as I can get the previous version somewhere that should be all I'll ever actually need out of this script, unless the newer version is incredibly efficient :p
17
RMXP Script Database / Re: [XP] Blood Mage 1.80
May 26, 2009, 08:21:25 pm
In the meanwhile, I don't suppose you have the last version of this script, do you? It worked perfectly for me.
18
General Discussion / Re: Gradient bar styles
May 25, 2009, 02:10:42 am
I like the first one because I have full health and SP.

Disregarding that, I like 2 the most.
19
This script is the bomb.
20
RMXP Script Database / Re: [XP] Blood Mage 1.80
May 23, 2009, 09:27:41 pm
Thanks man.