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Topics - Fantasist

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21
Express your Creativity / My first space art in photoshop (100%)
« on: November 28, 2008, 04:18:02 PM »
My game involves some serious space art and instead of ripping off wallpapers and the like, I want to learn to make space scenes with photoshop. Here's my first attempt:


I know the star field is awful, but the planet was my priority. The texture I used for the planet couldv'e been a lot better, but whatever. Comments, suggestions and tricks are appreciated :)

22
Programming / Scripting / Web / [RESOLVED]Limiting values in RUBY
« on: November 14, 2008, 09:07:20 PM »
I need the Ruby code for the following pseudo-code.

Code: [Select]
def bind(variable_pointer, min, max)
  if given_var < min
    given_var = min
  elsif given_var > max
    given_var = max
  end
end

Intended application:

Code: [Select]
a = 1000
b = 1

bind(a, 200, 800)
p a # Output => 800

bind(b, 200, 800)
p b # Output => 200

Any tips? :)

23
Video Games / Any good DBZ 3D game for the PC?
« on: November 14, 2008, 12:26:27 PM »
Seriously, Isn't there ANY good DBZ 3D fighting game for the PC? I've tried Mugen which is far from 3D, but that's not at all enough. If someone knows anything, could you please tell me?

24
RMXP Script Database / [XP] Tiling wallpapers for windows
« on: November 10, 2008, 03:55:01 PM »
Tiling wallpapers for windows
Authors: Fantasist
Version: 1.1
Type: Graphic Modification
Key Term: Misc Add-on

Introduction

The window background can be tiled in RMXP, but it's normally stretched. This small scriptlet reads the filename of the skin for a tile flag and decides whether to tile or stretch the wallpaper.

Features

  • Tile or stretch the wallpaper depending upon the windowskin filename
  • Customizable tile flag in the filename

Screenshots

Name of the windowskin file is "Clipboard1":


Name of the windowskin file is "Clipboard1 [TILE]:


Don't blame me for the horrible example please ^_^'

Demo

Come on, tell me you aren't that lazy :P

Script

Paste this script above "Main" and below "Window_Base". Paste this BELOW any default scripts you're using any.
(click to show/hide)

Instructions

You can set the TILE_FLAG to any word you want. The wallpaper will be tiled if this word is found in the windowskin filename. The default is "[TILE]", so here are some examples:

Skin1 [TILE]
Skin1[TILE]
Skin[tile]1
[tIlE]Skin1
asdsd[tiLE]asdjfc

Remember that the alphabets are not case-sensitive, meaning [tile], [TILE], [TIle], all of them will work.

Compatibility

Should be compatible with almost everything :)

Credits and Thanks

  • I can't possibly demand credit for something like this ^_^'

Author's Notes

This isn't much of a script. This whole "script", is in essence the "stretch" property of the in-built "Window" class. Here's a quote from the RMXP help file:
Quote
stretch
The wallpaper display method. If TRUE, stretches the wallpaper graphic; if FALSE, tiles it. The default value is TRUE.


25
Resource Requests / VX to XP Conversion Help
« on: November 09, 2008, 02:30:44 PM »
I'm trying to make an RMVX RTP for RMXP (VX resources converted for use in RMXP). Audio is piece of cake, I just had to move them. Most of the graphics are done too, but obviously, I haven't converted charsets, tilesets and autotiles. Does anyone know any tools which can split PNG images without messing up their transparency? I've tried some software but they either only work with BMPs and JPGs, or they can't output to PNG.

Here's a list of what I completed and what I need:

Audio

- BGS
- BGM
- ME
- SE

Graphics

- Animations
- Autotiles
- Battlebacks
- Battlers
- Characters
- Fogs
- Gameovers
- Icons
- Panoramas
- Tilesets
- Titles
- Transitions
- Windowskins

Legend:
Green - Done
Red - Not done

After I split the images, I need to work out each charset. I could also use a tool which can automate the charset conversion. I think all of this is possible through Photoshop scripts, but I have no idea about them. I'd appreciate some support :)

26
Electronic and Computer Section / Is my pen drive broken for good?
« on: November 02, 2008, 12:05:41 PM »
I recently got a 4GB JetFlash pen drive. I gave it to a friend and god knows what he did, it's not working right.

Symptoms:
When I plug the drive, the LED glows. The drive appears in My Computer. But when I try to access it, it says "Please insert disk into drive". I've tried double-clicking the icon and typing the drive letter in the address bar. Nothing worked. I can't even format it cause when I try to, it says the same thing: insert disk into drive.

Is there any way I can recover it?

27
Resource Database / Fantasist's Resource(s)
« on: October 28, 2008, 08:43:39 AM »
I'm not much of a spriter or anything but I make stuff sometimes.

Here's a windowskin I made for my game, QC Glass:
(click to show/hide)

Some screenshots:



There's a little bit of color in the wallpaper, so you can try changing the hue to get other colors like orange, green, or anything. The negative is that the reflection on the top of the wallpaper gets a bit blurry when used on big windows like the menu status screen. Anyway, enjoy ^_^


QC Glass 2. I made the reflection straight, so the problem with big windows is gone. I've reduced the brightness of the reflection, so visibility is better. I've changed the hue of the battle cursor to pure blue (instead of cyan) so that hue changes can be precise (no more pink cursors for red skin). Here it is:
(click to show/hide)

Terms of Use:
You can edit and/or use these resources in commercial or non-commercial games for free, provided credit is given to me (Fantasist).


Chaos Project and Hyperion Windowskin Series

I am very excited about the development of ARC. It made me realize once more what a great community this is, and how much I've learned over the many years I've been here. I felt I had to contribute something to the community, especially to the ARC project. So I sat down and finished a windowskin idea I had for ages. I present to you: The Chaos Project and Hyperion windowskin sets:

(click to show/hide)
Download Chaos Project Windowskin Set

(click to show/hide)
Download Hyperion Windowskin Set
Download Old Version

I spent 7 hours straight on those, though I admit a lot of time was wasted in experimenting to see what looked good. I'm pretty satisfied with the results. I used Blizzard's Jewel graphic he used in the forum themes, because my main aim with these was to remind us of Chaos Project :)
And in case you were wondering about the names, they refer to:
Chaos Project: This forum
Hyperion: Nemesis's Flagship in the game "Legend of Lexima IV: Chaos Project"

These windowskins are under the following license:
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Basically:
 - Attribution
 - Share Alike
All conditions are waived for the developers of the ARC project.


I have been working on a few edits to the default battle system and it includes basic animated battlers. To test the system, I made edits to the Arshes charset to make some poses. I ended up with these:
(click to show/hide)

They aren't much, but I really hope more of these kind of battlers were made, you kow. I mean, truly front view battlers, so people can make something like this:
(click to show/hide)

These are more to inspire similar work than actually being usable.

28
Electronic and Computer Section / RM Launch XP
« on: October 17, 2008, 11:34:26 AM »
Some or most of you must've used the Resources Converter with Project Launcher made by Bodom-Child. Here's a screenshot:


I managed to make a similar one of my own. I present to you, the RM Launch XP, a quick launch tool for RMXP. Here's a screenshot:



The only set back with is that you need to have .NET Framework to run this tool. If you know a way I can make it truly stand-alone, please let me know.

DOWNLOAD

29
It came as a bit of a surprise for me, but I can actually go for a good graphics card right now :)
My desktop PC is a bit old, so I don't know if it supports PCI Express cards (most likely, it won't). My vendor told me that if he takes a look at my motherboard, he can tell which type I can use (AGP or PCI). I want to go for a 256MB card. Since I can't afford this much money anytime soon again, I want to make sure I get the best out of what I spend. So assuming my motherboard doesn't support PCI graphics cards, I need some advice on what I should go for.

The sooner the better btw, cause I can't wait :woot:

EDIT: I've done some digging and I'm sure I found the best card for my old motherboard.

Card Details

30
Programming / Scripting / Web / UNIX Command Line Emulator?
« on: August 21, 2008, 01:04:06 PM »
We have UNIX Shell Programing in our syllabus and the PCs in the lab are not very... accessible. So I need an emulator to practice Shell commands. If it can emulate a client, it's all the more better. Any directions?

31
RPG Maker Scripts / Crash-proof saving questions
« on: August 20, 2008, 09:13:37 PM »
I had this idea, but I finally decided to actually implement it. Normally, game data is stored in the files in a particular order. If the order is changed or new data is added, the savegame can't load, or the game will crash eventually. But if I use a loop and check for the loaded objects' class in each iteration and assign them to the respected global variable, data will be loaded properly no matter how badly the order is changed. After the loop, if any globals are still 'nil', I create a new instance and assign it. Basically, the read_save_data method will be something like this:

Code: [Select]
def read_save_data(file)
 
  characters = frame_count = $game_system = $game_switches = $game_variables = nil
  $game_self_switches = $game_screen = $game_actors = $game_party = nil
  $game_troop = $game_map = $game_player = nil
 
  data = [characters, frame_count, $game_system, $game_switches,
  $game_variables, $game_self_switches, $game_screen, $game_actors,
  $game_party, $game_troop, $game_map, $game_player]
 
  # Checking each loaded object's class and assigning accordingly
  while !data.any? {|obj| obj == nil}
    stuff = Marshal.load(file)
    if stuff.is_a?(Array)
      characters = stuff
    elsif stuff.is_a?(Numeric)
      frame_count = stuff
    elsif stuff.is_a?(Game_System)
      $game_system        = stuff
    end
    #
    #and so on..
    #
    Graphics.frame_count = frame_count
  end
 
  #Creating new instances of extra objects
  $ams = AMS.new if $ams == nil
  $item_bag = Item_Bag.new if $item_bag = nil
  #
  #and so on..
  #
end

The only catch is that data of same classes can't be recognised (like arrays and numbers). Even that can be corrected by checking the arrays, but numbers...

So... discuss :)

32
General Discussion / Title screen for a project...
« on: August 10, 2008, 02:45:41 AM »
This is the title screen for an old project I started, but abandoned. Check it out and comment :)

DOWNLOAD

Can anyone guess what project this could be? Ulta will know what this is instantly.

(click to show/hide)

33
Electronic and Computer Section / Best data compression software?
« on: August 08, 2008, 05:35:15 PM »
Without one, life would be so difficult! I used to use WinZIP a long time ago, but I found WinRAR to be faster and better. I also like the new features of the RAR format (solid archiving and file splitting). There was a time I used this program called ZipGenius. I was happy, but I soon forgot about it. After using WinRAR for so long, I'm starting to get bored. I especially don't like the icon. I used some cool themes, but even that became old. Moreover, WinRAR can't compress to many formats, just .zip and .rar if I'm not mistaken. It can extract MANY formats though.

Anyway, I'm in the process of creating a customized Windows XP installation disk. I thought it was about time I did, considering the number of times I reinstalled XP on my PC and Laptop. I'm using the program nLite, which is really able in slipstreaming and tweaking the Windows XP source files. I've already integrated almost all the hotfixes and updates released till date, WM11 and IE7, .NET Framework 2.0 and K-Lite Mega Codec Pack. nLite also lets me integrate programs like Firefox, if I'm able to prepare them in the right format (they're called Program Addons). I've kept the programs to a bare minimum, and I'm almost done, except for a good compression software.

So, what is the best data compression software I can use?

What I consider:
 - WinRAR
 - ZipGenius

What I don't consider:
 - WinZIP

Any pointers would be great :)

34
I need these for my game. A template will also do. I'm not giving details because I don't know them, all I can say is I want them in RMXP default charset style, so they go well with the rest of the sprites. If you make them, you'll be given credit. If you find them somewhere, please mention where you found them, a website url, a name or anything at all. Thanks in advance :)

PS: If things go well, I might pull off a minigame too :D

35
RMXP Script Database / [XP] Transition Pack v1.11
« on: July 24, 2008, 06:45:52 PM »
Transition Pack
Authors: Fantasist
Version: 1.11
Type: Eye Candy
Key Term: Misc System

Introduction

This script adds some exotic transitions which can't be attained by regular transition graphics.

Update: I am no longer updating this script, but ForeverZer0 has made a topic with more transition effects here:
http://forum.chaos-project.com/index.php/topic,7862.0.html
Kudos to you FZ :D

Features

  • Exotic transitions for special occasions in your game
  • Easily extendable

Screenshots

You can't appreciate the effects as screenshots, just try the demo :)

Demo
http://www.mediafire.com/?6ety24cpt311att (245.98 KB)


(click to show/hide)


Script

You will need the screenshot dll to use this script. You can find it in the demo. Place the dll in the game folder.

Place this script below Scene_Debug and above Main.

(click to show/hide)

Instructions

First of all, you will need the screenshot dll. You will find it in the demo. Put it in your game folder.

To use this, instead of calling a scene directly like this:
Code: [Select]
$scene = Scene_Something.new
call it like this:
Code: [Select]
$scene = Transition.new(Scene_Something.new)
Before calling it, you can change "$game_temp.transition_type" to activate the transition.

As of version 1.11 and above, the battle, menu, name, shop and save scenes automatically use the predefined transition effects, so all you have to do is call the scenes using the event command.

Optionally, you can also call a certain effect like this:
Code: [Select]
Transition.new(NEXT_SCENE, EFFECT_TYPE, EFFECT_TYPE_ARGUMENTS)
                   NEXT_SCENE: An instance of the next scene (eg: Scene_Battle.new)
                  EFFECT_TYPE: (Optional) Number indicating the effect type (eg: 4)
EFFECT_TYPE_ARGUMENTS: (Optional) Arguments for the called effect type (eg: Color.new(255, 0, 0))

For example, the following code will call the menu scene with the Fade effect with green color and the effect lasts for 20 frames (nearly half a second):
Code: [Select]
$scene = Transition.new(Scene_Menu.new, 4, Color.new(0, 255, 0), 20)
More detailed instructions are found in the script header.

For Scripters:

     For adding new transitions, check the method Transition#call_effect. Simply add a new case for "type" and add your method. Don't forget to add the *args version, it makes it easier to pass arguments when calling transitions. Check out the call_effect method for reference.

Compatibility

This script replaces Scene_Map#transfer_player method.

Credits and Thanks

  • Fantasist, for making this script
  • Blizzard, for the Transpose effect
  • shdwlink1993, for keeping the demo for so long
  • Ryexander, for helping me with an important scripting aspect
  • Memor-X, for pointing out some bugs

Author's Notes

If you have any problems, suggestions or comments, you can find me at:

 - forum.chaos-project.com

Enjoy ^_^

36
Advanced Shop Status Window
Authors: RPG Advocate, Fantasist
Version: 2.0
Type: Visual Enhancement
Key Term: Custom Shop System

Introduction

NOTE: I did not make this original script. Credit mostly goes to RPG Advocate. Check Author's Notes for reference.

This script enhances the way the stat increases are shown in the shop status window when viewing weapons and armors.

Features

  • Shows change in each stat individually
  • Clearly shows which players can use the selected equipment

Screenshots

(click to show/hide)

Demo

This is fairly simple. You'd be better off trying it than downloading it.

Script

Place this script anywhere below 'Window_ShopStatus' and above 'Main'.
Code: [Select]
#============================================================================
# ** Advanced Shop Status Window
#----------------------------------------------------------------------------
# by RPG Advocate
# Cleaned, optimized and re-documented by Fantasist
# Version 2.0
# 9-June-2008
#----------------------------------------------------------------------------
# Version History:
#
#   1.0 - Original version by RPG Advocate
#   2.0 - Cleaned and fixed by Fantasist
#----------------------------------------------------------------------------
# Description:
#
#     This script enhances the way the stat increases are shown
#   in the shop status window when viewing weapons and armors.
#----------------------------------------------------------------------------
# Compatibility:
#
#     Might not be compatible with other shop scene modifications
#   or complete overhauls (since they have their own status
#   windows).
#----------------------------------------------------------------------------
# Instructions:
#
#     Place this script anywhere below 'Window_ShopStatus' and
#   above 'Main'.
#----------------------------------------------------------------------------
# Configuration:
#
#     Scroll down a bit and you'll see lots of constants. Two of them
#   are the config.
#
#         PLUS_COLOR = Color.new(128, 255, 128)
#         MINUS_COLOR = Color.new(255, 128, 128)
#
#   Those are the colors for showing increase ad decrease in stats.
#   For changing them, remember what the numbers mean:
#
#               Color.new(red, green, blue)
#
#      I wouldn't recommend you touch the other constants.
#   They're just the positions of some text (the stat changes).
#
#     If you want to change any words like "Posessed",
#   "Cannot Equip", "Currently Equipped", etc, just scroll down
#   until you find them and change them to your liking.
#----------------------------------------------------------------------------
# Issues:
#
#     None so far.
#----------------------------------------------------------------------------
# Credits and Thanks:
#
#     Credit RPG Advocate for the layout. You must credit him,
#   because this was originally his script. You can credit me if you
#   want, because the original version had some annoying glitches.
#----------------------------------------------------------------------------
# Notes:
#
#     The original version had some glitches, mainly the characters
#   staying visible when they were not supposed to.  Then, change
#   in intelligence was shown as change in pdef (not sure which
#   stat...). Next, the text size for Cannot Equip, Currently Equipped
#   etc., was smaller for some actors. It actually might not be a glitch
#   since it was pretty cool imo, but it looked wierd in some cases.
#   If you want to know what i mean, hit Ctrl+F and type in:
#                            text_size_glitch
#   When you find the lines, comment them. There ought be 2-3 lines.
#
#   The original script was found at RPG Advocate's site:
#   www.phylomortis.com
#============================================================================

#=============================================================================
# ** Window_ShopStatus
#=============================================================================

class Window_ShopStatus
  
  PLUS_COLOR = Color.new(128, 255, 128)
  MINUS_COLOR = Color.new(255, 128, 128)
  
  # Do not touch anything below unless you know what you're doing
  
  SIGN_WIDTH = 8
  
  STAT_NAME_C1 = 32
  STAT_NAME_C2 = 104
  STAT_NAME_C3 = 176
  
  STAT_SIGN_C1 = STAT_NAME_C1 + 28
  STAT_SIGN_C2 = STAT_NAME_C2 + 28
  STAT_SIGN_C3 = STAT_NAME_C3 + 22
  
  STAT_VAL_C1 = STAT_SIGN_C1 + SIGN_WIDTH + 2
  STAT_VAL_C2 = STAT_SIGN_C2 + SIGN_WIDTH + 2
  STAT_VAL_C3 = STAT_SIGN_C3 + SIGN_WIDTH + 2
  
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width-32, height-32)
    @item = nil
    @sprites = [Sprite.new, Sprite.new, Sprite.new, Sprite.new]
    @sprites.each_with_index {|sprite, i|
      sprite.x = 380
      sprite.y = 194 + i * 64
      sprite.z = self.z + 10
    }
    @walk = [false, false, false, false]
    @count = 0
    refresh
  end
  
  def refresh
    self.contents.clear
    @sprites.each {|sprite| sprite.visible = false}
    return if @item == nil
    self.contents.font.size = 24
    number = case @item
    when RPG::Item then $game_party.item_number(@item.id)
    when RPG::Weapon then $game_party.weapon_number(@item.id)
    when RPG::Armor then $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, 'Possessed:')
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      @walk = [false, false, false, false]
      return
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      else
        item1 = $data_armors[actor.armor4_id]
      end
      if !actor.equippable?(@item)
        draw_actor_graphic(i, false)
        self.contents.font.size = 24  # text_size_glitch
        self.contents.font.color = normal_color
        self.contents.draw_text(32, 54 + 64 * i, 150, 32, 'Cannot Equip')
      else
        draw_actor_graphic(i, true)
        str1 = item1 != nil ? item1.str_plus : 0
        str2 = @item != nil ? @item.str_plus : 0
        dex1 = item1 != nil ? item1.dex_plus : 0
        dex2 = @item != nil ? @item.dex_plus : 0
        agi1 = item1 != nil ? item1.agi_plus : 0
        agi2 = @item != nil ? @item.agi_plus : 0
        int1 = item1 != nil ? item1.int_plus : 0
        int2 = @item != nil ? @item.int_plus : 0
        pdf1 = item1 != nil ? item1.pdef : 0
        pdf2 = @item != nil ? @item.pdef : 0
        mdf1 = item1 != nil ? item1.mdef : 0
        mdf2 = @item != nil ? @item.mdef : 0
        atk1 = atk2 = eva1 = eva2 = 0
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
        end
        if @item.is_a?(RPG::Armor)
          eva1 = item1 != nil ? item1.eva : 0
          eva2 = @item != nil ? @item.eva : 0
        end
        str_change = str2 - str1
        dex_change = dex2 - dex1
        agi_change = agi2 - agi1
        int_change = int2 - int1
        pdf_change = pdf2 - pdf1
        mdf_change = mdf2 - mdf1
        atk_change = atk2 - atk1
        eva_change = eva2 - eva1
        name1 = item1 == nil ? '' : item1.name
        name2 = @item == nil ? '' : @item.name
        if str_change == 0 && dex_change == 0 && agi_change == 0 &&
        pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
        eva_change == 0 && int_change == 0 && name1 != name2
          self.contents.font.size = 24  # text_size_glitch
          self.contents.font.color = normal_color
          self.contents.draw_text(32, 54 + 64 * i, 150, 32, 'No Change')
        end
        if name1 == name2
          self.contents.font.size = 24  # text_size_glitch
          self.contents.font.color = normal_color
          self.contents.draw_text(32, 54 + 64 * i, 200, 32, 'Currently Equipped')
        end
        self.contents.font.size = 16
        self.contents.font.color = normal_color
        if @item.is_a?(RPG::Weapon) && atk_change != 0
          self.contents.draw_text(STAT_NAME_C1, 42 + 64 * i, 32, 32, 'ATK')
        end
        if @item.is_a?(RPG::Armor) && eva_change != 0
          self.contents.draw_text(STAT_NAME_C1, 42 + 64 * i, 32, 32, 'EVA')
        end
        if pdf_change != 0
          self.contents.draw_text(STAT_NAME_C1, 58 + 64 * i, 32, 32, 'PDF')
        end
        if mdf_change != 0
          self.contents.draw_text(STAT_NAME_C1, 74 + 64 * i, 32, 32, 'MDF')
        end
        if str_change != 0
          self.contents.draw_text(STAT_NAME_C2, 42 + 64 * i, 32, 32, 'STR')
        end
        if dex_change != 0
          self.contents.draw_text(STAT_NAME_C2, 58 + 64 * i, 32, 32, 'DEX')
        end
        if agi_change != 0
          self.contents.draw_text(STAT_NAME_C2, 74 + 64 * i, 32, 32, 'AGI')
        end
        if int_change != 0
          self.contents.draw_text(STAT_NAME_C3, 42 + 64 * i, 32, 32, 'INT')
        end
        if @item.is_a?(RPG::Weapon) && atk_change > 0
          self.contents.font.color = PLUS_COLOR
          s = atk_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(70, 42 + 64 * i, 24, 32, s)
        elsif @item.is_a?(RPG::Weapon) && atk_change < 0
          self.contents.font.color = MINUS_COLOR
          s = atk_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
        end
        if @item.is_a?(RPG::Armor) && eva_change > 0
          self.contents.font.color = PLUS_COLOR
          s = eva_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
        elsif @item.is_a?(RPG::Armor) && eva_change < 0
          self.contents.font.color = MINUS_COLOR
          s = eva_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C1, 42 + 64 * i, 24, 32, s)
        end
        if pdf_change > 0
          self.contents.font.color = PLUS_COLOR
          s = pdf_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 58 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C1, 58 + 64 * i, 24, 32, s)
        elsif pdf_change < 0
          self.contents.font.color = MINUS_COLOR
          s = pdf_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 58 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C1, 58 + 64 * i, 24, 32, s)
        end
        if mdf_change > 0
          self.contents.font.color = PLUS_COLOR
          s = mdf_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 74 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C1, 74 + 64 * i, 24, 32, s)
        elsif mdf_change < 0
          self.contents.font.color = MINUS_COLOR
          s = mdf_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C1, 74 + 64 * i, SIGN_WIDTH, 32, '-',1)
          self.contents.draw_text(STAT_VAL_C1, 74 + 64 * i, 24, 32, s)
        end
        if str_change > 0
          self.contents.font.color = PLUS_COLOR
          s = str_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C2, 42 + 64 * i, 24, 32, s)
        elsif str_change < 0
          self.contents.font.color = MINUS_COLOR
          s = str_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C2, 42 + 64 * i, 24, 32, s)
        end
        if dex_change > 0
          self.contents.font.color = PLUS_COLOR
          s = dex_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 58 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C2, 58 + 64 * i, 24, 32, s)
        elsif dex_change < 0
          self.contents.font.color = MINUS_COLOR
          s = dex_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 58 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C2, 58 + 64 * i, 24, 32, s)
        end
        if agi_change > 0
          self.contents.font.color = PLUS_COLOR
          s = agi_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 74 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C2, 74 + 64 * i, 24, 32, s)
        elsif agi_change < 0
          self.contents.font.color = MINUS_COLOR
          s = agi_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C2, 74 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C2, 74 + 64 * i, 24, 32, s)
        end
        if int_change > 0
          self.contents.font.color = PLUS_COLOR
          s = int_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C3, 42 + 64 * i, SIGN_WIDTH, 32, '+', 1)
          self.contents.draw_text(STAT_VAL_C3, 42 + 64 * i, 24, 32, s)
        elsif int_change < 0
          self.contents.font.color = MINUS_COLOR
          s = int_change.abs.to_s
          self.contents.draw_text(STAT_SIGN_C3, 42 + 64 * i, SIGN_WIDTH, 32, '-', 1)
          self.contents.draw_text(STAT_VAL_C3, 42 + 64 * i, 24, 32, s)
        end
      end
    end
  end
  
  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
  
  def draw_actor_graphic(id, equipable)
    actor = $game_party.actors[id]
    @sprites[id].bitmap = RPG::Cache.character(actor.character_name,
    actor.character_hue)
    @sprites[id].src_rect.set(0, 0, @sprites[id].bitmap.width / 4,
    @sprites[id].bitmap.height / 4)
    @walk[id] = equipable
    @sprites[id].tone = Tone.new(0, 0, 0, equipable ? 0 : 255)
    @sprites[id].visible = true
  end
  
  def update
    super
    @count = (@count + 1) % 40
    (0..3).each {|i|
      next unless @walk[i]
      if @sprites[i].bitmap != nil
        w = @sprites[i].bitmap.width / 4
        h = @sprites[i].bitmap.height / 4
        x = (@count / 10) * w
        @sprites[i].src_rect.set(x, 0, w, h)
      end
    }
  end
  
  def visible=(val)
    super
    @sprites.each {|sprite| sprite.visible = val if sprite}
  end
  
  def dispose
    super
    @sprites.each {|sprite| sprite.dispose if sprite}
  end
  
end

Instructions

In script header.
Quote
#----------------------------------------------------------------------------
# Configuration:
#
#     Scroll down a bit and you'll see lots of constants. Two of them
#   are the config.
#
#         PLUS_COLOR = Color.new(128, 255, 128)
#         MINUS_COLOR = Color.new(255, 128, 128)
#
#   Those are the colors for showing increase ad decrease in stats.
#   For changing them, remember what the numbers mean:
#
#               Color.new(red, green, blue)
#
#      I wouldn't recommend you touch the other constants.
#   They're just the positions of some text (the stat changes).
#
#     If you want to change any words like "Posessed",
#   "Cannot Equip", "Currently Equipped", etc, just scroll down
#   until you find them and change them to your liking.
#----------------------------------------------------------------------------

Compatibility

Might not be compatible with other shop scene modifications or complete overhauls (in which case this script is pointless :)).

Credits and Thanks

  • RPG Advocate for the original script
  • Fantasist for cleaning, bug-fixing and optimizing the script

Author's Notes

The original version had some glitches, mainly the characters staying visible when they were not supposed to.  Then, change in intelligence was shown as change in pdef (or some other stat I don't remember...). Next, the text size for Cannot Equip, Currently Equipped etc., was smaller for some actors. It actually might not be a glitch since it was pretty cool imo, but it looked wierd in some cases. If you want to know what i mean, hit Ctrl+F and type in:
                         text_size_glitch
When you find the lines, comment them (put hashes '#' before the lines). There ought be 2-3 lines.

The original script was found at RPG Advocate's site:
www.phylomortis.com

37
Welcome! / Fantasist says hi :)
« on: June 15, 2008, 08:27:42 AM »
For those who don't know me, ...well, nothing. Hi :D

And Ulta, I'm not really back, I so wish I were. I don't want to bother you all with my problems, but I don't know when I'll be active again. I'm free from commitments from about 4 days and the best time in my life has just started, but now I don't have internet :( But heck, my college has a good wireless connection, so I'll see if I can get online when it starts again. Hopefully, I will get a connection at home by then.

...Hey, has anyone even missed me when was gone? Heck, I hope people used my scripts. I hope you're all having fun people. See ya :)

PS (to those who know me a bit): The fantasist has finally evolved! I've completed my transformation. I'm almost a whole new person now, heck yeah! HAHA!!

38
Welcome! / The Fantasist in me has re-awakened!
« on: April 11, 2008, 05:27:35 PM »
Yes indeed! If anyone has seen the episode in DBZ where Piccolo fuses with Nail, I feel the same way as he feels then. It's been 3 years since I've experienced this... state of mind! And it's not just a whim, I've been like this for a week, and it's getting stronger! My imagination is flying in all directions very efficiently again! This is when I'll nurture the Fantasist, and well, I'm closer to starting my game sooner than I expected, for once the story is ready, nothing can stop me from going full speed ahead in June (my holidays). Now, I have my final exams in May, and I'm really pre-occupied, studies being the least of the bulk.

The gist, I'll not be much active here, I'll just pop in and out, and lurk maybe, but not active. If anyone needs my help or need to contact me, PM me, checking PMs is quicker than searching topics.
Adios friends, I'll be back in a month, the Fantasist has taken over my mind and he'd rather stay alone than hang out here!

EDIT: DO NOT e-mail me, I barely check my mails. PMing me is the best way to contact me.

And while I'm at it, are there any games which can inspire some imagination? I need games which are not too 'dark-themed', but with an air of mystery and depth. And definitely not horror XD

39
Entertainment / Legend of Zelda Vocal
« on: March 27, 2008, 12:05:33 PM »
http://www.youtube.com/watch?v=Vp40wXztvw4

It's... cute <3
The rmxp title screen in he backdrop is hilarious, for me atleast ;D

40
RMXP Script Database / [XP] Chaos Project Save Layout
« on: March 19, 2008, 05:45:25 PM »
Chaos Project Save Layout
Authors: Fantasist, Blizzard
Version: 1.4.2
Type: Save/Load Scene Mod
Key Term: Title / Save / Load / GameOver Add-on

Introduction

This replaces the default Save/Load scenes with the layout from the game Chaos Project.

Features

Features taken from Chaos Project:
  • The layout
  • Confirm overwrite window (optional)
  • Detects and uses the windowskin from the savefile (useful with other scripts which enable in-game changing of windowskins)
  • Detects and uses the font from the savefile (made to work with Ultimate Font Override from Tons of Addons)
  • Load-on-demand feature which temporarilyloads save data for faster file selection. Handy especially when using scripts like DREAM
  • Prevents crashing and displays 'Corrupted save data' (customizable) if a savefile is corrupted
  • Compatible with DREAM for Savefiles
  • Location names (optional)

Additional features:
  • Chapter System (optional)
  • Following things are customizable: number of save slots, savefile name, savefile extension, savefile location, text in the Save/Load scene (help window text, overwrite prompt text, etc)
  • Indicates if file exists by colouring the text in the list window (optional)

Screenshots

(click to show/hide)

Demo

Come on already, this is almost plug-and-play! (Demo on demand, but respect my laziness ^_^)

Script

Installation: Place this script anywhere above main and below Scene_Load. Place above Tons of Addons if you're using it.
(click to show/hide)

Now, search for the following or similar in Scene_Title:
Code: [Select]
   @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end

Comment those lines and add this line:
Code: [Select]
   @continue_enabled = (0...CPSL::Save_number).any? {|i|FileTest.exist?(CPSL.make_savename(i))}


Instructions

In script header.

Compatibility

Quote
#------------------------------------------------------------------------------
# Compatibility:
#
#   Might not be compatible with other save/load systems. Should be compatible
#   with everything else.
#   Compatible with 'Ultimate Font Override' from Tons of Addons,
#   'Storm Tronics CMS' and 'DREAM for Savefiles' by Blizzard
#------------------------------------------------------------------------------

Credits and Thanks

Credits: Fantasist for making this, Blizzard for the layout
Thanks: Blizzard (and his game Chaos Project) for the original layout and inspiration, Sase for pointing out the issue with the confirm overwrite window, and IserLuick for suggesting a feature

Author's Notes

   I'm not perfectly happy with the bars. If anything seems too troublesome or annoying while using the script, please let me know. I want to make this as practically pleasant as possible.

If you have any questions, problems or suggestions, you can find me at:
 - www.chaos-project.com
 - www.quantumcore.forumotion.com
Enjoy ^_^

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