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Marked

Content Manager
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Everything posted by Marked

  1. You could just use switches. Make events of all your village people and set them to all the same switch. Once you have beaten the boss, make sure that switch is turned on, and all the villagers will appear there for the rest of the game(as long as the switch is kept on, of course). For example: This event will not appear until that switch is turned on. As for the music, you can do the same thing. I probably wouldn't use the Auto-Change BGM thing to set the music though, I'd do it in events and using the same switch as the for the village people events.
  2. You want us to come up with a name for you? You're as creative as me! :lol: You could always try RMXP tools which generates names for you. Is Here.
  3. Whoever reported the link as broken, thanks a lot. It's been re-uploaded thanks to you.
  4. With scripts you can make conversations must more effective. You can find Dubealexs Advanced message script here: http://www.rmxpunlimited.net/index.php/rmx...-release-4.html It has an instruction manual, but I recommend you download the demo. It has pre-made events with how to make the script work. Without scripts you can also use this in the message window: \n[id] Replace id with the id of the character from your database. For example, in a new project, typing \n[0] in a message box will display in-game "Aluxes". This is useful for storyline characters, you can just chuck that in their and if you change a name you only have to change it in the database only. Here's a picture of it: I think that guy Arkbennett wrote a tutorial on messages, you should also give this a read: http://www.rmxpunlimited.net/forums/index.php?showtopic=1041
  5. Our good friends at RPG Manager have invited as to be apart of their new Multi-Site RPG Maker Wiki. This is a Wiki about all things RPG Maker, written by four communities. Those communities are: RPG Manager RMVXP Universe RMXP Unlimited SponGen RPGM Wiki Get on over there are start sharing your knowledge.
  6. email address? This thing's two years old, I don't even remember making it. That is not what it's supposed to look like. The name of the battler does have to be the same as the character.
  7. It's a good start but you need to develop it a bit more. Add some character profiles, I bit more to the plot and so on. If you are going to recruit, you're going to want to be convincing. People have different styles in how they approach a project(I, for example, will have nothing down on paper and I will just make a random storyline as I go), but the more stuff you got down on paper the more direction you will have for it, which isn't a bad thing.
  8. Well now, didnt that just kill my motivation to become a scripter... :lol: Suppose there's nothing to defend myself... 'tis a rearrangement script, and to make those you dont need to know what you're doing. Though the only mistake with this script is how I copied to the website. Its not the full script. Use this version: Scrippy #========================================================== # Custom Skill Screen 1.0 by Neon(23.10.06) Script no.:4 #--------------------------------------------------------- # This script is fairly basic. It displays extra stats in the skills screen # which are: ATK, PDEF, MDEF, STR, DEX and AGI, it displays the actors graphic # and the windows are rearranged. Another feature that is the skill screen in # battle, it is the same as the default. This script will also change the battle # skill screen, and it didnt look very good, so it changes back to the default # one. #---------------------------------------------------------- #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs skill screen processing. #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make help window, status window, skill window and graphic window. @help_window = Window_Help.new @status_window = Window_SkillStatus.new(@actor) @skill_window = Window_Skill.new(@actor) @skill_graphic = Window_Skill_Graphic.new(@actor) # Associate help window @skill_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose @skill_graphic.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @status_window.update @skill_window.update @target_window.update # If skill window is active: call update_skill if @skill_window.active update_skill return end # If skill target is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(1) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target_window.x = (@skill_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase target window @skill_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @target_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @target_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays usable skills on the skill and battle screens. #============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) if $game_temp.in_battle super(200, 64, 640, 300) else super(200, 64, 440, 300) end @actor = actor if $game_temp.in_battle @column_max = 2 else @column_max = 1 end refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.x = 0 self.y = 64 self.width = 640 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 if $game_temp.in_battle x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 end rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) if $game_temp.in_battle self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) else self.contents.draw_text(x + 350, y, 48, 32, skill.sp_cost.to_s, 2) end end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end #============================================================================== # ** Window_SkillStatus #------------------------------------------------------------------------------ # This window displays the skill user's status on the skill screen. #============================================================================== class Window_SkillStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 364, 640, 116) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_state(@actor, 0, 0) draw_actor_hp(@actor, 0, 28) draw_actor_sp(@actor, 0, 28+28) #-------------------------------------------------------------------------- # * Draw Parameters #-------------------------------------------------------------------------- draw_actor_parameter(@actor, 200, 0, 0) draw_actor_parameter(@actor, 200, 28, 1) draw_actor_parameter(@actor, 200, 28+28, 2) draw_actor_parameter(@actor, 420, 0, 3) draw_actor_parameter(@actor, 420, 28, 4) draw_actor_parameter(@actor, 420, 28+28, 5) end end #============================================================================== # ** Window_Skill_Actor_Graphic #------------------------------------------------------------------------------ # This window displays the Actors name, class and graphic. #============================================================================== class Window_Skill_Graphic < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 64, 200, 300) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh draw_actor_class(@actor, 200, 200) end #-------------------------------------------------------------------------- # * Draw Actor Graphic # REMEMBER!: Set the character set and the graphic picture's name exactly # the same, otherwise the wrong, or no, graphic will appear. #-------------------------------------------------------------------------- def draw_actor_battler(actor, x, y) face = RPG::Cache.battler(actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(3, -1, fw, fh) self.contents.blt(x - fw / 43, y - fh, face, src_rect, opacity) end def refresh self.contents.clear draw_actor_battler(@actor, 37, 255) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4+32, 22) end end Probably wont work though. ;) Oh, and it says that "Neon" made this script, which is the username I used on the forum which I made this while active on.
  9. The 7-Day Tournament Welcome to the 7-Day tournament. The 7-Day Tournament is a contest of skill and pressure in all areas of RPG Maker XP. What does the contest involve? One project and 7 days. How it works At the start of the first day, each competitor is given a theme to work with. This is what to base the project on, not a storyline. Each competitor must develop there own plot and storyline from there given theme. Each theme will be different and presented at random. Each will be new and challenging to the competitor. Once the contest has started, each competitor must develop a storyline, map, and event their project and get it in before the 7-Day deadline. Post-Contest, projects will be played and judged in the following areas: Mapping Storyline Theme(Did you stick to your given theme?) Gameplay ADD MORE Rules You're only allocated exactly 7 days to complete the project, no more no less(this includes uploading) Single entries only All mapping/eventing must be done after the contest has started Any graphical/audio resources are allowed. This excludes content copied from an external project(Maps, Database content, Event systems etc.)
  10. Happy 20th Birthday Emily_Konichi!! Sorry if its a day early for you, being in America. Hope you have a great day! ;)
  11. Wow, I'm impressed so far. Looks like a very interesting game. I like.
  12. yeah, i come up with some strange stuff for some reason. Not a creative bone in my body.
  13. I voted for no. If such a creature did exist, I think we would have discovered it already. I know there are a lot of species, especially birds, that haven't yet been discovered in land that humans have not yet been to, but I think that a creature the size of the one would have been found by humans. Anyway, didn't this thing turn out to have possum DNA?
  14. I don't have RPG Maker XP on my computer, so I'll try to help you anyway. Do you know how to open your scripts database? Its in one of the menus, find that and open it. You will a bunch of scripts there that make your project run. The bottom script should be named "Main". Copy the script here: http://www.rmxpunlimited.net/scripts/rmxp/...ill_screen.html Make a new a script in your scripts database(right-click, new script) and paste this script in there. Make sure you add the new script above the "Main" script. Glad you like the script.
  15. From your post I get the feeling you're talking about the forum? Or perhaps both? I don't really have intentions of closing us down but this topic is about the site and not the forums. I think you know that though, but just in case.
  16. This is a little Survey about our website so I can get some info about it from the members. The reason for it, I'm thinking about taking it off. I had really big plans for it but they fell through due to no one wanting to submit Articles and the time it took me to add content to it myself. As it is unlikely members will be keen to submit their stuff to the website, it will not really progress any further. I will not be adding anything more to it due to time restrictions. I have future plans for a website however. Invision Power Board are developing a CMS(Content Management System) for IPB. That means flawless website integration.
  17. I have introduced a new skin to the forum for all members. It is the second default skin that comes with this software, so if you're on a lot of forums you may recognize this skin. To change skins, goto the bottom of the forum and change the "Default" skin to "Unlimited Pro". This skin is simple and clean and also faster than the other. It doesn't have all the menus, but it will have all the major forum modifications. If you want to goto the Arcade or anything like that you will have to change skins. I will probably be using the new skin because I prefer it over the old one, so any skin related errors need to reported to me because I will not be aware of them. some of you may notice the forums are looking at little different at the bottom. The sub-forums of "The Design Studio" have been taken out of the "Other" Category and been made into their own category so they can be used more regularly. I have also made an "Other Game Makers" forum for discussion about other Game Makers. hopefully there will be some more forum changes/additions soon as well.
  18. Moved to Utilities and Enhancements. I may make a mirror for this in our Downloads Manager.
  19. Has anyone heard of Flight of the Concords? They are a band(well, they sing), and have a TV show on HBO in America. Here are some of their videos on youtube: Youtube Video -> Youtube Video ->Original Video
  20. I'd say stick with the web browser. You say that you gave up on it because of FF and IE being able to do the same things. If that's the case you're going to have a really tough creating something. Sure you could come up with something new that no one's thought of but thats not going to an easy task. Think about all the people in the world who do this kind of thing. I have no idea how many, but you know, im sure there's heaps. Anyway, my point is that you're giving up on your browser for the wrong reasons. Creating your web browser is great practice for your future creations and future commercial creations.
  21. That would have been at the end of last November. 8 months ago? Welcome to RMXP Unlimited, Diamonds! We've heard so much about you ;)
  22. I don't have a PS3 but I play my brothers. He's got: Grand Theft Auto: IV DBZ Burstlimit
  23. Ha, Wyzrd you're a genius. From that I'm assuming I caused the problem myself :lol:
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