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Marked

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Everything posted by Marked

  1. So you did. Sorry about that. There is an error in script however. I think you may have posted from another forum and caught a smilie in there perhaps.. I get a syntax error and in the script it has "cool.gif". Here's a copy that works: #===================================================== # Drago del fato's Level Up Point Spend System # --------------------------------------------- # Written by Drago del Fato # Version 2.4 # Just insert a new script above main and call it whatever you want. #===================================================== #--Res Text PSPEND_LVUPTEXT = "New Level! Do you want to Level up?" PSPEND_SPTEXT = "Special Points Left:" PSPEND_ANSWERS = ["Yes!","No"] PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...", "Change Dexterity...","Change Inteligence...","Change Maximum Health Points...", "Change Maximum Skill Points...","Reset all Values to Normal...","Finnish Editing...."] PSPEND_B1 = "Reset" PSPEND_B2 = "Done!" LVUP_TEXT = "(Lv Up!)" DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit" #-- Other Res SPADD = 6 AGILITY_ADD = 1 DEXTERITY_ADD = 1 INTELIGENCE_ADD = 1 STRENGTH_ADD = 1 HP_ADD = 4 SP_ADD = 3 #-- If you aren't experienced scripter then don't change lines below!!! #--Global Variables $PSPEND_POINTS = [] $PSPEND_ACTORS = [] $PSPEND_ADD = [1,1,1,1,1,1] $PSPEND_ATTR = [1,1,1,1,1,1] $PSPEND_RET = 0 #== Part One - Class for Setting and Getting Attributes from Actors class PSPEND_GET_SET_ACTOR_ATRIBUTTES def initialize(type) if !$BTEST case type when 0 return when 1 get_attributes when 2 set_attributes end end end def get_attributes(actorid) @actor = $game_actors[actorid] $PSPEND_ATTR[1] = @actor.str $PSPEND_ATTR[2] = @actor.agi $PSPEND_ATTR[3] = @actor.dex $PSPEND_ATTR[4] = @actor.int $PSPEND_ATTR[5] = @actor.maxhp $PSPEND_ATTR[6] = @actor.maxsp end def set_attributes(actorid) @actor = $game_actors[actorid] @actor.str = $PSPEND_ATTR[1] @actor.agi = $PSPEND_ATTR[2] @actor.dex = $PSPEND_ATTR[3] @actor.int = $PSPEND_ATTR[4] @actor.maxhp = $PSPEND_ATTR[5] @actor.maxsp = $PSPEND_ATTR[6] end end #-- End of Part One #-- Part Two - Disabling actor attributes so that they have same attributes at the next level! class Game_Actor def exp=(exp) @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 $actor_attr.get_attributes(@actor_id) @level += 1 $actor_attr.set_attributes(@actor_id) $PSPEND_POINTS[@actor_id - 1] += SPADD $PSPEND_ACTORS[@actor_id - 1] = true for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end while @exp < @exp_list[@level] $actor_attr.get_attributes(@actor_id) @level -= 1 $actor_attr.set_attributes(@actor_id) $PSPEND_ACTORS[@actor_id - 1] = false end @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end def level=(level) if level < self.level $actor_attr.get_attributes(@actor_id) level = [[level, $data_actors[@actor_id].final_level].min, 1].max $actor_attr.set_attributes(@actor_id) $PSPEND_ACTORS[@actor_id - 1] = false self.exp = @exp_list[level] return end $actor_attr.get_attributes(@actor_id) level = [[level, $data_actors[@actor_id].final_level].min, 1].max $actor_attr.set_attributes(@actor_id) $PSPEND_POINTS[@actor_id - 1] += SPADD $PSPEND_ACTORS[@actor_id - 1] = true self.exp = @exp_list[level] return end end #-- End of Part Two #-- Part Three # Changing the code so that some other variables will be added... class Scene_Title def command_new_game $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new #edit $actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) for i in 0..$data_actors.size - 2 $PSPEND_ACTORS.push(false) $PSPEND_POINTS.push(0) end #end edit $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end def battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new #edit $actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) for i in 0..$data_actors.size - 2 $PSPEND_ACTORS.push(false) $PSPEND_POINTS.push(0) end #end edit $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end #End of Part Three #Mid Part - Adding Draw Actor Battler class Window_Base < Window def draw_actor_battler(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw =bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw,ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) cx = self.contents.text_size(actor.name).width if $PSPEND_ACTORS[actor.id - 1] self.contents.font.color = crisis_color self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT) end self.contents.font.color = normal_color end end #End of Mid Part #Part Four - The Hard one! Making Custom Windows class PSPEND_CUSTOM_WINDOW < Window_Selectable def initialize(winactorid) super(0, 64, 640, 480 - 64) commands = [1,2,3,4,5,6,7,8] @item_max = commands.size @commands = commands self.contents = Bitmap.new(width - 32,height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 20 @actor = $game_actors[winactorid + 1] @y = 10 $PSPEND_RET = $PSPEND_POINTS[@actor.id - 1] refresh(true) self.index = 0 end def refresh(ret = false) self.contents.clear @y = 10 if ret $PSPEND_ADD[1] = @actor.str $PSPEND_ADD[2] = @actor.agi $PSPEND_ADD[3] = @actor.dex $PSPEND_ADD[4] = @actor.int $PSPEND_ADD[5] = @actor.maxhp $PSPEND_ADD[6] = @actor.maxsp $PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET ret = false end draw_actor_battler(@actor,20 + 100,@y + 200) draw_actor_name(@actor,20 + 32,@y + 220) cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s) cx = self.contents.text_size(DESC_TEXT).width self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT) @y += 150 @x = 260 for i in 0...@item_max draw_item(i, normal_color) end end def draw_item(index, color) if $PSPEND_POINTS[@actor.id - 1] <= 0 self.contents.font.color = disabled_color else self.contents.font.color = color end rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) case index when 0 self.contents.draw_text(rect, $data_system.words.str) cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s) when 1 self.contents.draw_text(rect, $data_system.words.agi ) cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s) when 2 self.contents.draw_text(rect, $data_system.words.dex ) cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s) when 3 self.contents.draw_text(rect, $data_system.words.int ) cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s) when 4 self.contents.draw_text(rect, $data_system.words.hp ) cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s) when 5 self.contents.draw_text(rect, $data_system.words.sp ) cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s) when 6 self.contents.font.color = color self.contents.draw_text(rect,PSPEND_B1) when 7 self.contents.font.color = color self.contents.draw_text(rect,PSPEND_B2) end end def disable_item(index) draw_item(index, disabled_color) end def update_cursor_rect if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end cursor_width = self.width / @column_max - 32 x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 32 - self.oy self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32) end end #End of Part Four #Part Five - Making Scene_Status to show level up window when character #get's a new level class Scene_Status def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end def main @actor = $game_party.actors[@actor_index] $ACTORD = @actor @status_window = Window_Status.new(@actor) Graphics.transition if $PSPEND_ACTORS[@actor.id - 1] @h = Window_Help.new @h.set_text(PSPEND_LVUPTEXT) @h.y = 100 @h.z = 9997 @c = Window_Command.new(140,PSPEND_ANSWERS) @c.y = 170 @c.x = 200 @c.z = 9998 loop do Graphics.update Input.update update_pspend_lvup_win if $scene != self break end end Graphics.freeze @h.z = 0 @c.z = 1 @status_window.z = 2 @status_window.dispose @h.dispose @c.dispose return end loop do Graphics.update Input.update update if $scene != self break end end @status_window.dispose end def update_pspend_lvup_win @c.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $PSPEND_ACTORS[@actor.id - 1] = false $scene = Scene_Menu.new return end if Input.trigger?(Input::C) case @c.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1) return when 1 $game_system.se_play($data_system.cancel_se) $PSPEND_ACTORS[@actor.id - 1] = false $scene = Scene_Menu.new return end end end end #End of Part Five #Part Six - Hell is coming...AAAAAAAAH! class Scene_PSPEND_Main_Screen def initialize(actor_id_index) @actor_ind = actor_id_index main end def main @help = Window_Help.new @spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind) @spend.y = 64 @spend.z = 99998 @help.z = 99998 Graphics.transition loop do Graphics.update Input.update update_spend_help_win if $scene != self break end end Graphics.freeze @spend.dispose @help.dispose end def update_spend_help_win @spend.update @help.update @help.set_text(PSPEND_HELP_TEXT[@spend.index]) if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new $PSPEND_POINTS[@actor_ind] = $PSPEND_RET $PSPEND_ACTORS[@actor_ind] = false return end if Input.repeat?(Input::RIGHT) unless $PSPEND_POINTS[@actor_ind] > 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.cursor_se) $PSPEND_POINTS[@actor_ind] -= 1 case @spend.index when 0 $PSPEND_ADD[1] += STRENGTH_ADD when 1 $PSPEND_ADD[2] += AGILITY_ADD when 2 $PSPEND_ADD[3] += DEXTERITY_ADD when 3 $PSPEND_ADD[4] += INTELIGENCE_ADD when 4 $PSPEND_ADD[5] += HP_ADD when 5 $PSPEND_ADD[6] += SP_ADD when 6 $PSPEND_POINTS[@actor_ind] += 1 when 7 $PSPEND_POINTS[@actor_ind] += 1 end @spend.refresh return end if Input.repeat?(Input::LEFT) unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.cursor_se) case @spend.index when 0 if $PSPEND_ADD[1] <= $ACTORD.str $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[1] -= STRENGTH_ADD when 1 if $PSPEND_ADD[2] <= $ACTORD.agi $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[2] -= AGILITY_ADD when 2 if $PSPEND_ADD[3] <= $ACTORD.dex $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[3] -= DEXTERITY_ADD when 3 if $PSPEND_ADD[4] <= $ACTORD.int $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[4] -= INTELIGENCE_ADD when 4 if $PSPEND_ADD[5] <= $ACTORD.maxhp $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[5] -= HP_ADD when 5 if $PSPEND_ADD[6] <= $ACTORD.maxsp $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[6] -= SP_ADD when 6 $PSPEND_POINTS[@actor_ind] -= 1 when 7 $PSPEND_POINTS[@actor_ind] -= 1 end $PSPEND_POINTS[@actor_ind] += 1 @spend.refresh return end if Input.trigger?(Input::C) case @spend.index when 6 @spend.refresh(true) when 7 $ACTORD.str = $PSPEND_ADD[1] $ACTORD.agi = $PSPEND_ADD[2] $ACTORD.dex = $PSPEND_ADD[3] $ACTORD.int = $PSPEND_ADD[4] $ACTORD.maxhp = $PSPEND_ADD[5] $ACTORD.maxsp = $PSPEND_ADD[6] $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new $PSPEND_ACTORS[@actor_ind] = false return end end end end #End of Part Six - Yipee!!! I made it! #Part Seven - Save Load part! class Scene_Save < Scene_File def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($PSPEND_POINTS,file) Marshal.dump($PSPEND_ACTORS,file) Marshal.dump($actor_attr,file) end end # -- And now for the load screen class Scene_Load < Scene_File def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $PSPEND_POINTS = Marshal.load(file) $PSPEND_ACTORS = Marshal.load(file) $actor_attr = Marshal.load(file) if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end #-- END OF SAVE AND LOAD SCREEN #-- END OF THE SCRIPT #======================= # Written by Drago del fato #======================= I quite liked this script so I published it to the site. You can see it Here. That page has some screenshots for those who are interested. Thanks for posting this Cheshire.
  2. Don't forget to include credits though. This is Drago del fato's Level Up Point Spend System version 2.4, as mentioned in the script.
  3. Thanks for the good comments so far. I hadn't planned on releasing it at this time, some pages are still not complete such as the RGSS Scripts main page. Questions are problems with the website should be posted here: http://www.rmxpunlimited.net/forums/index.php?showforum=3 Adding content isn't quite as simple as making posts on a forum. It took me a day or two get how it all works, which unfortunately may turn people away from adding their own content. As mentioned in previous announcements also, the Downloads Manager has been changed to suit the Site. So for everything downloadable(Scripts, Projects), the should be uploaded to the downloads manager. This way they will never be deleted unlike some hosting services.
  4. Yeah I agree with some of the things in your post. I was thinking of removing the chatroom though because of activity. How many people reading this topic have actually been to the chatroom? It was a feature of the board before Noob saibot came along. I installed it again when I restored everything. I think at the moment it won't be used, and wont be unless the board because more popular. Especially with the time zones of the active members. Ryan was the only member I know with a similar time zone to mine.
  5. Today is the official release of the RMXP Unlimited Website. It was started around the 20th of February, so it has taken some time to set it up. The website is nothing like a front page as in previous sites we have had. It has full RGSS, Tutorial and Project sections for RPG Maker XP & VX as well as a Utilities and Tools section. The site is integrated with the forum, which means you have one account for everything. This is particularly important as members can add their own content to each RMXP/VX sections. As mentioned in the announcement we are looking for Publishers who interested in helping with the website. The site is new but there is some content up already that users can view. Some have links to topics and the downloads manger on the forums. The Downloads Manager and forums have been set up as the Site's structure. For example, there are 11 RGSS forums, site categories, and download manger categories. The site's URL is http://www.rmxpunlimited.net Please leave your comments, feedback and suggestions so we can improve the site.
  6. Ah that's too bad Leon, no internet for 2 weeks. Hope the move goes well and see ya when you get back.
  7. Am I the only one who cant see whats going on?
  8. Marked

    Final Fantasy Video

    Dont forget necropost, probably an unlimited record too :lol: Nice vid, didn't know you were the romantic type Wyz. I haven't played the FF games myself, but heard about them from just about everyone.
  9. Seems to be quite a nice project you got going there. There are a few errors in your maps that need fixed up though.
  10. Welcome to RMXP Unlimited Pyramid_Head. You must be quite experienced with RPG Maker. I've been using RPG Maker XP for over 2 years now, so we only support RMXP and above.
  11. Hey Kadski, welcome to RMXP Unlimited.
  12. Marked

    i need help

    Moved to RGSS Support.
  13. there is? First I've heard of it. I remember the discussions about .swf files in flash, but they all said it was impossible and just export your movies as .avi and use the avi script to play them. Which meant the file size was 10x bigger.. I'm interested in such a script. Can anyone find it?
  14. Ah, so he returns. Actually a bit did happen while you were away. Maph took over the project and we decided to separate from RMXP Unlimited. http://z15.invisionfree.com/RPGMakers/ I'm sure this project has ceased though. It did seem like you abandoned it disappearing for a couple of months, but was keen to take over. You will have to ask him what is going on with it. I'm assuming he is in fact not continuing with it.
  15. I'm not a scripter myself so I can't answer your question, sorry.
  16. Sometimes people play games without replying back to the topic. I think that users on RMXP Unlimited have downloaded your project too. I've played your game and it even inspired me to start a project again. Sometimes it feels like a waste of time, but if you've inspired at least one person you can say that it isnt, and you shouldn't give up. I cannot see the topic you posted on that forum because I don't have an account. There can be a lot of young members(a lot mature though) who make some pretty bad posts. Older ones too.
  17. I mess around in flash from time to time. I would like to make a big intro thing, but it'd be pretty pointless. I also think that that one isn't much of a logo for the site. It's also not made by us. That'd be cool. Although the great thing about logos is that they can be simple yet effective, so anyone can make them.
  18. RMXP Unlimited has never really had a logo, so I was thinking we should come up with one. I'm sure a few of you out there are good graphic artists. We do though, have that favicon thing(the yellow sphere in the browser) which I choose at complete random out of a group of icons. I later found out its a windows networking icon. I made a larger animated version: http://img260.imageshack.us/my.php?image=u...itedlogoyv9.swf We could have that shape for a logo, or some users can post their own in this topic.
  19. I think that having switches and making it easy to enable and disable what you want will be really appealing. As well as not having to look for more scripts that add functionality to RMXP, and all working in sync. It sort of reminds me of one of those scripters' testbeds, where they have all there scripts in one game. I think this could be quite popular, if you're willing to do it that is.
  20. So with this, you have the option of selecting your own menu system, battle system etc. ? That would sound good to most people. Although how would it be different from the average user adding their own scripts to the script editor?
  21. This topic(on another forum, so you will need an account here) has a collection of templates: http://rmxp.org/forums/index.php?topic=36478.0
  22. Happy Birthday!^^

  23. Happy Easter All. I get a 5 day weekend myself ;)
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