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Agckuu_Coceg

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Everything posted by Agckuu_Coceg

  1. Welcome. And do not worry about English, as you can see, I too bad to write it.
  2. In Character Pack 2 (located in the archives of resources), there really good char-sets on the SW. I have personally seen them.
  3. Personally, I like the Events of the month. For the first time I see such an important forum for the event in communities RPG Maker. I personally have two ideas. First, why not allow the new forum members also participate in the nominations? For instance, "debut" of the month nominations. Secondly, why not make the prizes won by his own will (within reason, of course). Because sometimes the creator of games needs at least a little help in its projects, but even the smallest, but the desired prize may encourage him to work on.
  4. Marked, if you are translating *exe with Resource Hacker, as I did, I think that I can help you in this matter. The names of columns in Facemaker *exe - it's a hex-code. There is need a hex-editor, RH will not help here. If you know how to work with a hex-editor, then I think it would be a simple backside...
  5. You can send this demo from ****ing mediafire to another host? I can not download it from him.
  6. I honestly don't know what image is needed for this script. Demo has been lost ... If you suddenly find yourself a demo, tell me. I'll try to find it elsewhere. Seems to understand. I'm seeing topic. This thing is used to add the game sprites in the style of Ragnarok Online. That is, it needs sprites like RO. As I understand it, you need to put stand-pose as the first series of frames. Or try to put the hero stand-pose to false. In theory, should work.
  7. Why only XP? Many people are also interested in VX, but some is still used in 2000 and 2003 RPG Maker. I need to constantly support them. And for this exist Tutorials and teachers to work with RPGM.
  8. Spoiler spoiler so. A script is tried, Kiriashi? Works? And then it is quite old and was covered with dust in the archives.
  9. Yes, we with him are alike... :D :D :D :D :D :D
  10. Seems, I found the decision of this problem. Judging on my knowledge English, it that is needed. True of demo I did not see and can not get.
  11. By the way, I agree with Leon. One variable is here needed only. Each of monsters adds or reduces a number with a variable, and as soon as a number becomes necessary, handing over is activated quest end by a new page. Like: If Win (Monster 1): Variable 001: +1 If Win (Monster 2): Variable 001: +1 ... Quest End: New page Activation Rules: Variable 001 = 8
  12. Here thereon I also just and was broken off, when translated FM 3.2 on Russian. Presumably, it is there needed to work with a code. And where this code, a devil knows him. P.S. Marked, your link in tutorial is broken.
  13. Simple and nice tutorial... By the way, seeing on a icon, it's a Photoshop CS4, if I do not wrong?
  14. Ideas of great administrator Marked I like, and if these ideas are realized, then a portal will become very much and very good. It I talk as a man which visited on MANY portals on RPG Maker. P.S. We also try to open out similar ideas herein and next year. Why not to unite force with us? Yet more powerful structure of portal will turn out in the total. Besides, international.
  15. What does not use only - all a ****ing twisted... I saw not a single normal personally.
  16. All is absolute also for us: -2/-4 Celcius degrees, windy weather. Only now and then fells snow... Why for us all not as for normal people?
  17. Agckuu_Coceg

    Shop Script

    Shop selling EXP? Whether it is not easy to do with a help common event things which will increase EXP on a certain amount, and then to give them to characters on a choice?
  18. Oh, you wanna some Large Party Script? That is here. I'm give a code: #============================================================================== # ** Large Party #------------------------------------------------------------------------------ # Author: Dargor # Version 1.3 # 02/08/2007 #============================================================================== #============================================================================== # ** Large Party Customization Module #============================================================================== module Dargor module Large_Party # Maximum number of actors allowed in the party Max_Size = 9 # Battle status window refresh rate (used in phase5) Battle_Refresh_Rate = 64 end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :battle_actor_index # @actor_index in battle scene #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_temp_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize large_party_temp_initialize @battle_actor_index = 0 end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. Refer to "$game_party" for the instance of this class. #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :max_size # Max number of actors allowed in the party #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_initialize initialize alias large_party_add_actor add_actor #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize large_party_initialize @max_size = Dargor::Large_Party::Max_Size end #-------------------------------------------------------------------------- # * Add an Actor # actor_id : actor ID #-------------------------------------------------------------------------- def add_actor(actor_id) # Original method large_party_add_actor(actor_id) # Get actor actor = $game_actors[actor_id] # If the party has less than 4 members and this actor is not in the party if @actors.size < @max_size and not @actors.include?(actor) # Add actor @actors.push(actor) # Refresh player $game_player.refresh end end end #============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # This sprite is used to display the battler.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_sprite_update update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Original method large_party_sprite_update # Set sprite coordinates if @battler.is_a?(Game_Actor) self.x = @battler.screen_x - ($game_temp.battle_actor_index / 4) * 640 end end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_spriteset_update update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Cycle through all extra actors (4+) # Create/update sprites for i in 4...$game_party.actors.size if @actor_sprites[i].nil? @actor_sprites.push(Sprite_Battler.new(@viewport2)) end @actor_sprites[i].battler = $game_party.actors[i] end # Original method large_party_spriteset_update end end #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_menu_status_initialize initialize alias large_party_menu_status_refresh refresh alias large_party_menu_status_update_cursor_rect update_cursor_rect #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Original method large_party_menu_status_initialize # Adjust contents height @item_max = $game_party.actors.size height = @item_max * 118 self.contents = Bitmap.new(width - 32, height - 32) # Refresh refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) # Original method large_party_menu_status_refresh(*args) # Adjust default height self.height = 480 end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect large_party_menu_status_update_cursor_rect 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 * 116 - self.oy self.cursor_rect.set(x, y, cursor_width, 96) end #-------------------------------------------------------------------------- # * Top Row #-------------------------------------------------------------------------- def top_row return self.oy / 116 end #-------------------------------------------------------------------------- # * Set Top Row # row : new row #-------------------------------------------------------------------------- def top_row=(row) if row < 0 row = 0 end if row > row_max - 1 row = row_max - 1 end self.oy = row * 116 end #-------------------------------------------------------------------------- # * Page Row Max #-------------------------------------------------------------------------- def page_row_max return 4 end end #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_battle_status_initialize initialize alias large_party_battle_status_refresh refresh alias large_party_battle_status_update update #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @column_max = 4 large_party_battle_status_initialize width = $game_party.actors.size * 160 self.contents = Bitmap.new(width - 32, height - 32) self.width = 640 @level_up_flags = [] for i in 0...$game_party.actors.size @level_up_flags << false end @item_max = $game_party.actors.size refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Refresh contents when actors are added/removed in-battle if $game_party.actors.size != @item_max @item_max = $game_party.actors.size width = @item_max * 160 self.contents = Bitmap.new(width - 32, height - 32) self.width = 640 end large_party_battle_status_refresh column = $game_temp.battle_actor_index / 4 self.ox = column * 640 end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias large_party_phase3_setup_command_window phase3_setup_command_window alias large_party_update_phase4_step2 update_phase4_step2 alias large_party_start_phase5 start_phase5 alias large_party_update_phase5 update_phase5 #-------------------------------------------------------------------------- # * Actor Command Window Setup #-------------------------------------------------------------------------- def phase3_setup_command_window $game_temp.battle_actor_index = @actor_index @status_window.refresh large_party_phase3_setup_command_window @actor_command_window.x = (@actor_index%4) * 160 end #-------------------------------------------------------------------------- # * Frame Update (main phase step 2 : start action) #-------------------------------------------------------------------------- def update_phase4_step2 if @active_battler.is_a?(Game_Actor) $game_temp.battle_actor_index = @active_battler.index @status_window.refresh end large_party_update_phase4_step2 end #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- def start_phase5 @actor_index = 0 @status_wait = Graphics.frame_count large_party_start_phase5 end #-------------------------------------------------------------------------- # * Frame Update (after battle phase) #-------------------------------------------------------------------------- def update_phase5 refresh_rate = Dargor::Large_Party::Battle_Refresh_Rate if Graphics.frame_count >= @status_wait + refresh_rate $game_temp.battle_actor_index = @actor_index @status_window.refresh @status_wait = Graphics.frame_count max = ($game_party.actors.size.to_f/4).ceil * 4 @actor_index = (@actor_index+1) % max end large_party_update_phase5 end end
  19. And if a computer is not connected to the Internet, huh? That then? To suck a paw and lick lips? Personally my computer is not connected to the Internet, and I can not use similar tactic. Therefore I chosen other tactic which helped me to get desirable RMXP and RMVX without some victims.
  20. Welcome to RMXPU. Glad to see new faces on this forum.
  21. Media Player Classic Homecinema for video. AIMP2 and WinAMP for music.
  22. Yes, Marked, it is done really mightily, devilish.
  23. Agckuu_Coceg

    KH

    Strange question, taking into account that KH has wiki-encyclopaedia. But if it is needed, hold, here to you passing. "The Antlion is not all that difficult to defeat, should the player follow a good strategy. At the start of the battle, this beast swims through the sands. It is best suggested that you attack it with the Fire Spell. Eventually, the Heartless Boss will escape the ground, preparing its next form of attack. At this point, climb up onto one of the ruins. You can then avoid the Antlion's next attack, which involves it creating waves of damaging sand, followed by a dangerous forward lunge. After enough attacks, the beast will be stunned and left open for receiving damage. After it regains consciousness, it rises out of the sand completely, surrounding itself with a protecting whirlwind. It then drops bombs, which can be knocked at the boss to deal damage. The best time to launch the bombs back at it is when it glows red, as it explodes when it hits the beast. Be careful, as they may explode if this isn't done quickly enough. The process of the battle then repeats from square one. Also beware that the bombs it drops bounce like balls on a pool table, creating extra damage. Try to block it if you can, then lock on to the Antlion, position yourself behind the blocks, and launch them at it. Once it sustains enough damage from the blocks, it stops its Aero shield and remains still. Use this time to Air Slide to it and launch Blizzard spells or attack its head. Afterwards, it recovers and recreates its Aero shield and continue launching bombs and beams. Whenever a purple orb surrounds its head, Air Slide or Dodge Roll to the left or the right to avoid the beam that it shoots at you. Beware that the head continues to spin towards you while it charges for the beam, so don't stop moving. It is also a good advice to lock on to it. Should you hit low HP, do not hesitate to use the Limit Break. Try to time your Limit Break during the period that it stops its Aero shield. Heal periodically, and the Antlion should fall rather quickly."
  24. I not quite understood that needs you, but me it seems to, that you need Party Changer. Here a link to you: LINK
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