Rose Skye
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Everything posted by Rose Skye
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RMXP Unlimited Member Factfile
Rose Skye replied to Arkbennett's topic in Introductions and Farewells
Add me too D: www.myspace.com/unofficialrose P.S. Happy Birthday Formlesstree4! -
I have to admit pol.. you're not as lazy as I am.
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^^ If you didnt want to force your opinions on others you wouldn't have said that. Totally off topic comment. Nice pic, Wyz.
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Is.. Is she single?
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o.x Well it's pretty much temp forums for my games Beta. So.. join? http://z11.invisionfree.com/Legend_of_Harp...dex.php?act=idx
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Both easily solved love. In RMXP hit f10 and that'd cue the Import Materials screen, you can easily import materials from there.. not just tilesets. The easiest way to make a stand alone executable is to include all of the rtp files that -you- used in the game project folder. That way your project wont need rtp when it plays because it has everything you need already.
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send me a pm when you are on..
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I assumed that you left the project when you didn't log on to YIM for like 2-3 months.
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http://www.rmxp.org/forums/index.php?topic=15690.0
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http://z11.invisionfree.com/Legend_of_Harp...mp;&CODE=00 Legend of Harpine forum temporarily up.
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Make a party member not apear in the party
Rose Skye replied to Kadski's topic in General Game Development
http://www.pokecommunity.com/showthread.php?t=49825 Join that place.. and download the demo in the thread. -
You know what I'd do? I'd make that upper left corner collapse into a secret room where there are treasure chests and such. I'll also put some kinda switch in the upper right section with a swimming mini game, or rafting one.
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A simple menu graphics tweak
Rose Skye replied to Darth Mongoose's topic in General Game Development
Aww I came back too late. :( -
A simple menu graphics tweak
Rose Skye replied to Darth Mongoose's topic in General Game Development
Instructions Replace Window_Base with this:- #============================================================================== # ** Window_Base Editted by Mac #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose # Dispose if window contents bit map is set return if disposed? if self.contents != nil self.contents.dispose end super end #-------------------------------------------------------------------------- # * Get Text Color # n : text color number (0-7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else normal_color end end #-------------------------------------------------------------------------- # * Get Normal Text Color #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # * Get Disabled Text Color #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 128) end #-------------------------------------------------------------------------- # * Get System Text Color #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # * Get Crisis Text Color #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # * Get Knockout Text Color #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Reset if windowskin was changed if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # * Draw Graphic # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # * Draw Face # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_face(actor, x, y) bitmap = RPG::Cache.picture("Faces/#{actor.character_name}") self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height)) end #-------------------------------------------------------------------------- # * Draw Image # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_image(picture, x, y) bitmap = RPG::Cache.picture("Images/#{$image_name}") self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height)) end #-------------------------------------------------------------------------- # * Draw Name # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end #-------------------------------------------------------------------------- # * Draw Class # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # * Draw Level # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- # * Make State Text String for Drawing # actor : actor # width : draw spot width # need_normal : Whether or not [normal] is needed (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # Get width of brackets brackets_width = self.contents.text_size("[]").width # Make text string for state names text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # If text string for state names is empty, make it [normal] if text == "" if need_normal text = "[Normal]" end else # Attach brackets text = "[" + text + "]" end # Return completed text string return text end #-------------------------------------------------------------------------- # * Draw State # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # * Draw EXP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 32, "E") self.contents.font.color = normal_color self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) self.contents.font.color = system_color # Draw "HP" text string self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Draw HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color if self.is_a?(Window_KururusMenu) self.contents.draw_text(hp_x, y, 175, 32, actor.hp.to_s, 2) else self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) end # Draw MaxHP if flag self.contents.font.color = normal_color if self.is_a?(Window_KururusMenu) self.contents.draw_text(hp_x + 175, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 190, y, 48, 32, actor.maxhp.to_s) else self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end end #-------------------------------------------------------------------------- # * Draw SP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # Draw "SP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Draw SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color if self.is_a?(Window_KururusMenu) self.contents.draw_text(sp_x, y, 175, 32, actor.sp.to_s, 2) else self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) end # Draw MaxSP if flag self.contents.font.color = normal_color if self.is_a?(Window_KururusMenu) self.contents.draw_text(sp_x + 175, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 190, y, 48, 32, actor.maxsp.to_s) else self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end end #-------------------------------------------------------------------------- # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # * Draw Item Name # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name) end end After you've replaced Window_Base, create a new script above Main and paste this into it:- #============================================================================== # Kururus Menu System - Created By Mac #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Limit" s6 = "Save" s7 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.x = 450 @command_window.y = 30 @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, status and limit @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) @command_window.disable_item(4) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(5) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 210 @playtime_window.y = 425 @playtime_window.z = 1000 # Make image window @image_window = Window_Image.new @image_window.x = 450 @image_window.y = 286 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 370 @gold_window.y = 425 @gold_window.z = 1000 # Make status window @status_window = Window_KururusMenu.new @status_window.x = 30 @status_window.y = 30 # 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 @command_window.dispose @playtime_window.dispose @image_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @image_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # limit menu # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 5 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 6 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) when 4 # limits # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_LimitMenu.new(@status_window.index) end return end end end #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_KururusMenu < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 420, 420) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 100 actor = $game_party.actors[i] draw_face(actor, x - 62, y + 18) draw_actor_name(actor, 12, y - 8) draw_actor_class(actor, x + 120, y - 8) draw_actor_level(actor, 320, y - 8) draw_actor_hp(actor, x + 46, y + 32) draw_actor_sp(actor, x + 46, y + 48) end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 100, self.width - 32, 96) end end end #============================================================================== # ** Window_PlayTime #------------------------------------------------------------------------------ # This window displays play time on the menu screen. #============================================================================== class Window_PlayTime < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 50) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.size = 14 self.contents.draw_text(0, -5, 120, 32, "Play Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(0, -5, 120, 32, text, 2) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays amount of gold. #============================================================================== class Window_Gold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 50) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.font.size = 14 self.contents.draw_text(0, -5, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, -5, cx, 32, $data_system.words.gold, 2) end end #============================================================================== # ** Window_Steps #------------------------------------------------------------------------------ # This window displays step count on the menu screen. #============================================================================== class Window_Image < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 164) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_image("", 0, 0) end end Note You must create 2 folders inside "Pictures" one called "Images" and the other "Faces", in images you must place the images you want to change the bottom right images too at any point and in Faces you must place Faces names correctly to the sprites name e.g. by default Arshes = 001-Fighter01 so you would need to call it that. And finally before you can open your menu you must define an image to the image box to the bottom right, i made this as simple as possible for you, all you need to do is using the call script command and call:- $image_name = "imagenamehere" * Max Face size is 70 x 70 * Max Image size is 128 x 132 Credits Mac Demo Fonts Needed http://www.mactopiaseeds.com/Fradm.TTF http://www.mactopiaseeds.com/HATTEN.TTF http://www.mactopiaseeds.com/SCRIPTBL.TTF -
Solved, go to the link.. and closed.
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RMXP Unlimited Member Factfile
Rose Skye replied to Arkbennett's topic in Introductions and Farewells
Name: Rose Aliases: KaiRose Sex: Male Color: Black Birthdate: 10/31/86 Height: 5'8 Weight: 155 Shoe Size: 13 Eye Color: Grey Hair Color: Blue + White Favorite Color: Blue Birthmarks/Tattoos/Piercings: Dot between my eyes on my nose, two tattoos on my chest, one tattoo on my arm. Dating/Marital Status: Single o/` Sexual Orientation: Straight Religion: Wiccan Christian Family: .. Nonya Pets: Nonya Occupation: Game designer? Favorite Movie: Spiderman Favorite Music Genre: R&B/Pop Favorite Video Game: Demon Stone Favorite Book: Goosebumps Favorite Food: Soft Pretzels Favorite Beverage: Slushy. Favourite Cartoon: Spongebob Favorite Other Members: Marked, Ratty Preferred RPG Maker: RMXP Preferred Web Browser: Mozilla Firefox Preferred Email Service: Yahoo Website?: www.myspace.com/unofficialrose / www.myspace.com/legendofharpine Vegetarian?: Used to be o/` Where you've traveled: Detroit, Mississippi, Tennessee, Georgia Dislikes: People Likes: Flowers Useless Facts: Im very attractive =/ Pictures: Do you drink? Yep. Wine coolers Do you smoke? Nope Did you ever skip class? Ain in school, love. Do you obtain a good amount of sleep daily? Nope. My sleeping habits suck Have you ever been on an airplane? Nope have you ever broken a bone? Kinda. Do you wear jewelry? Yep.. I had 11 piercings. How do you dress? Blue, Black, and White all the time. How many keys are on your keyring? 1. What time do you go to bed? When ever I go to sleep. How many hours a day do you spend in the computer? All day. hat are your goals/dreams in life? To marry a pure girl.. then die I guess after I have a few kids and raise em. What got you involved in RMRK? Oh a few years back when I was 14. Who do you admire? .. Tch.. I admire no man. Are you into sports? Nope What is your dream job? To sit on my butt and watch t.v. What was your first screenname? Da_c_2001 Do you have any piercings? Yep 7. Above my eyebrow, below my eye, my nose, four in my ears. Are you a lefty/righty or ambidextrous? Righty. Do you have any tattoos? If not do you wish/plan to get one? Yep Two roses on my chest, and an ankh on my arm. What is your favorite website? Nonya Do you play computer games? Yes. Do you play video game consoles? PS2, Gamecube Are you married or planing to get married? Is there anything else to do BUT get married in this life? Everything else gets boring really fast. P.S. Happy Birthday Formlesstree4! -
Dead Wrong, Calibre use the EXACT same system that Fooflex uses. . If you dont believe me. Calibres Lighting explaination
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Fogs + Screen Tone = Lighting effect. http://www.creationasylum.net/index.php?sh...81&hl=light Be sure to credit the awesome Fooflex.
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If I spent 20 dollars on Aveyond in a store.. I'd bring it back and slap the clerk. Its not worth 20 bucks at all.
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Try Break Loop.. You can also try changing the switch. when you pick the right decision. Without even a screenshot.. Im taking swings in the dark.
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What Im getting from it is.. If character A. (Aluxes) has an attack power of 70 and character B (Ghost) has a defense power of 70 70 - 35 = 35 Aluxes will hit the Ghost for 35 damage. With a Hit rate of 55 I believe the Variance would be random hit damage 35 - 55 Dont quote me on that.. I dont use the DBS.
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Hello love, I'm Rose.. and I shall be your halp D:. Okay.. Question 1/2 are answered with the same thing. Scripts, I would highly recommend Ccoa's UMS. http://www.pcis-studios.com/ccoa/UMS.exe Be sure to credit the beautiful Ccoa in your game.
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D: This looks cool now <3 Marked, mind if I advertise this place?
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I guess I can handle being a developer.