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Sakura_Martinez

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Everything posted by Sakura_Martinez

  1. About to go to work in an hour (or so) and I still feel sleepy

  2. Great. I've sent you a PM for the link to the development forum, Nisage
  3. Well, I know HMTL and just about the basics when it comes to PHP.
  4. @Chief: lol, yes, I'm a real girl and we don't just exist in fairytales, lol. @formlesstree4 & Polraudio: Thanks. ^_^
  5. Good day. I was wondering if someone can help me make a signature generator similar to the Project Card Generator. I've been trying to make something like that for a website school project that is supposed to be submitted soon. Can someone point me to the right direction? Thanks. Sakura Martinez
  6. This seems...interesting, lol. Anyways, here's a picture of me. (This image is a bit huge, sorry, XD) And another picture of me from my graduation.
  7. It has been a while but I am in need of a new team to help with this as the ones who had been on the team seems to be busy and they had not contacted me in about a year now (I think). Hence, those who are interested, please post in this thread. For those who promised to help and are still interested in helping, please contact me ASAP. I have been away for quite some time but now I plan on finishing this project and I need all the help I can get. So, if you are interested in joining the team, please do. This has been something I've been trying to do on my own for a while now and something that had played a very large part in my decision to buy myself my own domain and webhost, lol. The whole story has been planned and made by me, and although I am also a spriter, I decided not to make my own sprites (for now) since it was taking a long time to do so instead I used the sprites from the Kaduki website while retaining the front-view battle system and adding a few features (more information below). Story Endlessia is a new-born world whose existence has only been around for two millenniums. It is a world created by two Celestial Beings -- Lumina and Chaos who were created by the combined forces of the Three Great Celestians: Kuu, Uuranor, and Ellmire. It is a world similar to the Blue Planet that we call home but also unique in its own way. Inhabited by Endlessians of all races: from the Elven people of the Great Forest, to the Dwarven Kins of the Mountains; to humans and beast-men. The diversity of creatures inhabitting the young planet knows no bounds Four Great Kingdoms can be found in this world and they are led by the Grand Council of Endlessia. Despite the diversities of culture and of races, the world is at peace thanks to an Ancient Artifact, The Dragon Tome. The Dragon Tome is a powerful item said to be able to foretell the future. However, not anyone can simply open and read the tome. If anyone does try to read it, they will see nothing for the tome chooses its master. In the young history of Endlessia, only one person has been able to utilize the tome and that is none other than the Grand Council Master, Valthoria. Because of what he is able to do, Valthoria was feared and respected, not just by his fellow Council Members but also of the 4 Great Kingdoms. However, one day, Valthoria learned of something that forced him to hand the tome over to another person giving that person a task of protecting the tome at all costs. Enter Yuuki Granatis, an young man who was orphaned at a young age. He was taken in by his father's friend who trained him in the art of the swordsman. He has a dream: to earn the same respect that his master gains from the people for you see, Yuuki's master is not only a Council Member but was also once known as 'The Emerald of Fortgeese', a hero if you will. Yuuki's ordinary life takes a complete turn when he is handed by his Master the Dragon Tome with the instruction of protecting it at all costs. Yuuki must now travel the world in search of Valthoria, the person whom his Master trusted the most. Accompanied by friends that he meets along the way, Yuuki must learn what it means to be a 'true' hero and embark on a journey that will ultimately change the face of Endlessia -- for better or for worse. Characters Below are a list of the playable characters in the game. Note that the names are still tentative and open for discussions. Yuuki Granatis 'To become a Knight of Endlessia', that is Yuuki's dream. Having been orphaned at a young age a friend of their family took him in and trained him in the art of the sword. He hopes to someday become a renowned swordsman. Yuuki is the main protagonist of the story. He desires to be strong but mostly lacks the initiative to train. When he was young, he constantly searched for an easy way to gain the same fame and respect that his master has gained from the people. However, through Gawain's teachings, he gradually changes. Yuuki is dense at times and is often misunderstood by women. Gawain Heartsbro Once a high-ranking Knight of the Holy Order, Gawain now lives a life away from his knightly duties. He took Yuuki in when his parents were killed and trained the young man. Currently, he is a member of the Grand Council of Endlessia. Gawain, despite having turned his back from the Knights of the Holy Order still lives serving the people who are in need throughout Endlessia. This caused people to love and respect him. Among the Grand Council, it has been said that Gawain is Valthoria's most trusted person. Gawain is mostly tough on Yuuki when it comes to training, using all sorts of methods just to get his young apprentice to train. Gawain means well, however, as he only wants Yuuki to learn that there is more to life than being regarded as a 'hero'. Hikaru Shigihara Hikari's twin brother. Like his twin, Hikaru also possesses a great deal of magical power. Trained by the same master as his twin, he aspires to become more powerful in his craft. He has half of the mark of a Chosen One of Light on his back. Hikaru is protective of his sister however, he enjoys teasing and annoying her. Hikaru also sees Yuuki as an older brother and rival of sorts. He boasts as being the most talented of his class. Witty at times, he however, mostly cause trouble for his companions. Luckily, they don't seem to mind cleaing after his mess. Hikari Shigihara An aspiring magician. Hikari dreams of one day surpassing her master. Hot-headed and rash, she usually ends up in trouble. She has half of the mark of a Chosen One of light on her back. She is Hikaru's twin brother. Hikari loves to cook, however, it does not mean that she is a good one. This of course causes her to be teased and annoyed by her twin. Unlike Hikaru, Hikari's magic involves mainly healing spells. Dismas Avelin A repentant thief. Dismas' only reason for stealing is to buy medicine for his ailing sister. Despite his appearance, Dismas is kind-hearted and trustworthy. He acts as an older brother to Yuuki after Yuuki helped his sister and is the one who volunteers to be placed in trouble during a plan just to ensure that no one would get hurt. His grizzly look often makes people to mistake him as a rough person when he is actually the opposite. Another thing that people mistake about him is is age, and he mostly wonders why. Ash von Fiena The sole Princess of Fiametta, the Kingdom of Fire. She is the heir to the throne but because of the desire to explore the world outside her castle, she decides to sneak away with Yuuki and his friends. She has a fiery temper and is not used to living without servants, which forces Yuuki to do her every bidding lest he be the victim of Ash's talks. Ash however, enjoys making Yuuki run pointless errands. The mark of the Flame's Chosen can be found on her back. Carreen Tatlin A Dragon Priestess. Carreen has lived her whole life in the Dragon Temple until the it was closed down. She was tasked to accompany the Dragon's Chosen and so she awaits for his arrival. She meets Yuuki after Yuuki was teleported to Sakura Town after his battle with the Arcalic Knights and after having been separated from his Master. She is kind and compassionate thanks to her upbringing as a Dragon Priestess however, she can be forceful when it comes to helping people. She also likes making Yuuki help with the Church chores after she finds him and takes him. She is, however, a clutz and has a secret crush on a certain young man and sees Ash as her rival (for some reason or another). She has the mark of the Wind's Chosen on her back. Kuu Lagriff A wanderer in search for adventure. Kun's desire to know how far his strength can take him brought him on to wander around Endlessia. He wields an axe and uses techniques passed down from his ancestors. He is tough yet has a perverted side to him which|always gets Yuuki into trouble. He has the mark of the Earth's Chosen on his back and is the son of the great warrior known as the 'Lion King'. Glyndwr Curtis A scholar who prefers to read and negotiate than fight. Glyndwr detests bloodshed but will fight when the need arises. He is smart and often gets into arguments with Yuuki and Kun who always acts before thinking twice. He is the voice of reason for the group and is capable of Summoning ancient spirits making him a formidable ally and a wicked foe. He has secretly taken a liking to Hikari whom he sees as a beautiful, smart, and talented person. Because of this, Hikari always chooses him as a ginuea pig when it comes to her cooking. A mark of the Water's Chosen could be seen on his back. Features Learn the history of Endlessia through books hidden around the world and in libraries. Complete quests that allows you to learn more about the world of Endlessia as well as obtain special items. Search the world for the "Wonder Chef" and learn recipes (similar to the 'Tales of' Games) Unlock Titles for your characters that can help boost your stats Customize the heroes to your liking by distributing points to their stats. Plan carefully on every dungeons as you can only equip a certain number of skills which can aid you in battle or turn the battle against your favor. Unlock hidden characters and hidden storylines! Use special overdrive skills and summon guardians to your aide in battle! Morale can either boost your stats in battle or worsen you chances. Passive skills and recovery upon level up Scan enemies and learn more about them in your beastiary! I'm still planning on adding some more features. But, I am still thinking about it and am open for suggestions. Screenshots Team Story Writers - Sakura Martinez - Loremaster - - - Spriters - - - - - Scripters - Omegas7 - - - - Eventers - Alohajo - Andinator - - - Mappers - Alohajo - Elayni - - - Musician/Graphic Artists - Nagihs - - - - Databasers - Alohajo - Nagihs - - - Beta Testers - Nisage - - - - I'm currently looking for mappers, beta-testers, spriters, and eventers and a writer who can help me fill in the gaps of the story and add a little more flavor to it as well as give off ideas. I have a lot of things planned for the trilogy and I would appreciate all the help I can possibly get. I have to say that I am a pretty decent spriter, and a good writer but lack skills in the mapping, scripting and eventing department. Although I can sprite, I can't do the whole project by myself. The demo I have uploaded on the Project Page may still have some bugs hence the beta-testers and eventers. I also need people who can write instruction manuals for the game as well as artists for graphical purposes such as battle backgrounds, enemies, concept art sketches and other things related to cut scenes. As long as you are a team player and have a decent amount of imagination (lol) you are free to join the team. Thanks. Links: Chronicles of Endlessia Official Home Page Chronicles of Endlessia DevBlog Chronicles of Endlessia DevBlog (PM me for this one)
  8. Not actually 'made'... more of 'aligned' them for Kaduki/Tankentai SBS.
  9. Well, I'm going to make a thread some time later with all the battlers. (I've already have one thread of it in RMVX.net). Anyways, I'm done with Miroku and Sango's sprites (from Inuyasha) as well as a Kakashi sprite. May upload those later too... as long as I've manage to finish the work I've been asked to do (lol) and as soon as I get home since I am currently not using the computer I commonly use for my spriting works.
  10. Actually, it's the sprites for the online game. And yeah, it is quite a lot of monsters but, with that much variety, people wouldn't need to worry too much on the monsters that they are going to use... at least, that's my aim (other than my need of it for my own game) or motive for doing it in the first place. So far, I've completed the battlers for monsters that starts with the letter A, B, and C plus a couple of other monsters from that game. Also, I'm almost done with the Inuyasha sprites, however, uploading it would have to wait a while since my mom asked me to make a movie for her.
  11. @Kiriashi: I'm working on the first of a trilogy of games. Gave the trilogy a title of 'Endlessian Chronicles' and the first one that I'm making is 'Dawn of Darkness'. @monkeydlu: They're ragnarok battlers for the Tankentai SBS (Kaduki version). I'm trying to make all the monsters from that game usable with the said battle system.
  12. Thanks. I'm going to add more soon. Just been busy with my game, school, and the tankentai ragnarok monsters that I am doing (among other things) which is why I haven't been able to update this thread very much.
  13. Tested what you said, Kiriashi. There's no problem with the skills that my character learns when s/he reaches a certain level. And thank you for helping, btw.
  14. Here's the compilation of the scripts, polraudio: http://www.sendspace.com/file/c36c36 And thank you very much.
  15. Alright, so I am using the following KGC Scripts along with the Tankentai SBS (which by the way does not have any compatibility issues): >Map Lightening >Limit Break > Interface For Win32 API > File Encryption 2 > Compress Save File > Screen Capture > Change System Terms > Help Extension > Draw Format Text > Frame Shadow Text > Mat Reinforce > Old Event Commands > Continue BGM > Special Transition > Custom Menu Command > Cursor Animation > Location/PlayTime Window > Enemy Guide w/ Tankentai FIX > Outline >Extra Drop Item > Day/Night > Large Party > Dash/8 Directional Movement > Mini Map > Categorize Item > Add Equipment Options > Extended Equip Scene > Equip Extension > Compose Item > Categorize Skill > Equip Learn Skill > Skill CP System > Overdrive > MP Cost Alter > Counter > Battle Count 2 > Distribute Parameter > Separation Command Yes, I know that's quite a lot of KGC Scripts but they work so well together that I wanted to implement them on my game. What I want to do is this: 1.) I want the custom menu to have an option called Journal and in the Journal option there would be 'sub-options' such as 1.) Books and 2.) Bestiary. When I select Journal > Books it would open the KGC_Outline Scene and when I select Journal > Bestiary it would open the KGC_EnemyGuide Scene. 2.) I want the custom menu to have an option called System and in the System option there would be (like in the above example) 'sub-options' such as: 1.) Save, 2.) Load, and 3.) Quit where Save calls the save scene when available (i.e if on the world map), Load calls on the load scene and quit exits the game. Can someone help me do this? Thank you. Below is the KGC_CustomMenuCommand Script that I am using: KGC Custom Menu Command Script #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Command Menu Customization - KGC_CustomMenuCommand ◆ VX ◆ #_/ ◇ Last Update: 2008/08/28 ◇ #_/ ◆ Translation & Extended Updates by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/techlist_vx.html ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ Installation: This script should be inserted above most custom scripts - #_/ specifically scripts that add items to the main command menu. #_/ Insert below KGC_HelpExtension, DrawFormatText, MathReinforce, Win32API, #_/ LimitBreak, and ScreenCapture. #_/============================================================================ #_/ This script allows you to customize the order in which items in the main #_/ command menu are displayed. Also, it extends the ability of easily creating #_/ additional menu commands and adding them into the command menu, with a #_/ little scripting skill. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #=============================================================================# # ★ Customization ★ # #=============================================================================# module KGC module CustomMenuCommand # ◆ Default Menu Items ◆ # Each menu item is assigned a number. These can be rearranged to your liking # in MENU_COMMANDS. # 0..Items 1..Skills 2..Equipment 3..Status 4..Save 5..Quit # # ◆ KGC Menu Items ◆ # ** If the corresponding scripts are not installed, don't bother with # using its listed option. # 10: Party (KGC_LargeParty) # 11: View AP (KGC_EquipLearnSkill) # 12: Skill Slots (KGC_SkillCPSystem) # 13: Difficulty (KGC_BattleDifficulty) # 14: Level Up (KGC_DistributeParameter) # 15: Beastiary (KGC_MonsterGuide) # 16: Outline (KGC_Outline) # # ◆ Extra Menu Items ◆ # ** [ExMenu_CustomCommand] # ** These are for future use for scripters. # 100: Extra Command 1 # 101: Extra Command 2 # 102: Extra Command 3 # (Up to 199 available slots.) # ◆ Menu Commands Order ◆ # Arrange your menu commands with the cooresponding number here. # Example: MENU_COMMANDS = [0, 1, 2, 3, 12, 14, 11, 10, 13, 100, 15, 4, 5] MENU_COMMANDS = [0, 1, 12, 2, 11, 10, 3, 16, 5] # ◆ Menu Items Row Maximum ◆ # Designate the amount of command menu items are in use here. # If there are more menu commands than is designated below, the menu command # box effectively becomes a scroll box. ROW_MAX = 10 end end #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["CustomMenuCommand"] = true #================================================= module KGC::CustomMenuCommand # [ExMenu_CustomCommand] definitions EXMNU_CTCMD_OK = defined?(EXMNU_CTCMD_COMMANDS) end #================================================= #============================================================================== # □ KGC::Commands #============================================================================== module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ Call Item Scene #-------------------------------------------------------------------------- def call_item return if $game_temp.in_battle $game_temp.next_scene = :menu_item $game_temp.next_scene_actor_index = 0 $game_temp.menu_command_index = {} end #-------------------------------------------------------------------------- # ○ Call Skill Scene # actor_index : Actor index in the database #-------------------------------------------------------------------------- def call_skill(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_skill $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end #-------------------------------------------------------------------------- # ○ Call Equip Scene # actor_index : Actor index in the database #-------------------------------------------------------------------------- def call_equip(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_equip $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end #-------------------------------------------------------------------------- # ○ Call Status Scene # actor_index : Actor index in the database #-------------------------------------------------------------------------- def call_status(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_status $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end end end #================================================= class Game_Interpreter include KGC::Commands end #================================================= #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # ● Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :menu_command_index # Menu Command Index attr_accessor :next_scene_actor_index # Next Scene (Actor) Index #-------------------------------------------------------------------------- # ● Initialization #-------------------------------------------------------------------------- alias initialize_KGC_CustomMenuCommand initialize def initialize initialize_KGC_CustomMenuCommand @menu_command_index = {} @next_scene_actor_index = 0 end end #================================================= #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● Update Scene Change #-------------------------------------------------------------------------- alias update_scene_change_KGC_CustomMenuCommand update_scene_change def update_scene_change return if $game_player.moving? # Return if the player is in motion. case $game_temp.next_scene when :menu_item call_menu_item when :menu_skill call_menu_skill when :menu_equip call_menu_equip when :menu_status call_menu_status else update_scene_change_KGC_CustomMenuCommand end end #-------------------------------------------------------------------------- # ○ Call Item Menu #-------------------------------------------------------------------------- def call_menu_item $game_temp.next_scene = nil $scene = Scene_Item.new end #-------------------------------------------------------------------------- # ○ Call Skill Menu #-------------------------------------------------------------------------- def call_menu_skill $game_temp.next_scene = nil $scene = Scene_Skill.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end #-------------------------------------------------------------------------- # ○ Call Equip Menu #-------------------------------------------------------------------------- def call_menu_equip $game_temp.next_scene = nil $scene = Scene_Equip.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end #-------------------------------------------------------------------------- # ○ Call Status Scene #-------------------------------------------------------------------------- def call_menu_status $game_temp.next_scene = nil $scene = Scene_Status.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end end #================================================= #============================================================================== # ■ Scene_Menu #============================================================================== class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # ● Create Command Window #-------------------------------------------------------------------------- def create_command_window commands = create_command_list @command_window = Window_Command.new(160, commands) @command_window.height = [@command_window.height, KGC::CustomMenuCommand::ROW_MAX * Window_Base::WLH + 32].min @command_window.index = [@menu_index, commands.size - 1].min set_command_enabled end #-------------------------------------------------------------------------- # ○ Create Command List # Defines command list names for command selections. #-------------------------------------------------------------------------- def create_command_list commands = [] index_list = {} @exmenu_command_scene = {} @disabled_command_index = [] KGC::CustomMenuCommand::MENU_COMMANDS.each_with_index { |c, i| case c when 0 # Item index_list[:item] = commands.size commands << Vocab.item when 1 # Skill index_list[:skill] = commands.size commands << Vocab.skill when 2 # Equip index_list[:equip] = commands.size commands << Vocab.equip when 3 # Status index_list[:status] = commands.size commands << Vocab.status when 4 # Save index_list[:save] = commands.size commands << Vocab.save when 5 # Game End index_list[:game_end] = commands.size commands << Vocab.game_end when 10 # Large Party next unless $imported["LargeParty"] index_list[:partyform] = commands.size @__command_partyform_index = commands.size commands << Vocab.partyform when 11 # AP Viewer next unless $imported["EquipLearnSkill"] index_list[:ap_viewer] = commands.size @__command_ap_viewer_index = commands.size commands << Vocab.ap_viewer when 12 # CP Skill System next unless $imported["SkillCPSystem"] index_list[:set_battle_skill] = commands.size @__command_set_battle_skill_index = commands.size commands << Vocab.set_battle_skill when 13 # Battle Difficulty next unless $imported["BattleDifficulty"] index_list[:set_difficulty] = commands.size @__command_set_difficulty_index = commands.size commands << KGC::BattleDifficulty.get[:name] when 14 # Distribute Parameter next unless $imported["DistributeParameter"] index_list[:distribute_parameter] = commands.size @__command_distribute_parameter_index = commands.size commands << Vocab.distribute_parameter when 15 # Enemy Guide next unless $imported["EnemyGuide"] index_list[:enemy_guide] = commands.size @__command_enemy_guide_index = commands.size commands << Vocab.enemy_guide when 16 # Outline next unless $imported["Outline"] index_list[:outline] = commands.size @__command_outline_index = commands.size commands << Vocab.outline when 100..199 # ExMenu_CustomCommand next unless KGC::CustomMenuCommand::EXMNU_CTCMD_OK # ExMenu Comm enable excommand = EXMNU_CTCMD_COMMANDS[c - 100] # ExMenu Comm index unless command_visible?(excommand) || command_inputable?(excommand) next # Invisible commands end index_list[excommand[2]] = commands.size commands << excommand[2] @exmenu_command_scene[excommand[2]] = excommand[3] end } $game_temp.menu_command_index = index_list return commands end #-------------------------------------------------------------------------- # ○ Set Command Enabled #-------------------------------------------------------------------------- def set_command_enabled disable_items = [] # If Party Members = 0, disable buttons. if $game_party.members.size == 0 disable_items.push(:item, :skill, :equip, :status, :partyform, :ap_viewer, :set_battle_skill, :distribute_parameter) end # Disable save if $game_system.save_disabled disable_items.push(:save) end # Disable partyform if $imported["LargeParty"] && !$game_party.partyform_enable? disable_items.push(:partyform) end # [ExMenu_CustomCommand] disablement if KGC::CustomMenuCommand::EXMNU_CTCMD_OK disable_items += get_exmenu_disable_commands end # Set up disabled items disable_items.each { |i| if $game_temp.menu_command_index.has_key?(i) index = $game_temp.menu_command_index[i] @command_window.draw_item(index, false) @disabled_command_index << index end } end #-------------------------------------------------------------------------- # ○ Obtain Disabled [ExMenu_CustomCommand] Commands #-------------------------------------------------------------------------- def get_exmenu_disable_commands disable_items = [] $game_temp.menu_command_index.each { |k, v| next unless k.is_a?(String) # Assign commands command = EXMNU_CTCMD_COMMANDS.find { |c| c[2] == k } next if command == nil # Disable commands unless command_inputable?(command) disable_items.push(k) end } return disable_items end #-------------------------------------------------------------------------- # ● Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) index = @command_window.index unless command_enabled?(index) # Unless Command is enabled, cancel Sound.play_buzzer return end Sound.play_decision # [ExMenu_CustomCommand] excommand = nil if KGC::CustomMenuCommand::EXMNU_CTCMD_OK excommand = @command_window.commands[index] end # Set up @command_window.index case index when $game_temp.menu_command_index[:item] # Item $scene = Scene_Item.new when $game_temp.menu_command_index[:skill], # Skill, equip, status $game_temp.menu_command_index[:equip], $game_temp.menu_command_index[:status] start_actor_selection when $game_temp.menu_command_index[:save] # Save $scene = Scene_File.new(true, false, false) when $game_temp.menu_command_index[:game_end] # Game End $scene = Scene_End.new when $game_temp.menu_command_index[excommand] # [ExMenu_CustomCommand] $game_party.last_menu_index = index $scene = eval("#{@exmenu_command_scene[excommand]}.new") end end end #-------------------------------------------------------------------------- # ○ Command Enabled Flag # index : command_window index #-------------------------------------------------------------------------- def command_enabled?(index) # Save if $game_system.save_disabled && index == $game_temp.menu_command_index[:save] return false end # [ExMenu_CustomCommand] if KGC::CustomMenuCommand::EXMNU_CTCMD_OK command = @command_window.commands[index] if @disabled_command_index.include?($game_temp.menu_command_index[command]) return false end end # Disable commands if party size = 0 if $game_party.members.size == 0 && @disabled_command_index.include?(index) return false end return true end #-------------------------------------------------------------------------- # ● Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when $game_temp.menu_command_index[:skill] # Skill $scene = Scene_Skill.new(@status_window.index) when $game_temp.menu_command_index[:equip] # Equip $scene = Scene_Equip.new(@status_window.index) when $game_temp.menu_command_index[:status] # Status $scene = Scene_Status.new(@status_window.index) end end end end #================================================= #============================================================================== # ■ Scene_Item #============================================================================== class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- def return_scene if $game_temp.menu_command_index.has_key?(:item) $scene = Scene_Menu.new($game_temp.menu_command_index[:item]) else $scene = Scene_Map.new end end end #================================================= #============================================================================== # ■ Scene_Skill #============================================================================== class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- def return_scene if $game_temp.menu_command_index.has_key?(:skill) $scene = Scene_Menu.new($game_temp.menu_command_index[:skill]) else $scene = Scene_Map.new end end end #================================================= #============================================================================== # ■ Scene_Equip #============================================================================== class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- def return_scene if $game_temp.menu_command_index.has_key?(:equip) $scene = Scene_Menu.new($game_temp.menu_command_index[:equip]) else $scene = Scene_Map.new end end end #================================================= #============================================================================== # ■ Scene_Status #============================================================================== class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- def return_scene if $game_temp.menu_command_index.has_key?(:status) $scene = Scene_Menu.new($game_temp.menu_command_index[:status]) else $scene = Scene_Map.new end end end #================================================= #============================================================================== # ■ Scene_File #============================================================================== class Scene_File < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- alias return_scene_KGC_CustomMenuCommand return_scene def return_scene if @from_title || @from_event return_scene_KGC_CustomMenuCommand elsif $game_temp.menu_command_index.has_key?(:save) $scene = Scene_Menu.new($game_temp.menu_command_index[:save]) else $scene = Scene_Map.new end end end #================================================= #============================================================================== # ■ Scene_End #============================================================================== class Scene_End < Scene_Base #-------------------------------------------------------------------------- # ● Return Scene #-------------------------------------------------------------------------- def return_scene if $game_temp.menu_command_index.has_key?(:game_end) $scene = Scene_Menu.new($game_temp.menu_command_index[:game_end]) else $scene = Scene_Map.new end end end Thank you in advance for the help.
  16. Yes, I made sure of that and I am not using a save file either to test play my game.
  17. I think I'm going to use it for my game. Thanks a lot for sharing this and great work! ^_^
  18. Mine would have to be: Naruto and Sakura from Naruto Sakura and Syaoran from Tsubasa Reservoir Chronicles and CardCaptor Sakura Van and Fiona from Zoids: Chaotic Century/Guardian Force Cless and Mint from Tales of Phantasia: The Animation (yes, I know the anime is based from the game but it's still an anime) Hm... I know I've got a lot more but I can't seem to remember them, lol.
  19. I seem to have found myself in a slump with this. I'm using Tankentai Kaduki version 2.7 and I made some skills to go along with it. However, even when I set the skill in the database for the character to have in Lv.1, It doesn't appear in the menu or in the skill selection in battle. Can anyone tell me why that's happening? Thanks.
  20. Can you maybe send or post an image of them (really am not familiar with Inuyasha, save maybe on who Inuyasha and Kagome are)? I'll see what I can do. Tyke 2 Templates are what I made the Naruto, .hack, and Lunar characters from. EDIT: @Nisage: Tell me what you think of my Miroku sprite:
  21. All of them? I'm not very familiar with Inuyasha but I'll see what I can do. You don't mind me making them with Tyke 2 templates, do you?
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