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EmilyAnnCoons

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Everything posted by EmilyAnnCoons

  1. If the OCG (original card grammar) is wrong, please tell me how to fix it. I don't want "Your OCG is off" if you can't tell me how to fix it...cause obviously...if you know it's off...you know how to fix it. Also, please don't say "Get better pictures" I'm working with what I've got...If someone wants to draw me better ones, fine, if not, these are the best I can do. Also, I don't own any of the pictures used for these...most are probably official art. (<--- This is more of a note to the other forums I'm on...this is direct copy-paste from all of them. You here at RMXP Unlimited just get to see some of the cards I don't post up elsewhere =D) So, I felt the need to expand upon my Legend of Zelda set. So, I'm gonna work on a set for each game... To start off, I'm working on the Four Sword Series (Minish Cap, Four Swords, Four Swords Adventures). Here are the cards I have so far. Any comments?
  2. Wow...this is the what...third time RMXP.org has been hacked? Jeez...honestly...it's cause they treat people like crap over there >> It's why I left anyway... ANYWAY, this topic isn't to bash RMXP.org ^^" Welcome to the forums ^^ I'm the resident admin here, so play nice with me or I'll ban you :P jk
  3. Oh yeah...I'll fix that later, if I remember lol I'll slash him down to 1900 when I get the chance ^^"
  4. I honestly think XP is better, but that's a matter of opinion :P But, yeah, we're one of the better forums for RPG Maker -nods-
  5. As I note, I now completed the set, so definitely come in and comment now ^^
  6. hehe, hey, that helps in either case =D I think people aren't commenting because the set is unfinished... COMMENT PEOPLE! lol
  7. EDIT: I ran out of room in the last post, so I moved the rest of the cards to this post. Spell and Trap Cards This card may only be equipped to "Link - Hero of Time". Increase the ATK of the card this is equipped to by 500. Pay 1000 life points to destroy all monsters on the field. The monster equipped with this card cannot be destroyed by the result of battle. To keep this card in play, you must sacrifice 1000 life points during your standby phase. If you cannot sacrifice life points, this card is destroyed. Return one monster on the field to the owner's deck. Shuffle the deck afterwards. Increases your Life Points by 1000 points. Increase your Life Points by 1000 points. Select one Spell Card from your graveyard and return it to your hand. Increase your Life Points by 1000 points. Your Life Points become 4000. This card may only be equipped to "Link - Hero of Time". When equipped, Special Summon up to three more "Link - Hero of Time" cards from your hand onto the field in face-up attack position. Place a counter on all three cards. If this card is sent to the graveyard, destroy all "Link - Hero of Time" cards with counters due to this card. Deal 1000 Life Point damage to your opponent. For three turns after this card is activated, your opponent's monsters cannot attack. Send all of your opponent's monsters with an ATK of 1500 or less to the graveyard and place Gel Tokens (Earth/0/0) equal to the amount of monsters sent to the graveyard onto your opponents side of the field in defense mode. Pay 300 Life Points to negate an attack declared on a monster equipped with this card. The card equipped with this card may attack twice per turn. The card equipped with this card may attack as many times per turn as the controller wishes, but it may never attack the opponent's Life Points directly. This card may only be equipped to "Ganondorf - King of Evil" or "Ganon - Evil Beast of Power". This card cannot be destroyed by the effects of monsters, spells, or traps other then the effect of "Din - Goddess of Power". While equipped, increase the ATK of all Dark-attribute monsters on your side of the field by 300. During battle between a Dark-attribute monster on your side of the field and a Defense Position monster whose DEF is lower then the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. This card may only be equipped to "Zelda - Princess of Light". This card cannot be destroyed by the effects of monsters, spells, or traps other then the effect of "Nayru - Goddess of Wisdom". While this card is equipped, your opponent must reveal his hand at the Standby Phase of each turn. This card may only be equipped to "Link - Hero of Time". This card cannot be destroyed by the effects of monsters, spells, or traps other then the effect of "Farore - Goddess of Courage". While this card is equipped, you may select one card from your opponent's hand and guess if it is a monster, trap, or spell card. If guessed right, the card is sent to the graveyard. This effect may be used once per turn.
  8. I made all of these, but I didn't make any of the images. I found them online -nods- Linkette Cards All the following cards have this effect: This card's name is treated as "Link - Hero of Time". If this card does battle with "Ganondorf - King of Evil" or "Ganon - Evil Beast of Power", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Zelda - Princess of Light", decrease this card's ATK by 500 during the Damage Step only. You may sacrifice this card equipped with "Master Sword" to Special Summon one "Ocarina of Time Adult Linkette" to the field from your hand. This card's name is treated as "Link - Hero of Time". If this card does battle with "Ganondorf - King of Evil" or "Ganon - Evil Beast of Power", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Zelda - Princess of Light", decrease this card's ATK by 500 during the Damage Step only. This card cannot be Normal Summoned or Set. This card may only be Special Summoned with the effect of "Ocarina of Time Child Linkette". Non-Linkette Character Cards This card may be sacrificed to special summon one "Ganon - Evil Beast of Power" onto the field from the player's hand. If this card does battle with "Zelda - Princess of Light", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Link- Hero of Time", decrease this card's ATK by 500 during the Damage Step only. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Ganondorf - Great King of Evil". If this card does battle with "Zelda - Princess of Light", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Link- Hero of Time", decrease this card's ATK by 500 during the Damage Step only. If this card does battle with "Link - Hero of Time", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Ganondorf - King of Evil" or "Ganon - Evil Beast of Power", decrease this card's ATK by 500 during the Damage Step only. If this card does battle with "Ganondorf - King of Evil" or "Ganon - Evil Beast of Power", increase this card's ATK by 500 during the Damage Step only. If this card does battle with "Zelda - Princess of Light", decrease this card's ATK by 500 during the Damage Step only. This card cannot be Normal Summoned or Set. This card may only be Special Summoned when "Link - Hero of Time" exists on your opponent's side of the field. This card may only be the target of "Link - Hero of Time". This card's ATK and DEF is equal to the original ATK and DEF of the strongest "Link - Hero of Time" on the field. You must sacrifice three monsters to Normal Summon or Set this card. This card cannot be Special Summoned. When this card comes into play, destroy all "Triforce of Power" cards on the field. "Triforce of Power" cannot be played while Din is on the field. This card cannot be destroyed by the effects of monsters, spells, or traps. If "Nayru - Goddess of Wisdom" and "Farore - Goddess of Courage" are on the field, you win the duel. This card cannot attack. This card cannot be the target of an attack. This card does not count towards the five monster limit. You must sacrifice three monsters to Normal Summon or Set this card. This card cannot be Special Summoned. When this card comes into play, destroy all "Triforce of Wisdom" cards on the field. "Triforce of Wisdom" cannot be played while this card is on the field. This card cannot be destroyed by the effects of monsters, spells, or traps. If "Din - Goddess of Power" and "Farore - Goddess of Courage" are on the field, you win the duel. This card cannot attack. This card cannot be the target of an attack. This card does not count towards the five monster limit. You must sacrifice three monsters to Normal Summon or Set this card. This card cannot be Special Summoned. When this card comes into play, destroy all "Triforce of Courage" cards on the field. "Triforce of Courage" cannot be played while this card is on the field. This card cannot be destroyed by the effects of monsters, spells, or traps. If "Din - Goddess of Power" and "Nayru - Goddess of Wisdom" are on the field, you win the duel. This card cannot attack. This card cannot be the target of an attack. This card does not count towards the five monster limit. Other Monsters If this card is destroyed as a result of battle, Special Summon this card from the graveyard at the End Phase of the same turn.
  9. Well, to be bisexual you have to like both genders in a "love" fashion...I know I am pretty sure I like guys like that...but as for girls...all I do is look at them and wish I was prettier and wish I had the stuff they do that makes them pretty, so it's more of just having low self-esteem...
  10. No, cause I like guys...to be bisexual you have to like both genders. I like girls, but I think it is only because I look at them and go "I wish I looked like that" It's basically straight with a low self-esteem as a girl.
  11. lol, it's Emmy C if you want to say it right :P And if you REALLY want to say it right... "Emily-Ann Coons" ^^" I left out my middle name but yeah :P
  12. lol, while Jesse kinda did answer the question, the answer is...I like boys ^^ However, I won't date anyone who treats me as a guy...so I wouldn't date a gay guy. I'd want to date either a bisexual guy (as he'd still like girls, but would have less trouble with my male body) or a straight guy who was willing to see me as a girl no matter what my body.
  13. Well, I do have to pretend to be a straight guy around people...but what I mean by "straight" is that I'm a girl who likes guys, thus technically I am perfectly straight. This term would basically mean I'm not homosexual, or a lesbian, or whatever...that make more sense?
  14. So, I know there are a lot of people out there that are confused by transexuals and what they are and how they think, etc. So, I aim to answer as many of those questions as I can about myself in a hope to help people better understand transexuals (or at least me :P). So, feel free to ask me anything you want... (I know that statement will come back and bite me later, either as a joke, or a real question >>)
  15. Ok, so, I think I finally figured myself out...and I want to get it off my chest and see if other people think the same (which would tell me if I'm right or not). As all of you know, I'm a male to female (commonly referred to as MtF) transexual. For those who don't know what that is, that means I'm a girl (yes, a girl, as in FEMALE) who is in a guy's body (still a girl! I just have a male body). As of late, I have been question my own sexual orientation and what exactly I am. After thinking about it, I think I figured out how it works. When I look at a guy, I think they are cute. I think they look nice, and sometimes I even get minor feelings for them, as in small crushes. I feel like this probably means I like guys and I think that, if I had a female body (which I am aiming to gain) then I could probably let myself be with a guy and actually be in love. However, this is where it's kind of confusing, but I think I have figured it out. When I look at girls, I get feelings, very minor, perhaps like a crush. However, I can't help but imagine certain parts of their body (guys, you know what I mean -nods- I shouldn't have go to into details :P). I then find myself thinking "Damn, she's pretty, I wish I could be as pretty as her." Which has brought me to believe I now know my true feelings towards women: I don't love them, and I could probably never love them, but I do look at them and envy them since they have what I want (the female parts) and don't have what I don't want (the male parts). So, in turn, I believe myself to be (if I can use the statement) "straight". If that confuses you, though, I will explain. I am a girl. As a girl, to be straight means to like guys. In turn, if I like guys, then I am straight. My outward body has nothing to do with whether I am male or female, just my inward self. Therefore, I believe myself to be female, and thus, as a girl, to like guys makes me straight. Thus, I am straight by definition of the fact I'm female. I just repeated myself like...3 times, didn't I? lol So, what does everyone think?
  16. The first, revised chapter of Legend of Zelda: Hyrule Fantasy. This is the storyline of the original Legend of Zelda game. I warn people...this story may be darker then others I have written.For this story, I am doing something I've never done before to see if it will help (it has so far). I am outlining the entire story, then posting up each chapter as I finished them using the outline for each chapter. Chapter 1
  17. Ok, the topic title editing thing SHOULD be fixed now...a setting was turned off...but I don't know if it will or not, cause the setting was on for the support team, but not for members, and it is polraudio (who is support team) that was having the problem. In either case, though, the support team should now have access to moderate all of the game making forums, like they are supposed to -nods-
  18. Err...I thought that was the project leader's job? I was thinking someone said that at one point o.o The project leader got everything going and put everything together and let people know what was still needed and so on.
  19. Yeah, the polls helped narrow everything down. We need to move quicker in deciding everything. Our last RMXP Project that was custom like this died off because the people in charge spent 3 months deciding plot, characters, etc, which we've decided almost all of in 2 weeks (not to mention they actually never finished deciding...)
  20. You can't edit your titles? Usually if you do a full edit of the first post of a topic you made it lets you chance the title of your topic. That's about the best I know. I dunno why you wouldn't have permission to edit your titles otherwise. I'll look into the problem later when I can. I can't right now...not enough time.
  21. As the subforum idea seems to not have worked out, we are switching to a new system. From now on it will be required that all topics in the game making forums (except the general discussion) have the following prefixes added to their titles: [2k] - This is for any RPG Maker 2000 topics [2k3] - This is for any RPG Maker 2003 topics [XP] - This is for any RPG Maker XP Topics [VX] - This is for any RPG Maker VX Topics [AGS] - This is for any Adventure Game Studio topics [AGM] - This is for any Action Game Maker topics [GM] - This is for any Game Maker topics [C++] - This is for any C++ topics. If you are using something other then what is above...chances of getting help are slim, but I'd recommend putting in the name of the program (like you see above with the others). I will most likely be adding this to each forum at some point unless I can find an easier way to post it. In either case, just keep this up for all currently running and future topics (I also recommend editing past topics that are currently not being run, but it's not required as they are basically closed and all).
  22. This is the script I used for lockpicking in Crystals of Chaos. It's a puzzle script, so that the main character has to solve a puzzle to pick the lock. It's kind of cool, and I like the concept, cause then you can make it harder by adding more pieces as well as bringing down the time limit to solving it. #====================================================================== ======== # Piece Substitution Puzzle Game (PSPG) # By Ánemus # [url="http://www.arcadiumrpg.net"]http://www.arcadiumrpg.net[/url] #============================================================================== # # This time I present a simple script. This is the second version of an older # script I made a long time ago. It's just a substitution puzzle game, but, # with the right drawings, you can make a real challenge. # # For customizing this we have the next options: # # YELLOW: Indicates the color the Title of the puzzle will be. Red Green Blue YELLOW = Color.new(255, 206, 0) # LOSE_SOUND: Indicates the sound played when you lose. LOSE_SOUND = "Audio/SE/058-Wrong02.ogg" # WIN_SOUND: Indicates the sound played when you win. WIN_SOUND = "Audio/SE/056-Right02.ogg" # PIECE_SOUND: indicates the sound played when you select a piece. PIECE_SOUND = "Audio/SE/105-Heal01.ogg" # BIP_SOUND: Indicates the sound that is played when you are running out of # time. BIP_SOUND = "Audio/SE/Bip.wav" # READY: Indicates the text shown when you start the game. Keep it short. READY = "Ready?" # DONE: Indicates teh text shown when you win the game. Keep it short. DONE = "Done!" # TIME: Indicates teh text shown when you lose the game. Keep it short. TIME = "Time is up!" # # And that's it! The picture shal be 300 x 300 pixels. # # For calling the system use the next structure: # # $scene = Scene_Puzzle.new("image", pieces, seconds, variable) # -"image" is the picture (stored in pictures) 300x300 in size. The name of # the file goes between " ". # -pieces: is a number form 3 (minimum) to 6 (maximum) that indicates the # number of pieces. 3 will make 3x3 6, 6x6. # -seconds: is the number of seconds. 60 seconds is a minute 120 is two... # -variable: is the variable where the result of the game is stored. Look at # the example to see how it is done (you need Local Switches and another page # in the event). 1 means lose, 2 means win. # #============================================================================== # #============================================================================== class Scene_Puzzle #------------------------------------------------------------------------------ def initialize(image, pieces, sec, goto, text) @img = image @px = pieces @tm = sec @gt = goto @tx = text @cl = YELLOW @waitcount = 0 end #------------------------------------------------------------------------------ def main @sprite = Spriteset_Map.new @t = WT.new @t.refresh @tm @m = Mdl.new (RPG::Cache.picture(@img), @tx, @cl) @p = WP.new (RPG::Cache.picture(@img), @px) @p.active = false @r = WR.new @r.z = 10000 Audio.me_stop Audio.bgs_stop @fstc = false @fsti @ac = 0 @waitcount = Graphics.frame_rate Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @c.dispose @t.dispose @m.dispose @p.dispose @sprite.dispose end #------------------------------------------------------------------------------ def update @waitcount -= 1 if @c == nil and @r == nil @p.update @p.active = true @t.update if @waitcount == 0 @tm -= 1 @t.refresh (@tm) @waitcount = Graphics.frame_rate end if @tm == 0 and @c == nil if @st Audio.bgm_stop end Audio.se_play(LOSE_SOUND, 70, 150) $game_variables[@gt] = 1 @c = WL.new false @c.z = 10000 @p.active = false end if Input.trigger?(Input::C) if @r != nil $game_system.se_play($data_system.decision_se) @r.dispose @r = nil @p.active = true return end if @c != nil $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new return end if @fstc == false $game_system.se_play($data_system.decision_se) @fsti = @p.index @p.set_oldindex @fsti @fstc = true else if @fsti != @p.index Audio.se_play(WIN_SOUND, 70, 150) @p.change (@fsti, @p.index) if @p.win? if @st Audio.bgm_stop end Audio.se_play(PIECE_SOUND, 70, 150) $game_variables[@gt] = 2 @c = WL.new true @c.z = 10000 @p.active = false end @fstc = false @p.set_oldindex -1 else $game_system.se_play($data_system.buzzer_se) end end end if Input.trigger?(Input::B) if @fstc == true $game_system.se_play($data_system.cancel_se) @fstc = false @p.set_oldindex -1 end end end end #============================================================================== # #============================================================================== class WT < Window_Base def initialize super (418,224,149,64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = 25 @time = 0 refresh end #------------------------------------------------------------------------------ def refresh (t = 0) if @time < t @time = t @addv = 50/(15-7) @addf = 50/7 end self.contents.clear if t <= 15 and t > 7 color = Color.new(255,210,0) Audio.se_play(BIP_SOUND, 50+ (@addv * (15-t)).round, 100) elsif t <15 and t > 0 color = Color.new(255,0,0) Audio.se_play(BIP_SOUND, 50 + (@addv * (15-t)).round, 100 + (@addf * (7-t)).round) else color = normal_color end min = t / 60 sec = t % 60 text = sprintf("%02d:%02d", min, sec) draw_text_outline(0, 6, 104, 32, text, 2, Color.new(0,0,0), color) end end #============================================================================== # #============================================================================== class Mdl < Window_Base def initialize (img, nam = "Puzzle", colr = YELLOW) super (145,40,458,172) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = 25 self.contents.font.color = normal_color bit = img x = -2 y = -3 for i in 0..100 for a in 0..100 self.contents.blt(i+318+x, a+32+y, bit, Rect.new(i*3, a*3, 1, 1), 200) end end for i in 0..100 for a in 0..100 self.contents.blt(i+318+x, a+32+y, bit, Rect.new(i*3+1, a*3+1, 1, 1), 200) end end for i in 0..100 for a in 0..100 self.contents.blt(i+318+x, a+32+y, bit, Rect.new(i*3+2, a*3+2, 1, 1), 200) end end @nm = nam refresh end #------------------------------------------------------------------------------ def refresh draw_text_outline (14,0, 300, 32, @nm, 0, Color.new(0,0,0), YELLOW) end end #============================================================================== # #============================================================================== class WP < Window_Base def initialize(image, num) if num <3 num = 3 end if num > 6 num = 6 end x = 640 - 331 -206 - 1 super(x, 90, 360, 360) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @im = image @num = num @fstch = false pieces = num*num pieces -= 1 @op = [] @us = [] for i in 0..pieces @us.push i end i = 0 for i in 0..pieces don = rand(@us.size - 1) @op.push (@us[don]) @us[don] = nil replacearray end @column_max = @num @index = 0 refresh end #------------------------------------------------------------------------------ def index return @index end #------------------------------------------------------------------------------ def set_index=(index) @index = index update_cursor_rect end #------------------------------------------------------------------------------ def set_oldindex (index) @oindex = index end #------------------------------------------------------------------------------ def refresh self.contents.clear bit = @im cw = bit.rect.width / @num ch = bit.rect.height / @num @d = cw @o = 255 @re = true cox = coy = (6-@num)/2 for i in 0...@op.size ln = ask_lin i picy = ask_picy i x = i - ln*@num picx = @op[i] - picy*@num src_rect = Rect.new(cw*picx, ch*picy, cw, ch) @o = 255 @re = true if i == @index and i != @oindex @o = 150 end if i == @oindex @o = 100 end self.contents.blt((cw+1)*x+5+cox, (ch+1)*ln+4+coy, RPG::Cache.picture("back"), Rect.new (0, 0, cw+2, cw+2)) self.contents.blt((cw+1)*x+6+cox, (ch+1)*ln+5+coy, bit, src_rect, @o) end end #------------------------------------------------------------------------------ def replacearray faf = [] for i in 0...@us.size if @us[i] != nil faf.push (@us[i]) end end @us = faf end #------------------------------------------------------------------------------ def update super if self.active == true ml = ask_lin (@op. size - 1) if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) if @index > @num*ml-1 @index -= @num *ml else @index += @num end end if Input.repeat?(Input::UP) or Input.trigger? (Input::UP) $game_system.se_play($data_system.cursor_se) @index -= @num if @index < 0 @index +=@num * @num end end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) if @index == 0 or @index == @num or @index == @num*2 or @index == @num*3 or @index == @num*4 or @index == @num* 5 @index += @num-1 else @index -= 1 end end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) if @index == (@num -1) or @index == ((@num*2) -1) or @index == ((@num * 3) -1) or @index == ((@num * 4)-1) or @index == ((@num * 5) -1) or @index == ((@num * 6) -1) @index -= @num - 1 else @index += 1 end end update_cursor_rect refresh end end #------------------------------------------------------------------------------ def change (i, a) res = @op[i] @op[i] = @op[a] @op[a] = res refresh end #------------------------------------------------------------------------------ def update_cursor_rect self.cursor_rect.empty end #------------------------------------------------------------------------------ def win? ol = 0 for i in 0...@op.size if @op[i] == i ol += 1 end end if ol == @num * @num return true else return false end end #------------------------------------------------------------------------------ def ask_lin (i) case @num when 4 if i <4 ln = 0 end if i >3 and i<8 ln = 1 end if i >7 and i <12 ln = 2 end if i >11 ln = 3 end when 3 if i <3 ln = 0 end if i >2 and i<6 ln = 1 end if i >5 ln = 2 end when 5 if i <5 ln = 0 end if i >4 and i<10 ln = 1 end if i >9 and i <15 ln = 2 end if i >14 and i <20 ln = 3 end if i > 19 ln = 4 end when 6 if i <6 ln = 0 end if i >5 and i<12 ln = 1 end if i >11 and i <18 ln = 2 end if i >17 and i <24 ln = 3 end if i > 23 and i < 30 ln = 4 end if i > 29 ln = 5 end end return ln end #------------------------------------------------------------------------------ def ask_picy (i) if @op[i] < @num picy = 0 end if @op[i] >@num-1 and @op[i]<@num *2 picy = 1 end if @op[i] >@num*2-1 and @op[i] < @num*3 picy = 2 end if @op[i] >@num*3-1 and @op[i] <@num * 4 picy = 3 end if @op[i] > @num * 4 -1 and @op[i] < @num * 5 picy = 4 end if @op[i] > @num*5 - 1 picy = 5 end return picy end end #============================================================================== # #============================================================================== class WL < Window_Base def initialize (caso) super (251,208,144,72) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @cs = caso refresh end #------------------------------------------------------------------------------ def refresh self.contents.clear if @cs == true text = DONE else text = TIME end self.contents.font.color = normal_color draw_text_outline(1, 0, 104, 32, text, 1) end end #============================================================================== # #============================================================================== class WR< Window_Base def initialize super (251,208,144,72) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #------------------------------------------------------------------------------ def refresh self.contents.clear text = READY draw_text_outline(1, 0, 104, 32, text, 1) end end #============================================================================== # #============================================================================== class Window_Base < Window def draw_text_outline(x, y, wid, hei, text, align = 0, line = Color.new(0,0,0),fore = normal_color) self.contents.font.color = line self.contents.draw_text(x + 1,y + 1,wid,hei,text, align) self.contents.draw_text(x + 1,y - 1,wid,hei,text, align) self.contents.draw_text(x - 1,y - 1,wid,hei,text, align) self.contents.draw_text(x - 1,y + 1,wid,hei,text, align) self.contents.draw_text(x - 1,y,wid,hei,text, align) self.contents.draw_text(x + 1,y,wid,hei,text, align) self.contents.draw_text(x ,y-1,wid,hei,text, align) self.contents.draw_text(x,y+1,wid,hei,text, align) self.contents.font.color = fore self.contents.draw_text(x,y,wid,hei,text, align) end end You run it with this $scene = Scene_Puzzle.new ("Puzzle", 3, 60, 29, "Picking Lock") To be honest...I don't know what each is...I know the 3 is how many columns (and rows I think as well) but I'm not sure what the rest is. One of them is the image -nods- I use it because it reminds me of the lock picking system used in Quest for Glory 4 and 5. In 4 you had to line up three boxes of the same color (and the colors changed constantly), and in 5 you had to basically play a memory game with statues. The time limit was set to 1 minute, and the amount of times you had to beat it increased while the mistakes you made decreased. The hardest lock left you with 2 misses, 7 times you had to win, and only one minute to do it in. It was awesome!
  23. The girl you drew. She looks pixely (so do all of my drawings, though). Also, the one with her in the shield has really poor anatomy...the arms look like long strings and the legs look really funky >> Just so you know (I can't do much better, but still)
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