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EmilyAnnCoons

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Everything posted by EmilyAnnCoons

  1. Actually, the hope is to make this game look like the original Quest 64, just in 2D, which means that all of the graphics would need to be custom. I think that we're okay with using the RTP tilesets for some of it, but we need custom tilesets for things like Beigis castle, Limbo (there's a lot of areas in Limbo in the game that are wacked out), and we definitely need monsters. If you can think up a monster, we can probably use it. In the original game they had fish-on-pencils as a monster...I want this to look a little more serious, though. I plan to use some of the RTP monsters (like goblins, kobolds, etc.) but we definitely need more.
  2. So, I'll start this up again one more time, and if we still don't get it done, we'll drop the whole idea...So, here's the new idea. Remaking Quest 64, which is known as Holy Magic Century (this game was chosen due to it being tied in 2nd place in the previous votes. It was tied with Pokemon) Remake of Quest 64/Holy Magic Century (Possibly...Holy Magic Century XP?) Plot: Brian is a teenage kid who has been studying at a school of magic for many years now, when his father goes off on a quest to obtain the Eletale Book. When his father doesn't return, however, Brian sets out on a journey to find his father. Using the power of the Elementals, spirits that live within the world that give their power of controlling the elements to mages, he goes off, obtain the four Elemental Jewels, the four keys to the Eletale Book. At the end of his journey, he meets with his father in Brannoch Castle, where he finds King Beigis is trying to use the Eletale Book to unleash Mammon, the demonic embodiment of greed. Once King Beigis is defeated, Brian uses the Eletale Book to open a portal to Mammon's World, where he fights and destroys the evil beast once and for all. Characters (as listed on wikipedia): Brian- A young boy who has set out to save his father. He lives at Melrode Monastery, and is an apprentice magician with the ability to use Water, Fire, Wind, and Earth magic. Lord Bartholomy- Brian's father and Master Spirit Tamer. He lives at Melrode Monastery and set out to get the Eletale Book which was stolen, but was subdued at Brannoch Castle before being able to continue. Leonardo- Another apprentice magician like Brian who appears at Normoon and at Brannoch Castle near the end of the game. Though not a "main" character, he still manages to help Brian by providing healing items in a room within Brannoch Castle. Leila- The guardian of Larapool, the city of water. She has the ability to control the water flow of the city, thus giving Brian access to Larapool's entrance to Blue Cave. Colleen- A Sorceress who has protected the Water Jewel for generations is the only inhabitant of the Isle of Skye; her home is connected to Epona's home. Epona- The mysterious seer who resides in the Blue Cave; her connection to the Isle of Skye gives Brian access to the Water Jewel. Later on, her powers allow her to enter Mammon's Dimension at the end of the game to provide aid to Brian. King Scottfort - King of Kenneshire, rules over Dondoran Castle in Dondoran. Queen Deanna- Queen of Carmagh, rules over Limelin Castle in Limelin and rules alone due to the death of her husband. Prince William- The son of Queen Deanna and the crowned prince of Limelin. King Beigis- Militant and power-hungry king of Highland, rules over Brannoch Castle in Brannoch Castle Town. Fargo- Arsonist and thief who stole the Fire Ruby. Nepty- Magician and thief who stole the Water Crystal. Zelse- Magician in a group of vagabonds in Normoon and thief who stole the Wind Jade. Solvaring- Self-proclaimed "King of the Beasts" and thief who stole the Earth Orb from the King of Dondoran. Mammon- The demonic embodiment of greed who attempts to trick Brian into releasing him from his prison so that he may seek to possess the powers of the human spirit. Shilf- Mammon's assistant, hiding in Baragoon Tunnel. Shannon- A puppet created by Mammon for the sole purpose of leading Brian around the world to collect the Elemental Gems, and who, near the end of the game, threatens to kill Brian's father, Bartholomy, unless Brian kills King Beigis and opens the World of Mammon. Guilty- King Beigis' monstrous looking apprentice, he has made Brannoch Castle Town a living mess with his magic experiments. Places (as listed on Wikipedia): Holy Plan- Located in Kenneshire, home of Dondoran and Melrode. Dondoran Flats- area between Dondoran Castle and Loch Kilderey. West Carmagh- Western portion of Carmagh bordered in the south by the Dindom Dries, in the east by Loch Kilderey, in the southeast by East Limelin, and in the north by Kenneshire. Home to Larapool and Normoon, as well as Cull Hazard and Blue Cave. East Limelin- area between Highland in the south and West Carmagh to the northwest. Home to Limelin, capital of Camagh, and Baragoon Tunnel's north gate Dindom Dries- Desert wasteland (caused by the Eletale Book) in northern portion of Highland bordered in the north by East and West Carmagh. Home to Ruins of Greenoch, Boil Hole's north gate, and Baragoon Tunnel's south gate. Has a huge phantom city in the middle of it named Shamwood . Baragoon Moor- Located at the south-central end of Highland. Home to Brannoch Castle Town, capital of Highland, and Boil Hole's south gate. Loch Kilderey Giant lake in the center of Celtland. Isle of Skye- Island in the center of Loch Kilderey. Cull Hazard- Cave linking Normoon to West Carmagh. Boil Hole- Cave linking the Dindom Dries to Baragoon Moor and the hideout of Fargo. Baragoon Tunnel- Mine shaft linking Dindom Dries to East Limelin and hideout of Shilf, Mammon's servant. Blue Cave- Maze Cave in Larapool, it links Larapool with Glencoe Forest and Crystal Valley. Glencoe Forest- Lies between Dondoran Flats and West Carmagh, east mouth of Blue Cave is here. Windward Forest- Forest in West Carmagh separating it from Normoon. Connor Forest- Forest between the Dondoran Flats and the Holy Plain. Crystal Valley- Cavern under Blue Cave, home of Epona. Connor Fortress-Fort in Connor Forest, hiding place of Solvaring. For this we would need some scripters and music writers. The battle system would either need to be an ABS or a Tactical Battle System (TBS). The menu system would require a rework, due to the fact that it is a one person game, as well as being that the original menu was 4 screens: Elementals, Map, Stats, Items There would need to be a system for the elementals. You gain them as you travel the game, and each elemental increases your power in one spell lore (Fire, Water, Earth, Air), with the player able to choose which the elemental will go in. It reaches a max of 50. As well, each level you earn an elemental, as well as some stat bonuses. The elementals (without leveling up) reach 50 in 2 skills, with the leveling up able to max out all elementals (though that would take FOREVER to obtain the other 98 via leveling). The player starts with a skill of 1 in each elemental as well (for those wondering the 98 thing). The tricky part is allowing the player to pick and choose which spells to use. In the original game, you could hit a c button to open one of four lists (Fire, water, earth, and air). From there, you could hit another c button to open the list further and access new spells. So, talk about it a bit and let's see what we can do...it might be easier to make this on AGS...but I'm not 100% sure.
  3. welcome back, Kiriashi. Glad to see you've returned. You'll notice the website has changed a bit.
  4. Well, this is where I have a problem: The drinking age is currently 21, however, if you serve in the army, and are 18-20, you can still drink. What's the point, then, in having the drinking age at 21, if you can still drink at 18 for no other reason then "You're in the army." No, I think they either need to 1. Lower the drinking age to 18 or 2. Raise the drinking age of even the military to 21.
  5. Wow, it's surprising to see no one has voted no to resigning up. Now, remember, this poll is an extreme measure. We plan to take our members with us, but this is just in case the two forum softwares are, in fact, incompatible, and we have to remake everything from the beginning. Also, new feature: Guilds!
  6. Welcome to "Quest for the Book" a roleplay that I've created. The main plot of this is rather simple. Group together, travel through the Woods of Fardinia (Far-dee-nee-ah), and find the Book of Eleshra (El-ee-shra) that lies within the Temple of Gaia in the center of the woods. The book holds the power to raise an army of Earth warriors which are virtually invincible (they come back to life whenever they touch anything of the earth element, and are literally invincible as long as they touch something of the earth element). The rules are simple. 1. This is a medieval RP, so think swords, magic, dragons, etc. No guns or futuristic weapons of any sort (yes, this means you can't bring your gatling laser, pokeballs, or forcefields). 2. There are 4 races and 3 classes you may choose to play as for this story. Races: Humans, Dark Elf, Minotaur, and Dragon-man. Classes: Warrior, Mage, Assassin. These will be explained in further detail later on. 3. Talking Out of Character (OOC) is fine, but please do not post only OOC if you can avoid it. A couple OOC posts here and there are fine, but if there get to be pages of OOC posts, I may consider deleting them. 4. If you must talk OOC, then please choose one of these styles to do it. With Parantheses (), Brackets [], or Braces {} (I may have those backwards) With your OOC in paragraphs that starts with "OOC:" and "IC:" is placed in the first paragraph that returns you to In Character (IC). If you do this way, it is recommended your OOC is at the beginning of the post, and your IC ends your post. 5. Please TRY to post more then one line at a time...This is a forum RP...we can post paragraphs, right guys? 6. You must be at least Semi-literate when you RP. That means no typing 'lyke dis', or using u for you, r for are, b for be, et cetera. I, personally, would like to see correct grammar (for the most part...), which means using punctuation (periods, question marks, exclamation points, quotations marks, et cetera), and not using things like 'their' for 'there' or vice versa. I won't get mad if you mess up the grammar, though. Grammar is hard, and I know that. I always have lots of comma splices... 7. NO GODMODDING/POWERPLAYING. This is defined by me as controlling others' characters, being super powerful/fast all the time, and dodging everything. If someone introduces a monster, it is fine to control that monster when you attack, but don't make it so your character can't be hurt. Remember: Casting magic uses mana, you don't have unlimited mana. Warriors cannot rush around and slice heads off and not grow tired at some point. This is not a video game, you will get tired if you fight 1,000 monsters (example!) together in one battle by yourself. Races Humans Humans are a very versatile race. They can be pretty near anything, and are your typical, well balanced person. They do not excel at magic (but they can use it), they do not excel at fighting with a sword or dagger (but they can), they are balanced and are good at anything, just not great. It is rare for a human to tap into any other elements other then fire, water, earth, air, and lightning. It is possible, but rare. (Balanced, can be any class.) Dark Elves The dark skinned race of elves that excels at bloodlust. After being driven away from their brothers, the High Elves, they fell into chaos. They hated the High Elves for joining the side of the God of Darkness, and so they immersed themselves in anything they could to destroy their brothers, this included dark magics and the ways of the assassin. In the end, like their High Elven brothers, they become great Mages, but they also became great Assassins. They also forsook the healing arts, and practiced very little of the ways of warriors. They desired the path of quick, quiet, and deadly killing. It is uncommon for a Dark Elf to tap into any of the holy elements, such as order, thunder, and water. They care none for the defensive arts of earth or air, and indulge themselves in the dark, destructive arts of bone, blood, and fire magics. However, even the Dark Elves wouldn't touch the element of chaos, as it was the element the High Elves delved into. (Excel at magic. Can be either Assassins or Mages. Known for being necromancers and pyromancers) Minotaurs Big, tough, bull-human creatures. They care only about strength, and generally wield axes of great power. They are warriors first and foremost, though there are the shamans who work in the art of the earth and water magics. They do not touch the other magic elements, and any who do not go the path of the shaman go the path of the warrior. (Can only be warriors or mages who use earth and water magic) Dragon-men Tough creatures, they are half human and half dragon. Pure mages, they work in all but the magics of chaos, bone, or blood. They see no use in the paths of the warriors or assassins, and thus, they only take the paths of clerics and mages. They come in many styles, but the most common are those of the red, blue, green, black, and white. Each has their own style of fighting, and each is equipped with their own breath weapon, just as their full dragon brethren are (Red = Fire, Blue = Lightning, Green = Gas, Black = Acid, White = Frost). (Can only be mages, but are the most powerful mages.) Classes Warrior Typical fighter class. Uses no magic. Can wield near any type of weapon. Mages Mages use magic and usually carry with them a magic staff. They can be one of 8 different types. Pyromancer: Can tap into fire magic. Cleric: Taps into the healing powers of water magic. Shaman: Taps into the defensive powers of earth magic. Wind Mage: Taps into the magics of the air and wind. Naturalist: Taps into the thunder element. Necromancer: Taps into the art of raising undead with bone magic. Ritualist: Taps into the forbidden art of casting dark rituals using blood magic. Paladin: Taps into the order element. The only type of mage who is also a warrior, but their way is holy, and they only fight if they have no choice. They always offer a chance to surrender, and never take a life needlessly. Assassins "Warriors of Death" or "Secret Killers" are common titles for them. They are skilled in killing in secret, or can even make a public display of it if they so desire. But one thing is common about all of them, they never get caught, and if they do, they'll have killed themselves before they can be taken to a prison. They tend to use poisonous weapons, and never work for free. They're work is always expensive, and they only take well paying jobs, which are usually of high risk. Joining the RP When you join, please copy and paste this into your first post. [b]Character Name:[/b] [b]Age:[/b] [b]Race:[/b] [b]Class:[/b] (if mage, please post which subclass of mage you are afterwards, like Mage - Pyromancer) [b]Description:[/b] (describe your character, or post a picture. Remember, medieval!) [b]Bio:[/b] (give a little character history!)
  7. As a note, one thing everyone will notice is the game section. It has been modified, and is no longer supporting only RPG Maker XP and VX. To try and bring in members, we are now supporting the entire RPG Maker series as well as Enterbrain's new game maker (which comes out in japan sometime in March) called Action Game Maker. Also, we are also supporting Adventure Game Studio and Game Maker, as well as other forms of game making (though not quite as much help can be given on the "other" simply because I don't think we have many members with that much experience outside of RPG Maker). So, here's to hoping that the increased amount of game making resource categories will actually increase our resources, and thus also allow us to increase in our "social network". EDIT: Added a poll at the top, along with a list of the updates (possibly coming and done) in the first post. Please vote and comment on how you voted. Also, for those who are active, we've got tons of new forums to interact in! Let's use them! Come on people!
  8. Well, most of the changes have been made...I'm still trying to think of how else to modify the forum...I have a lot if ideas, but I need help for some of them, and others...I don't know if they can be done with IPB...I was currently thinking of modifying this site to be more of a social gathering place along with a game making help site... An example of what I mean would be the world's biggest forum: Gaia Online but some of the stuff they do can only be done with PHPBB, or a custom forum program (such as the avatars, which is actually one of the ideas I have)
  9. The switch to PHPBB will more then likely only occur if we can transfer accounts and such. So, basically, the chances of having to remake your accounts is slim. It depends on how exactly this overhaul works out, and if the switch to PHPBB is necessary or not.
  10. Due to the fact this project has been in production since September (4 months) and there has been no headway made, I am shutting this project down. Sorry, but it just isn't working. Within the next few days (depending on my work schedule) I will start up another one in a hope to try and get people working on a project once more. I will do my best to head the project, and I apologize if I may seem a little like a drill sergeant while getting it together, but I hope that those who join in on it will stick together and we can get a lot of work done on it. I will update again when my work schedule allows.
  11. Okay, this forum will be much different then any other forum. It more or less has its own set of rules. These rules were stol-- err...borrowed from RPG RPG Revolution. This forum is for discussions that are considered mature and/or serious in nature. Such as politics, relationships, and philosophies. - Members are expected to behave maturely in this forum by not spamming, flaming or trolling. - Do not post images or links that are inappropriate (see board guidelines). Please use a spoiler tag where necessary. - Post replies that are thoughtful and add to the discussion at hand. Replies should be more than 3 sentences long. so if you "totally agree" say why. - Keep foul language to a minimum. Swearing excessively does not add to the discussion or your argument. ** - Please respect others and their opinions even if you disagree. Everyone has the right to believe what they want. - Necroposting, or "bumping" older topics (posting in them well after the last post) [is prohibited]. The only current exception to this rule is in the Mature Discussions forum, where any "bumping" posts have to have as much thought put into them as expected of an MD-forum post. - "Regarding your own point of view: please do not make baseless claims or promote your opinions as fact. Also, please be courteous of other's opinions and do not attempt to force your own upon them." -If you feel that a topic or reply is inappropriate for the boards, use the report button to send the topic to a moderator who will deal with the matter. -If you have an issue with a specific member, please contact a moderator through PM. Provide examples of harassment if you can, that will help staff deal with the situation fairly. (Harassment can be in forms of PM too.) DO NOT try to solve the problem on your own by arguing. -Violations of the board rules will result in a warn. We have a strict "no spam" policy for this particular forum section so please avoid it. - Please be respectful of your fellow members and the staff. If you feel you were warned unfairly by a moderator, bring it up with a global moderator or admin. Thank you and enjoy your stay.
  12. Over the course of the next few days we will be working to change the website quite a bit. Please bear with us as we do this. If you start to post a topic, then it suddenly ends up in a completely different forum, understand it is due to the overhall. A lot will be changing, and we are hoping for the better. It is possible that we may also change forum programs, but that is dependant on how well we can do this overhall with IPB. My current thoughts are switching to PHPBB due to it's full customization ability, but that's a desperate measure, and would take a while due to trying to transfer the database between programs (a feet which could take a month to even do). So, please, bare with us as we do this, and we apologize for any inconvenience this causes. EDIT: I am now including, for everyone to see, a list of the changes that have happened. Anything listed in red, however, is a possible change, and is not guaranteed, but is currently on the list of "possible changes". Changes Forum Layout Addition of Bug Report Forum Addition of Questions and Assistance Forum Addition of two types of lifestyle forums Addition of a Mature Discussion forum Added support of the entire RPG Maker series Added support of Action Game Maker Added support of Adventure Game Studio Added support of "Game Maker" Added minor support to other misc game makers Added Sports Discussion Added Photography to the Design Studio Added a makeshift guild system Added more avatars to the avatar gallery Changed to PHPBB Changed avatars to customizable characters Added "mini shops" so avatars can buy clothes, accessories, items, etc. Added Awards mod And at current that is all I have planned (though more may change, depending on what we can do with mods). Also, you'll notice one of the current changes planned actually contradicts some of the other changes. This is because it all depends on what we are able to do with IPB, and what we can do if we are able to switch to PHPBB. In the end, we'll have to see how it goes.
  13. Uploaded via request. Gamos: http://www.rmxpunlimited.net/forums/index....mp;showfile=150 Map Pack: http://www.rmxpunlimited.net/forums/index....mp;showfile=151
  14. 656 downloads

    Uploaded by request. Zeriab's Gamos Map Pack.
  15. 243 downloads

    People asked, so I uploaded
  16. I stayed up all night on Christmas Eve (I work 3rd shift so...yeah, it happens ^^") then had breakfast with the family and opened presents. I got a new laptop, yay! Oh, and we played Marioparty for the Gamecube
  17. Ok, so, I'm looking into the possibility of turning one of my Zelda stories into a webcomic. It would be the Oracle Series one, which you can find the first 10 chapters here on this site in the Story section, and the rest on either fanfiction.net or deviantart. Now, the story is rather mature, so I'd need someone who doesn't mind drawing mature scenes. If you don't understand, read chapters 7 and 9 of Oracle of Ages and you'll understand. So, with that said, I'm now leaving it open for people to say if they will help. I could really use the help on this if possible ^^ Links Deviantart: http://emilyanncoons.deviantart.com/ Fanfiction.net: http://www.fanfiction.net/s/4604068/1/Lege...a_Oracle_Series ( Note, Deviantart, you will need to have signed up for, since some of the chapters are labeled under Mature Content >>;; )
  18. Well, I have been working on it for a year ^^" But no, this allows you to export the characters from one game to another. Do a New Game, get the level up and the elixers, then do an export, then import your characters. You'll notice you start out at a new game with all of the items and levels you had when you exported. That's the purpose of the script, to allow you to carry your characters from one game to another. Like making a game, then making a sequel with the same characters. That help?
  19. Game 1 will need everything but the import and Scene_Title edit (since there is no game to import to). Game 2 will need all 4 scripts plus the Scene_Title edit. This is so you can import in game 2, then export to game 3 if desired. If there is no game 3, then you COULD remove the export script, but it would probably be good to keep it in, in case you decide to do a game 3 afterwards...like what QFG did. They made 5 games, then still allowed you to export from game 5, but then decided not to do a game 6.
  20. Yeah, although I designed it more after the Quest for Glory export-import system. That was a 5 game series, and you carried your game through every game if you wanted, or created a new character for each game. Although, if you want to get REALLY OLD games involved. The system is designed more off of the old system used in the AD&D Seven Blades Series: Pool of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, and Pools of Darkness. The same system was then used in the Krynn series: Champions of Krynn, Death Knights of Krynn, Dark Queen of Krynn. Along with the Savage Frontier series: Gateway to the Savage Frontier, Treasures of the Savage Frontier (I think those are right)
  21. Ever want to take your characters from one game and import them into a sequel instead of falling to the typical "Let's start all over again" cliche? Now you can! This system will let you set up an export from one game, then allow you to import that file into the next game, thus allowing your players to start up right where they left off, with the same characters, and the same stats. This is a demo to show it works (I've tested it). I hope you enjoy it. This system is rather easy to use. Simply edit Scene_Title with the following code (only needed for the game being imported to). Scene_Title Edit #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new # Make title graphic @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) #-------------------------------------------------------------------------- # Edit start #-------------------------------------------------------------------------- # Make command window s1 = "New Game" s2 = "Import" s3 = "Continue" s4 = "Shutdown" @command_window = Window_Command.new(192, [s1, s2, s3, s4]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 # Continue enabled determinant # Check if at least one save file exists # If enabled, make @continue_enabled true; if disabled, make it false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end if FileTest.exist?("E#{i+1}.export") @import_enabled = true end end # If continue is enabled, move cursor to "Continue" # If disabled, display "Continue" text in gray if @continue_enabled @command_window.index = 2 else @command_window.disable_item(2) end if @import_enabled @command_window.index = 1 else @command_window.disable_item(1) end #-------------------------------------------------------------------------- # Edit end #-------------------------------------------------------------------------- # Play title BGM $game_system.bgm_play($data_system.title_bgm) # Stop playing ME and BGS Audio.me_stop Audio.bgs_stop # 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 command window @command_window.dispose # Dispose of title graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # New game command_new_game #--------------------------------------------------------------------- # Edit Start #--------------------------------------------------------------------- when 1 # Import command_import when 2 # Continue command_continue when 3 # Shutdown command_shutdown end end end #--------------------------------------------------------------------- # Edit End #--------------------------------------------------------------------- #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game # Play decision SE $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # Addition Start #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # * Command: Import #-------------------------------------------------------------------------- def command_import # If Import is disabled unless @import_enabled # 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 load screen $scene = Scene_Import.new end #-------------------------------------------------------------------------- # Addition End #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue # If continue is disabled unless @continue_enabled # 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 load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new end end Then put in these four scripts. (Note: In the first game, you will need to put in everything up to Export. In the second game, where you plan to import, you will need all 4). Window_ExportFile #============================================================================== # ** Window_ExportFile #------------------------------------------------------------------------------ # This window displays save files on the Export and Import screens. #============================================================================== class Window_ExportFile < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :exportname # file name attr_reader :selected # selected #-------------------------------------------------------------------------- # * Object Initialization # file_index : save file index (0-3) # filename : file name #-------------------------------------------------------------------------- def initialize(file_index, exportname) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @exportname = "E#{@file_index + 1}.export" @file_exist = FileTest.exist?(@exportname) if @file_exist export = File.open(@exportname, "r") @characters = Marshal.load(export) @frame_count = Marshal.load(export) @game_system = Marshal.load(export) @game_switches = Marshal.load(export) @game_variables = Marshal.load(export) export.close end refresh @selected = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Draw file number self.contents.font.color = normal_color name = "Export #{@file_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # If save file exists if @file_exist # Draw character for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end end end #-------------------------------------------------------------------------- # * Set Selected # selected : new selected (true = selected, false = unselected) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end Scene_ExportFile #============================================================================== # ** Scene_ExportFile #------------------------------------------------------------------------------ # This is a superclass for the Import screen and Export screen. #============================================================================== class Scene_ExportFile #-------------------------------------------------------------------------- # * Object Initialization # help_text : text string shown in the help window #-------------------------------------------------------------------------- def initialize(help_text) @help_text = help_text end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window @help_window = Window_Help.new @help_window.set_text(@help_text) # Make save file window @exportfile_windows = [] for i in 0..3 @exportfile_windows.push(Window_ExportFile.new(i, make_exportname(i))) end # Select last file to be operated @file_index = $game_temp.last_file_index @exportfile_windows[@file_index].selected = true # 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 @help_window.dispose for i in @exportfile_windows i.dispose end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update for i in @exportfile_windows i.update end # If C button was pressed if Input.trigger?(Input::C) # Call method: on_decision (defined by the subclasses) on_decision(make_exportname(@file_index)) $game_temp.last_file_index = @file_index return end # If B button was pressed if Input.trigger?(Input::B) # Call method: on_cancel (defined by the subclasses) on_cancel return end # If the down directional button was pressed if Input.repeat?(Input::DOWN) # If the down directional button pressed down is not a repeat, # or cursor position is more in front than 3 if Input.trigger?(Input::DOWN) or @file_index < 3 # Play cursor SE $game_system.se_play($data_system.cursor_se) # Move cursor down @exportfile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 4 @exportfile_windows[@file_index].selected = true return end end # If the up directional button was pressed if Input.repeat?(Input::UP) # If the up directional button pressed down is not a repeat、 # or cursor position is more in back than 0 if Input.trigger?(Input::UP) or @file_index > 0 # Play cursor SE $game_system.se_play($data_system.cursor_se) # Move cursor up @exportfile_windows[@file_index].selected = false @file_index = (@file_index + 3) % 4 @exportfile_windows[@file_index].selected = true return end end end #-------------------------------------------------------------------------- # * Make File Name # file_index : export file index (0-3) #-------------------------------------------------------------------------- def make_exportname(file_index) return "E#{file_index + 1}.export" end end Scene_Export #============================================================================== # ** Scene_Export #------------------------------------------------------------------------------ # This class performs Export screen processing. #============================================================================== class Scene_Export < Scene_ExportFile #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super("Which file would you like to export to?") end #-------------------------------------------------------------------------- # * Decision Processing #-------------------------------------------------------------------------- def on_decision(exportname) # Play save SE $game_system.se_play($data_system.save_se) # Write save data export = File.open(exportname, "wb") write_save_data(export) export.close # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Title.new return end # Switch to map screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Cancel Processing #-------------------------------------------------------------------------- def on_cancel # Play cancel SE $game_system.se_play($data_system.cancel_se) # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Title.new return end # Switch to map screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Write Save Data # file : write file object (opened) #-------------------------------------------------------------------------- def write_save_data(export) # Make character data for drawing save file characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end # Write character data for drawing save file Marshal.dump(characters, export) # Save magic number # (A random value will be written each time saving with editor) $game_system.magic_number = $data_system.magic_number # Write each type of game object Marshal.dump($game_system, export) Marshal.dump($game_actors, export) Marshal.dump($game_party, export) Marshal.dump($game_player, export) end end Scene_Import #============================================================================== # ** Scene_Import #------------------------------------------------------------------------------ # This class performs Import screen processing. #============================================================================== class Scene_Import < Scene_ExportFile #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Remake temporary object $game_temp = Game_Temp.new # Timestamp selects new file $game_temp.last_file_index = 0 for i in 0..3 exportname = make_exportname(i) if FileTest.exist?(exportname) export = File.open(exportname, "r") export.close end end super("Which file would you like to import?") end #-------------------------------------------------------------------------- # * Decision Processing #-------------------------------------------------------------------------- def on_decision(exportname) # If file doesn't exist unless FileTest.exist?(exportname) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play load SE $game_system.se_play($data_system.load_se) # Read save data export = File.open(exportname, "rb") read_save_data(export) export.close end #-------------------------------------------------------------------------- # * Cancel Processing #-------------------------------------------------------------------------- def on_cancel # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to title screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Read Save Data # file : file object for reading (opened) #-------------------------------------------------------------------------- def read_save_data(export) # Read character data for drawing save file characters = Marshal.load(export) # Read each type of game object $game_variables = Game_Variables.new $game_temp = Game_Temp.new $game_system = Marshal.load(export) $game_switches = Game_Switches.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Marshal.load(export) $game_party = Marshal.load(export) $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Marshal.load(export) #$game_party.setup_starting_members # Uncomment if you don't want the game to start off with all of the characters in the party. $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $scene = Scene_Map.new $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update end end To use this code, simply call $scene = Scene_Export.new This will allow you to export your file. From there, copy the export (E#.export) into the next game, and then import via load screen. By removing the "New Game" option, you could also force your players to play the first game, then move onto the second game with the exported characters (though I wouldn't do that). Also, the Databases MUST BE THE SAME FOR BOTH GAMES. Meaning you will need to copy the characters, items, classes, etc from the database of the first game into the database of the second game. If you change one thing, IT WILL CHANGE IN THE IMPORT AS WELL. This is due to the fact that it saves numbers, not names and such. So if item number 2 is a High Potion in game one, and item number 2 is an elixir in game 2, the character will import with an elixir. Keep this in mind while making your sequels. Also, go here for a demo. http://www.rmxpunlimited.net/forums/index....mp;showfile=148 Give credit to me for this script if you use it. Also, if you find this script on ANY OTHER WEBSITES let me know. This is to be posted here and ONLY HERE on RMXP Unlimited. Thank you.
  22. 364 downloads

    Ever want to take your characters from one game and import them into a sequel instead of falling to the typical "Let's start all over again" cliche? Now you can! This system will let you set up an export from one game, then allow you to import that file into the next game, thus allowing your players to start up right where they left off, with the same characters, and the same stats. This is a demo to show it works (I've tested it). I hope you enjoy it.
  23. Hmm...well, it's true that I was the one who decided to do it and everything, but since I know the least about the project (probably anyway) it wouldn't be smart for me to be leader. I figured Jesse, being the one whose idea was being used, was the leader...I guess I'll leave that one up to you guys then, but I really can't do much in the way of being leader without knowing the project a lot better then I do, thus I recommend Jesse being leader, since Jesse knows the most.
  24. I would like to ask about the progress of this project... I know I haven't been helping out any, but I'm also unsure of what I can do to help out. I feel this project hasn't made any headway since it started, though. If that is the case, I may consider shutting it down as it just didn't work. I may consider retrying it again, but this time in a different way. We will have to see, but in either case, I'll give a little bit for the main developer of this project (and as such leader) to respond. If I don't see a response in a while, though (maybe 2 weeks or so) then I will most likely close it, as that tells me that, if the leader isn't talking, then the leader probably quit.
  25. Well...while it doesn't exactly fit with the regulations of a request topic...I'll let it go. Don't ask where, but it's somewhere on this site: http://www.upokecenter.com/ Or just google "Pokemon Essentials"
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