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Everything posted by EmilyAnnCoons
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Weapon Level Script 2.0
EmilyAnnCoons replied to Leon's topic in Archived RPG Maker XP Scripts (RGSS1)
Cool, I wouldn't use it, though...I'll add it to the script archive tomorrow -
cool I'll check it out when I get home...I'm at my sister's right now...
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Interior mapping - Video Tutorial
EmilyAnnCoons replied to Marked's topic in Archived RPG Maker XP Tutorials
Cool. You missed to add the cover for the bed, though...once you make a bed, it's best to add the cover piece onto the third layer, so the player doesn't stand on the bed, but goes under the blankets...or at least I always do anyway...otherwise, very nice. -
Eventing - Faceset Tutorial
EmilyAnnCoons replied to EmilyAnnCoons's topic in Archived RPG Maker XP Tutorials
hehe, cool. Yeah, it is a good system, I use it all the time ^^ If you (not meaning you, Marked, but other people) doubt this works as well as it says, just go to my KtD Demo...you'll see how much I use it. -
Interesting. I've been looking for something that can be done toeither show how long the game has before it's done loading (when you start up the game, just before it goes to the Title Screen...like a load bar or something). I don't think this is what I'm looking for, but still cool.
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Interesting, I like it...tried it once before. I might use it, but I dunno...
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Very nice, about 2 things in that I didn't know ^^
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Welcome, Zeriab. I've seen you around CA a lot, too.
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Wanna know how to make facesets without a script? I can tell you.First, you'll need pictures of your characters. These tend to be hard to get, unless you use the Naramura battlers for your game, then it's easy, as they hand you all kinds of face graphics. As their face graphics, though, are all 128x128 (I think it is) then that means they won't work with Dubealex's AMS, as you need 96x96 for that. So, here's how to do it without. Take your face graphic and go into the Common Events tab. Pick one of them and call it whatever you want...me, I use the character names, so, to make a graphic for Elsa, I call it "Elsa". Now select the "Show Picture" option in your event commands. If you used dube's AMS, along with the 500 edit I added onto it (go see the end of this post) then your message window will start at an x of 80, so set the x to 80. As I like to get my graphics right on the border of the window, so that they touch the message widnow, I set a y of 175. With this, I also go in and put the border of the message window around my graphic, making it 136x136. This causes the border to touch the message window below. Now, just go in and call that common event just before the message window event. Lastly, make one more common event called "Erase 1" now use the "erase picture" function and set it for the image you just used (for me, it's 1). You can then use the same picture number (1) for all your other pictures, thus allowing you to switch between pictures without having to erase the previous one. (no, the images aren't all from one thing...the fairy faceset is not the Elyon face...it was just easier to do it that way) <span onClick="this.nextSibling.style.display=((this.nextSibling.style.display=='none')?'':'none');" onclick="this.nextSibling.style.display='';"><div class='spoilertop'>500 edit</div></span><span style='display:none;'><div class='spoilermain' >Replace the entire first part of the script with this (all the way down to where it has the end end thing) #=================================================== # ■ AMS - Advanced Message Script - R4 [update #2] #=================================================== # For more infos and update, visit: # www.dubealex.com (Creation Asylum) # # Edited, Fixed and Enhanced by: Dubealex # Original Script Core by: XRXS Scripter (Jap Dudes) # HTML Hexadecimal color feature from: Phylomorphis # # Special Thanks: # Rabu: For enabling the Show Face feature in an encrypted project # # To found all my new features, search the following: #NEW # To configure the button to skip the dialog, search: #SKIP_TEXT_CODE # # May 18, 2005 #=================================================== LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF #=================================================== # ▼ CLASS AMS Begins #=================================================== class AMS attr_accessor :name_box_x_offset attr_accessor :name_box_y_offset attr_accessor :font_type attr_accessor :name_font_type attr_accessor :font_size attr_accessor :name_font_size attr_accessor :message_box_opacity attr_accessor :name_box_skin attr_accessor :name_box_text_color attr_accessor :message_box_text_color attr_accessor :message_box_skin attr_accessor :name_box_width attr_accessor :name_box_height attr_accessor :message_width attr_accessor :message_height attr_accessor :message_x attr_accessor :message_y_bottom attr_accessor :message_y_middle attr_accessor :message_y_top attr_accessor :event_message_x_ofset attr_accessor :event_message_y_ofset def initialize @name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0 @name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10 @name_box_width = 8 #Choose the width of the Name Box. default= 8 @name_box_height = 26 #Choose the height of the Name Box. default= 26 @message_box_opacity = 160 #Choose the opacity of the message window. Default=160 @message_width = 500 #Choose the width size of the message box. Default=480 @message_height = 160 #Choose the height size of the message box. Default=160 @message_x = 80 #Choose the X position of the message box. Default=80 @message_y_bottom = 310 #Choose the Y bottom position of the message box. Default=304 @message_y_middle = 160 #Choose the Y middle position of the message box. Default=160 @message_y_top = 16 #Choose the Y top position of the message box. Default=16 @event_message_x_ofset = 0 #Choose the X position offset of the event message. Default=0 @event_message_y_ofset = 48 #Choose the Y position offset of the event message. Default=48 @face_x_offset = 80 @face_y_offset = 175 end end </div></span> Demo Download
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A topic which will take time
EmilyAnnCoons replied to ryanrulz_11's topic in Resource Showcase & Critique
Wow...damn i'ts warm there...it's 30 degrees farenheight here! -
agreed, even I'd have uses for a gif in my games...but I just don't know how to script it...
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Journey of Heroes: The Keys to Destruction
EmilyAnnCoons replied to EmilyAnnCoons's topic in Early in Development
No, the version that's in the link is the new version. It should be KtD_Demo_1.zip that's the new version, cause I'm starting over with the demos...also, before anyone yells at me, I am aware of the quest diary error...still trying to fix it, so please don't report this error. Also, I know of the "onee-chan" glitch with Al...it has already been swapped for "onii-chan" in the full copy. -
haha, you should meet me, then, cause that's me ^^ Sometimes I do feel like a girl trapped in a guys body...
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Journey of Heroes: The Keys to Destruction
EmilyAnnCoons replied to EmilyAnnCoons's topic in Early in Development
Update: There is now a download to KtD Demo v1. It is now available through both bittorrent AND also available through the journey of heroes website. -
A topic which will take time
EmilyAnnCoons replied to ryanrulz_11's topic in Resource Showcase & Critique
hehe, agreed. I don't know much about RGSS, but the ablility to fix your own script glitches is nice...I know...I'm fighting with that right now...stupid export-import system seems to have messed up my QuestDiary...or something...I don't know, that's the problem >< -grumbles- and it was working just fine the other day...weird thing is, it stopped working, but I didn't edit anything script-wise between the times it was working and the time it stopped working... -
agreed, it's an awesome movie. I used to own it...until someone recorded over my tape of it >< And it was the special edition with 2 minutes of bonus material in it to! Oh well...I'm currently trying to find it with bittorrent...but the only one I found isn't seeded or peered...
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This script allows the player to move in 8 directions (without the need of an 8 way graphic) AND also allows them to move pixel-by-pixel instead of square by square. The only problem is that it IS limited by your passability, in that if you make a square impassible, even if it is just a tiny tree trunk that doesn't cover the entire square, the character will still be unable to move along that square. This was made by Cogwheel! Paste this code above Main but under Scene_Debug: # http://members.jcom.home.ne.jp/cogwheel/ #============================================================================== # Game_Player #============================================================================== class Game_Player < Game_Character UP = 0 DOWN = 0 SIDE = 0 SLANT = false #-------------------------------------------------------------------------- attr_reader :event attr_accessor :move_speed #-------------------------------------------------------------------------- alias :update_original :update def update @walk = 4 @dash = 5 @event = 4 @dot_m = true unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing if @walk != @dash if Input.press?(Input::C) if @move_speed != @dash @move_speed = @dash end else if @move_speed != @walk @move_speed = @walk end end end end if @revise_x == nil and @revise_y == nil @revise_x = 0 @revise_y = 0 end unless @dot_m update_original return end if @move_route_forcing last_moving = moving? last_real_x = @real_x last_real_y = @real_y if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128 @revise_x = @real_x - @x * 128 @revise_y = @real_y - @y * 128 end distance1 = 2 ** @move_speed distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2) if distance1 > distance2 @real_x = @real_x - @revise_x @real_y = @real_y - @revise_y @revise_x = 0 @revise_y = 0 anime_update else @real_x -= (distance1 * @revise_x / distance2).round @real_y -= (distance1 * @revise_y / distance2).round @revise_x = @real_x - @x * 128 @revise_y = @real_y - @y * 128 anime_update end else super end else @move = false unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing @event_run = false case Input.dir8 when 1 move_lower_left_p when 2 move_down_p when 3 move_lower_right_p when 4 move_left_p when 6 move_right_p when 7 move_upper_left_p when 8 move_up_p when 9 move_upper_right_p end end last_real_x = @real_x last_real_y = @real_y @real_x = @x * 128 + @revise_x @real_y = @y * 128 + @revise_y last_moving = moving? move_on if (last_real_x != @real_x or last_real_y != @real_y) @move_distance = 0 if @move_distance == nil @move_distance += Math.sqrt((last_real_x - @real_x) ** 2 + (last_real_y - @real_y) ** 2) if @move_distance >= 128 @move_distance %= 128 increase_steps end anime_update else @pattern = 0 end end if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y $game_map.scroll_down(@real_y - last_real_y) end if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X $game_map.scroll_left(last_real_x - @real_x) end if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X $game_map.scroll_right(@real_x - last_real_x) end if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y $game_map.scroll_up(last_real_y - @real_y) end if last_moving result = check_event_trigger_here([1,2]) if result == false unless $DEBUG and Input.press?(Input::CTRL) if @encounter_count > 0 @encounter_count -= 1 end end end end if Input.trigger?(Input::C) check_event_trigger_here([0]) check_event_trigger_there([0,1,2]) end end #-------------------------------------------------------------------------- def initialize @revise_x = 0 @revise_y = 0 @move == false super end #-------------------------------------------------------------------------- def moving? unless @dot_m result = super return result end if @move_route_forcing if @move == false return false end super else return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round) end end #-------------------------------------------------------------------------- def moving_a? if @move == false if (@move_route.list[@move_route_index].code <= 14 or @move_route.list[@move_route_index].code == 25) @move = true end return false end moving? end #-------------------------------------------------------------------------- def update_jump @jump_count -= 1 @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1) @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1) if @jump_count == 0 @revise_x = 0 @revise_y = 0 end end #-------------------------------------------------------------------------- def move_type_custom unless @dot_m super return end if jumping? or moving_a? return end while @move_route_index < @move_route.list.size command = @move_route.list[@move_route_index] if command.code == 0 if @move_route.repeat @move_route_index = 0 end unless @move_route.repeat if @move_route_forcing and not @move_route.repeat @move_route_forcing = false @move_route = @original_move_route @move_route_index = @original_move_route_index @original_move_route = nil end @stop_count = 0 end return end if command.code <= 14 case command.code when 1 move_down when 2 move_left when 3 move_right when 4 move_up when 5 move_lower_left when 6 move_lower_right when 7 move_upper_left when 8 move_upper_right when 9 move_random when 10 move_toward_player when 11 move_away_from_player when 12 move_forward when 13 move_backward when 14 jump(command.parameters[0], command.parameters[1]) end if not @move_route.skippable and not moving? and not jumping? return end @move_route_index += 1 return end if command.code == 15 @wait_count = command.parameters[0] * 2 - 1 @move_route_index += 1 return end if command.code >= 16 and command.code <= 26 case command.code when 16 turn_down when 17 turn_left when 18 turn_right when 19 turn_up when 20 turn_right_90 when 21 turn_left_90 when 22 turn_180 when 23 turn_right_or_left_90 when 24 turn_random when 25 turn_toward_player when 26 turn_away_from_player end @move_route_index += 1 return end if command.code >= 27 case command.code when 27 $game_switches[command.parameters[0]] = true $game_map.need_refresh = true when 28 $game_switches[command.parameters[0]] = false $game_map.need_refresh = true when 29 @move_speed = command.parameters[0] when 30 @move_frequency = command.parameters[0] when 31 @walk_anime = true when 32 @walk_anime = false when 33 @step_anime = true when 34 @step_anime = false when 35 @direction_fix = true when 36 @direction_fix = false when 37 @through = true when 38 @through = false when 39 @always_on_top = true when 40 @always_on_top = false when 41 @tile_id = 0 @character_name = command.parameters[0] @character_hue = command.parameters[1] if @original_direction != command.parameters[2] @direction = command.parameters[2] @original_direction = @direction @prelock_direction = 0 end if @original_pattern != command.parameters[3] @pattern = command.parameters[3] @original_pattern = @pattern end when 42 @opacity = command.parameters[0] when 43 @blend_type = command.parameters[0] when 44 $game_system.se_play(command.parameters[0]) when 45 result = eval(command.parameters[0]) end @move_route_index += 1 return end end end #-------------------------------------------------------------------------- def move_down_p turn_down distance = 2 ** @move_speed down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true) end #-------------------------------------------------------------------------- def down1(x, y, distance, down = false) result = down2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x, y+1) return result end if @revise_x < -SIDE result = down2(x, y + 1, distance, 4) result &= down2(x - 1, y, distance) if result == false if down move_lower_right_p if @revise_x > SIDE @revise_x = SIDE end end return result end elsif @revise_x > SIDE result = down2(x, y + 1, distance, 6) result &= down2(x + 1, y, distance) if result == false if down move_lower_left_p if @revise_x < -SIDE @revise_x = -SIDE end end return result end end @revise_y += distance return result end #-------------------------------------------------------------------------- def down2(x, y, distance, d = 2) if @revise_y + distance > DOWN unless passable?(x, y, d) if @revise_y < DOWN @revise_y = DOWN end return false end end return true end #-------------------------------------------------------------------------- def move_left_p turn_left distance = 2 ** @move_speed left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true) end #-------------------------------------------------------------------------- def left1(x, y, distance, left = false) result = left2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x-1, y) return result end if @revise_y < -UP result = left2(x - 1, y, distance, 8) result &= left2(x, y - 1, distance) if result == false if left move_lower_left_p if @revise_y > DOWN @revise_y = DOWN end end return result end elsif @revise_y > DOWN result = left2(x - 1, y, distance, 2) result &= left2(x, y + 1, distance) if result == false if left move_upper_left_p if @revise_y < -UP @revise_y = -UP end end return result end end @revise_x -= distance return result end #-------------------------------------------------------------------------- def left2(x, y, distance, d = 4) if @revise_x - distance < -SIDE unless passable?(x, y, d) if @revise_x > -SIDE @revise_x = -SIDE end return false end end return true end #-------------------------------------------------------------------------- def move_right_p turn_right distance = 2 ** @move_speed right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true) end #-------------------------------------------------------------------------- def right1(x, y, distance, right = false) result = right2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x+1, y) return result end if @revise_y < -UP result = right2(x + 1, y, distance, 8) result &= right2(x, y - 1, distance) if result == false if right move_lower_right_p if @revise_y > DOWN @revise_y = DOWN end end return result end elsif @revise_y > DOWN result = right2(x + 1, y, distance, 2) result &= right2(x, y + 1, distance) if result == false if right move_upper_right_p if @revise_y < -UP @revise_y = -UP end end return result end end @revise_x += distance return result end #-------------------------------------------------------------------------- def right2(x, y, distance, d = 6) if @revise_x + distance > SIDE unless passable?(x, y, d) if @revise_x < SIDE @revise_x = SIDE end return false end end return true end #-------------------------------------------------------------------------- def move_up_p turn_up distance = 2 ** @move_speed up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true) end #-------------------------------------------------------------------------- def up1(x, y, distance, up = false) result = up2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x, y-1) return result end if @revise_x < -SIDE result = up2(x, y - 1, distance, 4) result &= up2(x - 1, y, distance) if result == false if up move_upper_right_p if @revise_x > SIDE @revise_x = SIDE end end return result end elsif @revise_x > SIDE result = up2(x, y - 1, distance, 6) result &= up2(x + 1, y, distance) if result == false if up move_upper_left_p if @revise_x < -SIDE @revise_x = -SIDE end end return result end end @revise_y -= distance return result end #-------------------------------------------------------------------------- def up2(x, y, distance, d = 8) if @revise_y - distance < -UP unless passable?(x, y, d) if @revise_y > -UP @revise_y = -UP end return false end end return true end #-------------------------------------------------------------------------- def move_lower_left_p unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_down if @event_run unless @event_run if last_move?(@real_x, @real_y, 2, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y > DOWN and -UP > @revise_y - distance @revise_y = DOWN end turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_left if @event_run end end #-------------------------------------------------------------------------- def move_lower_right_p unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_down if @event_run unless @event_run if last_move?(@real_x, @real_y, 2, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y > DOWN and -UP > @revise_y - distance @revise_y = DOWN end turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_right if @event_run end end #-------------------------------------------------------------------------- def move_upper_left_p unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_up if @event_run unless @event_run if last_move?(@real_x, @real_y, 8, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y + distance > DOWN and -UP > @revise_y @revise_y = -UP end turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_left if @event_run end end #-------------------------------------------------------------------------- def move_upper_right_p unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_up if @event_run unless @event_run if last_move?(@real_x, @real_y, 8, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y + distance > DOWN and -UP > @revise_y @revise_y = -UP end turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_right if @event_run end end #-------------------------------------------------------------------------- def check_event_trigger_here(triggers, run = true) result = false if $game_system.map_interpreter.running? return result end for event in $game_map.events.values if event.x == ((@x * 128 + @revise_x) / 128.0).round and event.y == ((@y * 128 + @revise_y) / 128.0).round and triggers.include?(event.trigger) if not event.jumping? and event.over_trigger? if event.list.size > 1 if run == true event.start end result = true end end end end return result end #-------------------------------------------------------------------------- def move_on if @y < (@y + @revise_y / 128.0).round @y += 1 @revise_y -= 128 end if @x > (@x + @revise_x / 128.0).round @x -= 1 @revise_x += 128 end if @x < (@x + @revise_x / 128.0).round @x += 1 @revise_x -= 128 end if @y > (@y + @revise_y / 128.0).round @y -= 1 @revise_y += 128 end end #-------------------------------------------------------------------------- def anime_update if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 end if @anime_count > 18 - @move_speed * 2 if not @step_anime and @stop_count > 0 @pattern = @original_pattern else @pattern = (@pattern + 1) % 4 end @anime_count = 0 end end #-------------------------------------------------------------------------- alias :moveto_original :moveto def moveto(x, y) @revise_x = 0 @revise_y = 0 moveto_original(x, y) end #-------------------------------------------------------------------------- def last_move?(x, y, direction, distance) if direction == 2 or direction == 6 distance *= -1 end if (direction == 2 or direction == 8) and (y / 128.0).round != ((y - distance) / 128.0).round return true end if (direction == 4 or direction == 6) and (x / 128.0).round != ((x - distance) / 128.0).round return true end return false end end #============================================================================== # Game_Character #============================================================================== class Game_Character def update_move distance = 2 ** @move_speed if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT distance /= Math.sqrt(2) end if @y * 128 > @real_y @real_y = [@real_y + distance, @y * 128].min end if @x * 128 < @real_x @real_x = [@real_x - distance, @x * 128].max end if @x * 128 > @real_x @real_x = [@real_x + distance, @x * 128].min end if @y * 128 < @real_y @real_y = [@real_y - distance, @y * 128].max end if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 end end end #============================================================================== # Game_Event #============================================================================== class Game_Event < Game_Character def start if @list.size > 1 if $game_player.event != 0 $game_player.move_speed = $game_player.event end @starting = true end end end
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Mozilla Firefox - the better browser
EmilyAnnCoons replied to EmilyAnnCoons's topic in Computers, Internet and Tech Talk
ahh, ok, I get it...still, I know mozilla made some themselves...but I can't find them on their site anymore, which sucks... -
Wow...I didn't notice the time...I don't remember seeing this topic until a little while ago...
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Mozilla Firefox - the better browser
EmilyAnnCoons replied to EmilyAnnCoons's topic in Computers, Internet and Tech Talk
haha, I loved that! I think I found it the first time o.o but, I dunno, it doesn't really matter... -shrugs- But it is funny, cause it shows you the truth, firefox will always beat IE ^^ EDIT: Satiel, those userbars would rock! Mozilla used to have some on their site...but I can't find them anymore o.o -
hehe, well, I don't know every one of Zakuro's lines...I probably don't even know half of them...it's hard to memorize lines when they are in Japanese...but I know a lot of her funny ones ^^ And for Zakuro, a "funny" line is rare...like in episode 12. heh ^^"
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hehe, yeah, scary part they are all true...I've had dreams once about some anime characters before...weird ones too...not as weird as my food dream, though...
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I know it's an old movie (2003) but still...I use the term "old movie" because most movies are known of for about a year or so, then disappear...thus after that amount of time, very few people know about it...but oh well...It's a good movie to me. Makuta was once a protector of the Matoran people under the Great Spirit Mata Nui, and the two were so close that they were considered brothers. However, Makuta and the rest of his Brotherhood eventually became corrupted and began oppressing Matoran. The reasons for this are not completely clear; though it is said that the Brotherhood was jealous of the high regard that Mata Nui was given by the Matoran, and it is also possible that the Brotherhood sincerely believed that they could protect the Matoran best by ruling them with an iron fist. In any case, Makuta and the Brotherhood's betrayal was not widely known and they were still considered by many to be guardians. The Great Shadow Eventually, Makuta set into motion a plan to put Mata Nui to sleep, intending to take his place in the minds of the Matoran as their savior. He was probably not aware that doing so could lead to the Great Spirit's death - and with it, the death of the universe - but if he was, he saw some sort of advantage in the possibility.[4] In any case, Makuta attacked and left Mata Nui to slowly succumb to his injures for three hundred years. When Mata Nui was about a year and a half from lapsing into unconsciousness, Makuta kidnapped Turaga Dume, the leader of the city of Metru Nui, and posing as Dume began sending the Toa that guarded the city to close the sea gates from which they never returned. To aid in this, he hired three Dark Hunters: Nidhiki and Krekka would help inside the city, while the Hunter codenamed "Eliminator" would stay outside and kill the Toa sent out to close the gates. He also brought in a predatory pet bird named Nivawk to act as a spy. Eventually, only Toa Lhikan was left. "Dume" also requested that the city's best maskmaker, Vakama, try to make a Vahi Mask of Time that would help in his plans. After the Morbuzakh plant was unleashed to drive the Matoran to the city's center, Lhikan began to get suspicious and decided it was time to choose Matoran to become new Toa. Makuta tried to subtly influence this decision so that Lhikan would choose Toa who would not be able to stop him; but Mata Nui, knowing the danger, influenced Makuta so the Toa chosen were the ones destined to succeed. While these new Toa Metru - which included Vakama - were able to destroy the Morbuzakh, Makuta went forward and had the city's Vahki enforcers continue the job that the Morbuzakh had started: kidnapping Matoran and putting them into spheres that would erase their memory, allowing Makuta to "save" them from their imprisonment. By the time the Toa Metru discovered his plot, it was too late and the entire population of Metru Nui had been put into the spheres. Even worse, Mata Nui had finally fallen into a coma, bringing on the Great Cataclysm. The Toa tried to escape the city with a few spheres, intending to return for the rest, but Makuta gave chase; boosting his power by absorbing Nidhiki, Krekka, and Nivawk into his body (killing them in the process). Vakama went to face him alone and tried to use the Vahi that he had made against him; Makuta was impressed that he was able to make a Vahi and offered him a position with his Brotherhood and as part of his essence, but Vakama refused. Unfortunately, Vakama's inexperience led to both of them getting caught in the mask's slow-motion effect. Makuta had fired an inescapable, deadly blast when Lhikan, now a Turaga, jumped in the way and took the brunt of the blast for Vakama, and he soon died from the wound. Inspired by Lhikan's sacrifice, Vakama began to truly challenge Makuta, and with the help of the other Toa Metru sealed Makuta in a prison of solid protodermis. The Thousand Years of Darkness But even imprisoned, Makuta was not helpless. He telepathically summoned two of the Brotherhood's lieutenants, Sidorak and Roodaka, to bring their Visorak armies to Metru Nui. Once there, Roodaka painfully cut away a small shard of the prison, intending to absorb the Toa's elemental powers and use them to break the seal. However, things did not go as planned and Roodaka was instead attacked with blasts of elemental power, but the effect was the same: the seal was broken and Makuta was free again. The prison shard was claimed by the Toa Metru, who later used it to represent Makuta when telling their tales. A short time later, Makuta began searching for the Vahi, which fell into the sea during his fight with Vakama. But Vakama was also looking for the mask, as was a mutant named Voporak who searched on behalf of the Dark Hunters. Makuta found Vakama and trapped him in an illusion, hoping to trick Vakama into giving him the Vahi - but Vakama broke free of the illusion, and Makuta was furious to learn that Voporak had taken the mask. He offered Vakama a truce until they got the Vahi back, and he kept his word - until the Dark Hunter leader, the Shadowed One showed up, hunting the Toa that he was sure was responsible for Nidhiki and Krekka's deaths. Makuta started bartering with the Shadowed One over the Vahi, but Vakama cut negotiations short when he pointed out that it was Makuta who had killed Nidhiki and Krekka. Enraged, the two Hunters attacked Makuta, breaching his armor; but Makuta was able to knock Voporak out and make the Shadowed One age prematurely in Voporak's defensive field; because of this incident, the Shadowed One declared war on the Brotherhood of Makuta. In the confusion, Vakama snatched the Vahi and began flying away. Makuta soon tracked down Vakama and demanded the Vahi, but Vakama threatened to destroy the mask - and with it, the entire space-time continuum. Extremely reluctantly, Makuta agreed to give the now-free Matoran a year of peace and to leave Vakama's allies in Metru Nui alone. In that year, Vakama and the other Toa Metru brought the Matoran to the Island of Mata Nui, became Turaga, and led them in constructing villages. Makuta, meanwhile, located a lost Matoran named Ahkmou and used seductive lies to make him an ally. Once the year was up, he began to harass the Matoran by creating Kraata and using them to enslave the local Rahi wildlife; forcing them to attack the villages. His aim was hopefully to intimidate the Matoran into surrendering, but more importantly to keep the Matoran away from Metru Nui. But the Matoran fought back, driving off the Rahi and freeing some from Makuta's control. However, Makuta would keep on enslaving more, and the stalemate would continue for nearly a thousand years... The Coming of the Toa Mata Finally, a wanderer named Takua was able to find six Toa Stones that were scattered around the island, created and hidden back when the Turaga were the Toa Metru. Bringing these together at the Kini-Nui Temple summoned the Toa Mata to Mata Nui. At first, Makuta tested these beings to make sure they were real Toa; including using Ahkmou's help to spread an epidemic among the Po-Matoran. He even went so far as to fight them directly. Once he was convinced, he retreated and awakened the Bohrok swarms for the Toa to deal with. He held no illusions that the Bohrok would be able to defeat the Toa, but they would keep the heroes busy; and once the swarms failed there was the chance that the elite Bohrok-Kal could be a threat to the Toa. But the Toa prevailed against the Bohrok threats, transforming into more powerful Toa Nuva in the process. Whatever schemes Makuta was plotting in this time were abandoned a short while later, when Takua found the legendary Avohkii Mask of Light. Legends stated that the mask's wearer, the Toa of Light, would appear in a time of darkness; and Makuta quickly sent out Rahkshi to keep the prophecy from coming true. He also appeared to Takua, warning him that the consequences could be fatal for his friend Jaller if he didn't give Makuta the mask. But these attempts failed, as Takua realized his destiny to become the Toa of Light, renaming himself "Takanuva" - though Makuta's warning rang true, as Jaller did indeed die in the last battle with the Rahkshi. Shadow versus Light The next day, Takanuva went to challenge Makuta alone; though once he got there he told his friend Hahli (who had stowed away on his vehicle) to go back and bring all the Matoran. While she was doing this, Makuta challenged Takanuva in the Matoran sport of kolhii, and the ensuing "game" damaged much of the lair. When the Matoran arrived, Makuta took out the lair's last remaining pillar, causing a cave-in and cutting off the Matorans' escape route. Takanuva then tried to rip Makuta's Mask of Shadows off of his face, causing the two to fall into a pool of energized protodermis and emerge as a single being, Takutanuva (see Takutanuva section below). Takutanuva opened the way to Metru Nui, and the Makuta side of him even helped bring Jaller back to life; but the energy spent on the resurrection made Takutanuva too weak and the gate he was holding fell and crushed him. Takanuva was quickly restored from his mask, but Makuta is believed by the world to be dead. Despite the apparent victory, Takanuva has some suspicions that Makuta let the Matoran win to further some grander plan. According to series writer Greg Farshtey, "My feeling has always been that Makuta knew that the Toa and Matoran would make it back to Metru Nui eventually -- so he intentionally lost the fight to Takanuva, allowing them to go back there thinking they had won. (Granted, he didn't expect to be crushed by a door, but hey, stuff happens.) This way, they would be a -- occupied with rebuilding for some time and b -- convinced the danger from Makuta was largely over, and thus ignore what he was REALLY up to." Anyway...that's the whole Bionicle history (I guess...I got it off wikipedia so...) and it's basically what the movie is about to...it pretty much tells that entire story...though the most of the above is told in the first 5 minutes (AKA it gives very little info on it, so you have to know the most of the info to understand...)
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Cool...I, sadly, still have no use for it, but if I ever got one, I'd use it and credit you and all that stuff ^^
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haha, now that's a good one. I like that one. The 12 things I made, though, are all true about me... -points to his collection of Mew Zakuro pictures-