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Everything posted by Jesse66126
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
OK,I got an add-on idea for Valerie's(main character) grandfather. He comes in during the enemy soldiers' raid on the village. He looks like the harmless old man,110-Civilian10, and then he transforms. He casts a youth spell on himself,making him 50 years younger,but still with gray hair. The spell he casts is a suicide spell,that restores his body to when he was at his strongest for a short time. He takes up his sword and starts slaughtering enemy soldiers left and right. Finally,He reaches the enemy general,who has crapped his pants by this point. Suddenly,He just stops moving with his sword two inches from the general's face. The grandfather is dead in full rigermortis,still standing in attack position. -Rigermortis is when the body stiffens and becomes hard as a rock after death;is accelerated by great physical stress prior to death. -
I nominate Polraudio. For: Most helpful,and contributiing a lot to the forums. Is that better?
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Eh? Oh well,I can make a better lockpick system with just eventing. ------------------------------------------- Okay,this is going to sound REALLY nerdy,but try to follow along. I'm trying to decide on two differnt systems. One is a random chance variable between twisting the lockpick to the left or to the right. This one is based on luck rather than skill,and the player's lockpicking level determines wether the player can even attempt to pick that lock. Two is one that uses the player's lockpicking level to determine a random chance fail-rate. The higher the lockpicking level,the lower the fail rate. (It uses positive or negative numbers to determine wether the player failed or not.) For example,if her lockpicking level is 1 and the lock's difficulty is 1,the random variable rate is between -5 and 5.(A 50% fail rate.) If her lockpicking level is 2 and the lock's difficulty is still only 1,the random variable rate is between -2 and 5. (A roughly 30% fail rate.) It doesn't give the choice of turning the lockpick left or right. -
RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
I found a lock picking script by Dargor. #====================================================================== ======== # ** Lock Pick System #------------------------------------------------------------------------------ # Author: Dargor # Requested by: Isopaha # Version 1.6 # 25/06/2007 #============================================================================== # * Instructions #------------------------------------------------------------------------------ # - Setup an event and use the call script command: # scene = Scene_LockPick.new(event_id, lock_level, max_try) # max_try: maximum number of trys before the lock is broken. # When set to -1, the lock can't be broken #------------------------------------------------------------------------------ # * Note #------------------------------------------------------------------------------ # - Thanks to Isopaha for requesting the script! And don't forget to # give me credits! #============================================================================== module Lockpicking Actors = [1,2] Classes = [1,2,3] Use_Actors_Level = [2] Exp_Curve_File = "Data/Lockpick_Exp_Curve.rxdata" #-------------------------------------------------------------------------- # * Generate Experience Curve #-------------------------------------------------------------------------- def self.generate_exp_curve(base_exp = 2) file = File.new(Exp_Curve_File, "w") code = IO.readlines(Exp_Curve_File) for i in 0...100 last_exp = 1 if last_exp.nil? formula = base_exp + last_exp + rand(3) exp = [[formula, last_exp+rand(2)].max, 9999].min code[i] = "Level #{i+1} = #{exp}\n" last_exp = exp end file.write(code) end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :lockpick_success attr_accessor :lockpick_actor attr_accessor :lockpick_target_level attr_accessor :lockpick_levelup_flag attr_accessor :lockpick_use #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_lock_temp_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize dargor_lock_temp_initialize @lockpick_success = false @lockpick_actor = nil @lockpick_target_level = 1 @lockpick_levelup_flag = [] @lockpick_use = 20 end #-------------------------------------------------------------------------- # * Repair Lock Pick (#use) #-------------------------------------------------------------------------- def repair_lockpick(value=20) @lockpick_use = value end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :lockpick_id #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_lock_system_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize dargor_lock_system_initialize @lockpick_id = 33 end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :lockpicking_level attr_accessor :lockpicking_level_max attr_accessor :lockpicking_exp #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_lock_actor_setup setup #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) dargor_lock_actor_setup(actor_id) @lockpicking_level = 1 @lockpicking_level_max = 100 @lockpicking_exp = read_exp end def can_lockpick? return (Lockpicking::Actors.include?(id) and Lockpicking::Classes.include?(@class_id)) end #-------------------------------------------------------------------------- # * Lock Pick (Lock picking process) #-------------------------------------------------------------------------- def lockpick # Store the target lock level into lock_level lock_level = $game_temp.lockpick_target_level # Succes rate formula (depends on the lock picking level type) if Lockpicking::Use_Actors_Level.include?(@id) success_rate = (@level*100)/lock_level @lockpicking_level = @level else success_rate = (@lockpicking_level*100)/lock_level end # If lock pick use is 0, unequip it (Used when lock pick is a RPG::Weapon) if $game_temp.lockpick_use == 0 #$game_temp.lockpick_actor.equip(0, 0) #$game_party.lose_weapon($game_system.lockpick_id, 1) return else $game_temp.lockpick_use -= 1 end # Success Randomization if rand(100) <= success_rate # Skip exp/level step if using actor's level instead of # lock picking level unless Lockpicking::Use_Actors_Level.include?(@id) last_level = @lockpicking_level @lockpicking_exp = 0 if @lockpicking_exp.nil? @lockpicking_exp += 1 check_lockpicking_level # Check for lock picking level up if last_level < @lockpicking_level $game_temp.lockpick_levelup_flag[@actor_id] = true else $game_temp.lockpick_levelup_flag[@actor_id] = false end end # Success $game_temp.lockpick_success = true return else # Failure $game_temp.lockpick_success = false return end end #-------------------------------------------------------------------------- # * Read Current Lock Picking Exp #-------------------------------------------------------------------------- def read_exp return 0 if @lockpicking_level == @lockpicking_level_max Lockpicking.generate_exp_curve unless FileTest.exist?(Lockpicking::Exp_Curve_File) file = File.open(Lockpicking::Exp_Curve_File) until file.eof? data = file.readline line = data.dup if data.include?("Level #{@lockpicking_level}") now_exp = line.split(' = ') exp = now_exp[1].to_i return exp end end end #-------------------------------------------------------------------------- # * Read Lock Picking Exp Needed For Next Level #-------------------------------------------------------------------------- def exp_needed return if @lockpicking_level == @lockpicking_level_max unless FileTest.exist?(Lockpicking::Exp_Curve_File) Lockpicking.generate_exp_curve end next_level = @lockpicking_level+1 file = File.open(Lockpicking::Exp_Curve_File) until file.eof? data = file.readline line = data.dup if data.include?("Level #{next_level}") now_exp = line.split(' = ') exp = now_exp[1].to_i return exp end end end #-------------------------------------------------------------------------- # * Check Lockpicking Level #-------------------------------------------------------------------------- def check_lockpicking_level if @lockpicking_exp >= exp_needed @lockpicking_level += 1 end return @lockpicking_level end end #============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :broken # broken #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias lockpick_event_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(map_id, event) @broken = false lockpick_event_initialize(map_id, event) end #-------------------------------------------------------------------------- # * Broken? #-------------------------------------------------------------------------- def broken? return @broken end end #============================================================================== # ** Window_LockLevel #------------------------------------------------------------------------------ # This window displays lock picking variables (User level, Target level, #use). #============================================================================== class Window_LockLevel < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(16,16,240,128) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 160 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if $game_temp.lockpick_actor.nil? return end # Draw User Lock Picking Level self.contents.font.color = system_color self.contents.draw_text(0,0,200,32,'Lock Picking Level:') self.contents.font.color = normal_color if Lockpicking::Use_Actors_Level.include?($game_temp.lockpick_actor.id) lockpicking_level = $game_temp.lockpick_actor.level.to_s self.contents.draw_text(0,0,200,32,lockpicking_level,2) else lockpicking_level = $game_temp.lockpick_actor.lockpicking_level.to_s self.contents.draw_text(0,0,200,32,lockpicking_level,2) end # Draw Target Lock Level self.contents.font.color = system_color self.contents.draw_text(0,32,160,32,'Target Lock Level:') self.contents.font.color = normal_color lock_level = $game_temp.lockpick_target_level.to_s self.contents.draw_text(0,32,200,32,lock_level,2) # Draw Lock Pick #use self.contents.font.color = system_color self.contents.draw_text(0,64,160,32,'Use:') self.contents.font.color = normal_color use = $game_temp.lockpick_use.to_s self.contents.draw_text(0,64,200,32,use,2) end end #============================================================================== # ** Scene_LockPick #------------------------------------------------------------------------------ # This class performs lock picking screen processing. #============================================================================== class Scene_LockPick #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(event, level, max_try=-1) @event = $game_map.events[event] $game_temp.lockpick_target_level = level @max_try = max_try end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @step = 0 @spriteset = Spriteset_Map.new @lockpick_level = Window_LockLevel.new @lockpick_message = Window_Help.new @lockpick_message.visible = false @lockpick_message.y = 416 @lockpick_message.back_opacity = 160 @lockpick_message.pause = true @commands = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] @commands << actor.name if actor.can_lockpick? end @lockpick_commands = Window_Command.new(160,@commands) @lockpick_commands.x = 16 @lockpick_commands.y = @lockpick_level.y + @lockpick_level.height @lockpick_commands.back_opacity = 160 # 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 # Refresh map $game_map.refresh # Prepare for transition Graphics.freeze @spriteset.dispose # Dispose of windows @lockpick_commands.dispose @lockpick_level.dispose @lockpick_message.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update $game_party.refresh @lockpick_commands.update @lockpick_message.update @lockpick_level.refresh $game_temp.lockpick_actor = $game_party.actors[@lockpick_commands.index] unless @lockpick_message.visible equipped_weapon = $game_temp.lockpick_actor.weapon_id if Input.trigger?(Input::C) #and equipped_weapon == $game_system.lockpick_id $game_system.se_play($data_system.decision_se) $game_temp.lockpick_actor.lockpick unless @max_try == -1 and not @event.broken @max_try -= 1 @lockpick_message.visible = true if @max_try == 0 @lockpick_message.set_text('Lock broken.',1) @event.broken = true @step = 3 return end end if $game_temp.lockpick_use == 0 @lockpick_message.set_text('Lock pick used up!',1) @step = 3 return end if $game_temp.lockpick_success @lockpick_message.set_text('Lock pick success!',1) key = [$game_map.map_id, @event.id, "A"] $game_self_switches[key] = true $game_map.need_refresh = true if $game_temp.lockpick_levelup_flag[$game_temp.lockpick_actor.id] @step = 1 else @step = 2 end else @lockpick_message.set_text('Lock pick failed.',1) @step = 3 end return #elsif Input.trigger?(Input::C) and equipped_weapon != $game_system.lockpick_id # name = $game_temp.lockpick_actor.name # @lockpick_message.set_text("#{name} doesn't have a lock pick!",1) # @step = 3 elsif Input.trigger?(Input::B) $game_temp.lockpick_target_level = nil $game_temp.lockpick_actor = nil $scene = Scene_Map.new return end else actor_id = $game_temp.lockpick_actor.id if Input.trigger?(Input::C) #$game_system.se_play($data_system.decision_se) case @step when 1 name = $game_temp.lockpick_actor.name new_level = $game_temp.lockpick_actor.lockpicking_level @lockpick_message.set_text("#{name}'s lock picking raised to level #{new_level}!",1) $game_temp.lockpick_levelup_flag[actor_id] == false @step = 2 when 2 $scene = Scene_Map.new return when 3 @step = 0 @lockpick_message.visible = false end end end end end -
I love this thing!
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Bans Kiriashi for watching Smashtasm!
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Billy and Mandy is funny,but the art quality looks like it was drawn Microsoft Paint....>.<
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O.o serious..? NOOO! now all they're going to show are those crappy cartoons like Billy and Mandy
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lol
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Final Story Draft Idea: The opening scene shows soldiers raiding a small village. They're looking for a special family who incredibly strong magic to use them as weapons. The family consists of a grandfather,a 12 year old boy,Philip,and a baby. (The baby is Valerie,the main hero.) The grandfather uses the last of his magic to stall the soldiers just long enough for the boy escape with the baby. With the soldiers in hot pursuit,the boy is forced to abandon the baby on the doorstep of the nearest ophanage. The soldiers,unaware of that he was even carrying a baby,continue chasing the boy and pass the ophanage without a second glance. Soon after they catch the boy,they take him back to their castle and brain wash him into being their king's slave. (Philip later bexomes one of the final bosses.) Sadly,the orphanage the boy left Valerie at was just a little better than Hell itself. The child is mistreated severely and beaten within an inch of her life for the slightest disobediences. This is where she learns how to be a cautious thief who never gets caught. One day,she is attacked and punished by one of the "enforcers" and out of sheer terror she subconsciously puts up her light shield,knocking back the enforcer flat on his butt. In pure rage,the enforcer shouts,"WITCH!",and goes in the for the killing blow with his night stick. An older blind boy,Lucas,immediately jumps in and blocks the attack with his walking stick. The boy grabs her hand and they take off running. They reach a back room with a high window,he quickly lifts her up so she can escape. Unfortunately,life on the outside isn't much better than at the orphanage. Wandering through the city alone,she is forced to fend for herself. (This is where the player first takes control. With her light shield already equipped.) -
RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
If you guys want to talk about clichés here's one. "A young girl is magically transformed into a singer with the help of her two guardian angels." This is a VERY old Japanese story,but two authors notablely made 1.4 billion dollars off of.(Yes,BILLION!) Perhaps you've heard of these stories. Full Moon Wo Sagashite: (Actually all of Arina Tanemura's stories are based off clichés,but she still makes millions of dollars a year. Wonder why.) Fancy Lala: ------------------------------------ Here's another really bad cliché. "Battle Android Maids who serve their master with unwavering loyalty and love." I could find you twenty other animes JUST like these. Steel Angel Kurumi: Great anime,but it's kind of like white noise in Japan. Mahoromatic: -
O.o why..? Geez 95% of Americans came from UK originally! We almost speak the same language,too! I understand if the PS3 was from France or Mexico,they speak a completely different language,and unlike a PC,the PS3 doesn't have translation software. I did buy a Japanese version of Super Mario 64,the guy had the American version's picture posted, I then had to buy a Japanese Nintendo 64. Which was okay,since it was only like $20. How often do you have to read in a Mario game,anyway?
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Well Emily said killing the parents was "too cliché",so I picked a storyline where they lived. The only other story idea I have left is if the father beats the girl so she's forced to run away. The reason I picked the father to be abusive is because most mothers in just about any species would literally die to keep her children safe. Something about 9 months of suffering and potentially 12 hours of beyond horrific labor pain just to bring the child into this world makes her very protective.There are a few exceptions to this rule of nature ofcourse. If the mother does hate her child,chances are the father won't,too. I've read stories about cold-blooded murderers who were on death row,but who were the kindest fathers to their children. Parental instincts,as they say. Something has to happen to the parents for them to not be around. You guys chose personality #4. That type of thief only steals as a last resort. Her parents CAN NOT be around to take care of her,or she wouldn't have a reason to steal. Only in VERY rare cases do parents just abandon a child for no reason. Especially if the mother is alive and well. -
RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
how is it cliché? This storyline has never been used any any story,ever. Name one story that has ever used anything close to this concept. This story was inspired by the History channel where a Jewish couple who abandoned their son on the doorstep of a German orphanage during 1943,so that he would live through the war. It was a very sad story. The parents were sent to Auschwitz,and the son survived by never knowing he was Jewish until 1971 when he met his uncle who told him the story. -
Yeah. It would freeze after like a certain boss fight. Once I cleared that guy on my Block Buster copy,I cleared the rest of the game using mine.
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O.o it might be in poor condition if it's that cheap... Like my Star Ocean Till the End of Time game. Disc 2 had a few scratches and I had to rent in from Block Buster to complete it.
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Good Job! It's a great game,hope you like it!
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Ok! Cool! ------------------------------------- I thought up a new completely original storyline. OK,her parents are a warlock and a witch and they're on the run from persecution. However,they do not want their child to be known as a witch and executed,so they abandon the child on the door step of the nearest orphanage they find. Sadly,the orphanage they picked was just a little better than Hell itself. The child is mistreated severely and beaten within an inch of her life for the slightest disobediences. This is where she learns how to be a cautious thief who never gets caught. One day,she is attacked and choked by one of the "enforcers" and out of sheer terror she subconsciously puts up her light shield,knocking back the enforcer a good two spaces.. In pure rage,the enforcer shouts,"WITCH!",and goes in the for the killing blow with his night stick. An older blind boy immediately jumps in and blocks the attack with his walking stick. The boy grabs her hand and they take off running. They reach a back room with a high window,he quickly lifts her up so she can escape. Unfortunately,life on the outside isn't much better than at the orphanage. Wandering through the city alone,she is forced to fend for herself. (This is where the palyer first takes control. With her light shield already equipped.) -
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Works fine for me on all three downloads,but its not encripted so you just change the music via the database. Just go under "System" and then change the Title screen music to whatever. Non-default music sometimes gets corrupted during extraction. ------------------------------------------------ So,now that we've got the main character and the combat system down. We need to work out a story,maps,hm... -
RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Updated Download Links: -Updated Sound Version- *May not work properly,but try these first. RMXP Unlimited Download Section: http://www.rmxpunlimited.net/forums/index....mp;showfile=186 Media Fire: http://www.mediafire.com/?sharekey=35ab497...04e75f6e8ebb871 2 Shared: http://www.2shared.com/file/5074562/fa0d5f...XP_Project.html Megaupload: http://www.megaupload.com/?d=HENOG696 ---------------------------------------------------------------------- Alternatively Try these: Media Fire: http://www.mediafire.com/?mtmdkmxcbxg 2Shared: http://www.2shared.com/file/5073920/e4a23a...AS_Hero_21.html Megaupload: http://www.megaupload.com/?d=UHBFAHJK -
She's fine now,Thank God.
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O.o that's a big difference! Good luck!
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RMXP Unlimited Project Discussion
Jesse66126 replied to EmilyAnnCoons's topic in Forum Project: 2009
Here's the XAS sprites I've been working on. Just import them under "Characters". Standard Attack: Damage Response: Shield: Skill 1(Item Use,Magic Use): Skill 2: Dagger Attack: Throw Attack: Spiral Upper Cut: