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Everything posted by isaacsol
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How to put my cinematic videos to my RPG?
isaacsol replied to viruzx's topic in General Game Development
I found the script but it is for .swf files: http://rmxp.org/forums/index.php?topic=35668.0 -
I already knew how to do this, but this is the first time a RMXP site has actually fully explained it, kudos Marked.
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Well, if you get Nightfall first, you can try factions for 10 Hours or 14 days, whichever comes first.
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Wow, the site is absolutely awesome Marked, you did a great job. When I get the time, I'll publish some tutorials and some resources as well.
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I have a Paragon character, never really play with him though... This looks nice though.
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Fully Animated Side View Battle System
isaacsol replied to isaacsol's topic in Archived RPG Maker XP Scripts (RGSS1)
No worries. -
Fully Animated Side View Battle System
isaacsol replied to isaacsol's topic in Archived RPG Maker XP Scripts (RGSS1)
If you download the demo from the post directly above yours, it has the scripts within an editable project so you can directly copy the script from that project to yours. -
I think it looks quite cool.
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It works for me now.
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If you buy VX, you should be able to use the code to unlock the full version of XP and vice versa.
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Doesn't work for me either...?!
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If you want, every time you release a version of Scrive, I will backup the program along with the source code on my server within a private folder?
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It is because it doesn't prevent access to the Save Menu, it just disables the Save link in the Menu.
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There is a way to not pay for VX, just use your code from XP O_o I just used it thinking that it was worth a try and it worked :D I got VX for free!
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Just remember that Eventing is practically the same in VX as it is in XP, so you can follow XP eventing tutorials for VX.
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Yes, it would be the same as releasing it with a legally activated copy as you are still using the legal program.
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It is legal, 2 games that were made by Amaranth Studios (http://www.amaranthia.com) which were Aveyond I: Rhen's Quest and Aveyond II: Ean's Quest, both of them cost $20, (they are worth the money) and they are mostly all custom material (I would say 95%).
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All you have to do is change the battler image (edit them in photoshop to be the sprites) and with the monsters, use the Troop tab in the database to position them, and for the characters, you have to change the locations within one of the default script, I will check and see if I can find which one it is. EDIT: I think you have to fiddle around with the end of Game_Actor , but please remember to back up your scripts first!
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This has been posted on Shadow Destiny as well... I am going to close the SD one, and make sure that my forum hasn't been affected.
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Fully Animated Side View Battle System
isaacsol replied to isaacsol's topic in Archived RPG Maker XP Scripts (RGSS1)
Here is a demo of the script, it has the scripts inside, if you still have problems, contact me. Also, these scripts were designed for the Legal version of RPG Maker XP, not Postality Knights version or any other translation. http://rapidshare.com/files/92473689/battle_sys__demo.exe Also, for those who want the HP/SP bars that I use, you need this script by Cogwheel (Please note, that you will have to edit out the other HP/SP bars from the scripts above, I cannot remember which one it is in specifically): # HP/SP/EXPƒQ?[ƒW•\Ž¦ƒXƒNƒŠƒvƒg Ver 1.00 # ”z•zŒ³?EƒTƒ|?[ƒgURL # [url="http://members.jcom.home.ne.jp/cogwheel/"]http://members.jcom.home.ne.jp/cogwheel/[/url] #============================================================================== # ?¡ Game_Actor #------------------------------------------------------------------------------ # ?@ƒAƒNƒ^?[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·?B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors) # ‚Ì“à•”‚ÅŽg—p‚³‚ê?AGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚àŽQ?Æ‚³‚ê‚Ü‚·?B #============================================================================== class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # ?¡ Window_Base #------------------------------------------------------------------------------ # ?@ƒQ?[ƒ€’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X?[ƒp?[ƒNƒ‰ƒX‚Å‚·?B #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ?œ HP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- alias :draw_actor_hp_original :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 grade1 = 1 grade2 = 0 color1 = Color.new(0, 0, 0, 50) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 50) color4 = Color.new(64, 0, 0, 50) color5 = Color.new(216 - 24 * rate, 0 * rate, 0 * rate, 192) color6 = Color.new(255 * rate, 215 * rate, 0 * rate, 192) if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # ?œ SP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X alias :draw_actor_sp_original :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # •Ï?”rate‚É Œ»?Ý‚ÌSP/MSP‚ð‘ã“ü if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³ # plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•? # align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:ŽÀƒQ?[ƒW # (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(Œƒ?d)?j grade1 = 1 grade2 = 0 # ?F?Ý’è?Bcolor1:ŠO˜g?Ccolor2:’†˜g # color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ # color5:ŽÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:ŽÀƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) # •Ï?”sp‚É•`‰æ‚·‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end # ƒQ?[ƒW‚Ì•`‰æ gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ?ˆ—?‚ðŒÄ‚Ñ?o‚µ draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # ?œ EXP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X alias :draw_actor_exp_original :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) # •Ï?”rate‚É Œ»?Ý‚Ìexp/nextexp‚ð‘ã“ü if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:ŽÀƒQ?[ƒW # (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(Œƒ?d)?j grade1 = 1 grade2 = 0 # ?F?Ý’è?Bcolor1:ŠO˜g?Ccolor2:’†˜g # color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ # color5:ŽÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:ŽÀƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) # •Ï?”exp‚É•`‰æ‚·‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü if actor.next_exp != 0 exp = (width + plus_width) * actor.now_exp * rate_width / 100 / actor.next_exp else exp = (width + plus_width) * rate_width / 100 end # ƒQ?[ƒW‚Ì•`‰æ gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ?ˆ—?‚ðŒÄ‚Ñ?o‚µ draw_actor_exp_original(actor, x, y) end #-------------------------------------------------------------------------- # ?œ ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end # ˜g•`‰æ self.contents.fill_rect(x, y, width, height, color1) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color3 color3 = color4 color4 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color5 color5 = color6 color6 = color end # ‹óƒQ?[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1) if align3 == 1 x += width - gauge end # ŽÀƒQ?[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) end end #------------------------------------------------------------------------------ # ?@BitmapƒNƒ‰ƒX‚É?V‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚·?B #============================================================================== class Bitmap #-------------------------------------------------------------------------- # ?œ ‹éŒ`‚ðƒOƒ‰ƒf?[ƒVƒ‡ƒ“•\Ž¦ # color1 : ƒXƒ^?[ƒgƒJƒ‰?[ # color2 : ƒGƒ“ƒhƒJƒ‰?[ # align : 0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ # 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ # 2:ŽÎ‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“?iŒƒ?d‚ɂ‚«’?ˆÓ?j #-------------------------------------------------------------------------- def gradation_rect(x, y, width, height, color1, color2, align = 0) if align == 0 for i in x...x + width red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1) green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end end #============================================================================== # ?¡ Spriteƒ‚ƒWƒ…?[ƒ‹ #------------------------------------------------------------------------------ # ?@ƒAƒjƒ??[ƒVƒ‡ƒ“‚ÌŠÇ—?‚ð?s‚¤ƒ‚ƒWƒ…?[ƒ‹‚Å‚·?B #============================================================================== module RPG class Sprite < ::Sprite def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 + self.viewport.ox @_damage_sprite.oy = 20 + self.viewport.oy @_damage_sprite.x = self.x + self.viewport.rect.x @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y @_damage_sprite.z = 3000 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x + self.viewport.rect.x - self.ox + self.src_rect.width / 2 sprite.y = self.y + self.viewport.rect.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end end end -
Woah.... Talk about a huge necropost, the last post was made by me on the 14th May 2007. Be careful to look at the dates of the last post as it may get you into a bit of trouble.
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I think a the moment I have a site and a forum (don't even know if that is counted as a site but oh well), there are: -=DEC-Chronicles=- Home of -=DEC-Studios=- Guild Wars: EPoS Forum
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Here is some of the music that I have composed (I will upload more and link here later), however, you will need an imeem.com account to view them. Don't worry about registering though, it is free and VERY handy at times when you want to look for that song you have had stuck in your head for ages :D Piano & Harpsichord Duet in D & A Minor Gaian Rejoice More soon.
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Well. I hope no one took that offensively, but personally, if I was one, I'd rather be called a Hermaphrodite then anything else.
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I believe that you should follow what your heart tells you, and if God didn't want us to be able to have operations to change sex, then he would not have given us the ability to do that. If your parents talk to you about defying God, just tell them that the whole modern world, including science and medicine defy God. Oh, and by the way, a person born as both sexes is call a Hermaphrodite, it derives from the Greek gods, Hermes and Aphrodite.