Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

Leon

Legend
  • Content Count

    1,713
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by Leon

  1. A lot of new faces lately... anyone here remember me? Anyways.... hi! I may be floating around for the next while... I'm trying to decide whether or not to make a game. I have mein creative juices a-flowing! but no ideas... x.x An oxymoron, I know... I just also know Kiwi would want me to put my talents to use... Just need to work on RMXP... any ideas?
  2. I swear... if kiri is pulling our leg... i'm going to (I know the state but refuse to say...) and kicking his ass myself...
  3. thats a bummer... if i had someone to talk to, i'd be mroe tempted to work on an RPG. FFV kinda made me wanna build a game.. >.<
  4. I went into chat a few times over the last couple days, adn the result is always the same. everyone is a guest, and all that. Is everyone else in a different chat somewhere? cuz I miss the talking.
  5. i try not to let others bother me, and its not her opinion that bothers me. What does, is the fact people are stupid enough to LISTEN to her. What's more, people like that VOTE.
  6. This just really got me upset cuz it hit close to home.... :(
  7. I found the original video It's funny... How is it when I eat the cows bred, raised and slaughtered in Idaho, Utah, and Wyoming kills rainforests?
  8. .... I refuse to comment on this. Some of you know why... All I do know is I was deathly ill and had this girl had her views realized, I'd have died 9 years ago. "I don't want to have to pay for your heart disease" So, even KIDS who have little to NO control over their situation deserve to die... Personally, I don't mind a govt. ran health setup. That doesn't bother me. Now, the way the US is FORCING you to have health insurance else you pay a fine... that is against the 'freedom' that the US bolsters. I can understand helping with large doctor's bills (for instance, my medical bills cost around 3-4 million dollars over 3 years) yes, i need govt. assistance. EDIT: "And the shit that you literally eat from feces infused meat that must me at risk of E.coli and salmonella poisoning from cross contamination..." Cantelopes, Tomatoes, and Lettuce have all been recalled in the last 2 years because of contamination. Only 1 batch of burger has been recalled from contamination... Which is safer for me to eat?
  9. Introduction This script is just a simple party member switch script. It allows 1-4 members in a party, and an arbitrary amount of additional players. It allows you to add/remove characters from the party using the event commands, but also gives an extra command to remove them from the active party and put them in the inactive party. Screenshots The Script Party Changing System.txt #=================================== # Party Changing System by Leon_Westbrooke # -v 1.2 #---------------------------------------------------------------------- # Instructions: Place above main, but below all other default scripts. # # Features: # -Allows the player to make a party from the minimum to maximum size. # -Extra members are limitless. # -You can remove a person from the party and put it into reserve using: # $game_party.remove_actor_to_party(actor_id) # -You can remove a person from the reserve if they exist, and them into # the party: # $game_party.add_actor_to_party(actor_id) # -You can lock a character in reserve or active party by using: # $game_party.locked.push(actor_id) # -You can set the maximum and minimum number of the party in-game using: # $game_party.min_size = x # $game_party.max_size = x # (NOTE: Do NOT make the max size lower than the minimum size.) # -Allows you to use the default add/remove actors command. # (NOTE: If you remove an actor with this method, he is gone from both # the party and the reserve members.) # # Credits: # This setup uses SephirothSpawn's coding to simplify the cursor's position. # # # Command Quick-list: # $game_party.remove_actor_from_party(actor_id) # -Removes an actor from the party, and puts them in reserve. # $game_party.add_actor_to_party(actor_id) # -Replaces the last actor in the party with the actor in reserve. # $game_party.locked.push(actor_id) # -Locks the actor in place. # $game_party.min_size = x # $game_party.max_size = x # -Sets the minimum and maximum party size. # # # Notes: # This script rewrites these methods from Game_Party: # add_actor # remove_actor #=================================== #================================================== # Game_Party #================================================== class Game_Party attr_accessor :party_members attr_accessor :move attr_accessor :locked attr_accessor :min_size attr_accessor :max_size alias leon_partyswitch_gameactor_initialize initialize def initialize leon_partyswitch_gameactor_initialize @party_members = [] # Edit :This is to change if an actor is locked or not. To lock them, add # their id to the array below. @locked = [1] @min_size = 1 @max_size = 4 end def add_actor(actor_id) actor = $game_actors[actor_id] if @actors.size < @max_size unless @actors.include?(actor) unless @party_members.include?(actor.id) @actors.push(actor) $game_player.refresh end end else unless @party_members.include?(actor.id) unless @actors.include?(actor) @party_members.push(actor.id) $game_player.refresh end end end end def remove_actor(actor_id) @actors.delete($game_actors[actor_id]) @party_members.delete(actor_id) $game_player.refresh end def remove_actor_from_party(actor_id) if @actors.include?($game_actors[actor_id]) unless @party_members.include?(actor_id) @party_members.push(actor_id) @party_members.sort! end end @actors.delete($game_actors[actor_id]) $game_player.refresh end def add_actor_to_party(actor_id) if @party_members.include?(actor_id) if @actors[@max_size - 1] != nil @party_members.push(@actors[@max_size - 1].id) @actors.delete_at(@max_size - 1) end @actors.push($game_actors[actor_id]) @party_members.delete(actor_id) end end end #================================================== # END Game_Party #================================================== #============================================================================== # ** Window_Selectable #============================================================================== class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :cursor_height #-------------------------------------------------------------------------- # * Alias Initialization #-------------------------------------------------------------------------- alias custom_int initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) custom_int(x, y, width, height) @cursor_height = 32 end #-------------------------------------------------------------------------- # * Get Top Row #-------------------------------------------------------------------------- def top_row # Divide y-coordinate of window contents transfer origin by 1 row # height of @cursor_height return self.oy / @cursor_height end #-------------------------------------------------------------------------- # * Set Top Row # row : row shown on top #-------------------------------------------------------------------------- def top_row=(row) # If row is less than 0, change it to 0 if row < 0 row = 0 end # If row exceeds row_max - 1, change it to row_max - 1 if row > row_max - 1 row = row_max - 1 end # Multiply 1 row height by 32 for y-coordinate of window contents # transfer origin self.oy = row * @cursor_height end #-------------------------------------------------------------------------- # * Get Number of Rows Displayable on 1 Page #-------------------------------------------------------------------------- def page_row_max # Subtract a frame height of 32 from the window height, and divide it by # 1 row height of @cursor_height return (self.height - 32) / @cursor_height end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * @cursor_height - self.oy if self.active == true # Update cursor rectangle self.cursor_rect.set(x, y, cursor_width, @cursor_height) end end end #============================================================================== # ** Window_Command #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Unisable Item # index : item number #-------------------------------------------------------------------------- def undisable_item(index) draw_item(index, normal_color) end end #============================================================ #================================================== # Window_Party_Info #================================================== class Window_Party_Info < Window_Base def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, 614, 32, "Please make a party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1) end end #================================================== # END Window_Party_Info #================================================== #================================================== # Window_Party_Slots #================================================== class Window_Party_Slots < Window_Selectable def initialize super(0, 64, 320, 416) @item_max = 4 self.contents = Bitmap.new(width - 32, height - 32) self.index = 0 self.active = true refresh end def actors if @data[index] != nil return @data[index] end end def refresh @data = [] if self.contents != nil self.contents.dispose self.contents = nil end for i in 0...$game_party.actors.size @data.push($game_party.actors[i]) end @item_max = (@data.size + 1) if @item_max > 0 if @item_max > 4 @item_max = 4 end self.contents = Bitmap.new(width - 32, row_max * 96) for i in 0...@item_max draw_item(i) end end end def draw_item(index) @actor = @data[index] y = index * 96 x = 4 if $game_party.locked.include?(@actor.id) self.contents.font.color = disabled_color opacity = 128 else self.contents.font.color = normal_color opacity = 255 end if @actor != nil self.contents.draw_text(x + 100, y, 192, 32, @actor.name) draw_actor_hp(@actor, x + 100, y + 32) draw_actor_sp(@actor, x + 100, y + 64) bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 facing = 0 src_rect = Rect.new(0, facing * ch, cw, ch) self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity) end end def update_cursor_rect if @index > -1 x = 0 y = index * 96 self.cursor_rect.set(x, y, (self.width - 32), 96) else self.cursor_rect.empty end end end #================================================== # END Window_Party_Slots #================================================== #================================================== # Window_Party_Extras #================================================== class Window_Party_Extras < Window_Selectable def initialize super(320, 64, 320, 416) self.cursor_height = 96 self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 self.active = false refresh end def actors if @data != nil return @data[index] end end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...$game_party.party_members.size @data.push($game_actors[$game_party.party_members[i]]) end @data.push(nil) @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 96) for i in 0...@item_max draw_item(i) end end end def draw_item(index) @actor = @data[index] y = index * 96 x = 4 if $game_party.locked.include?(@actor.id) self.contents.font.color = disabled_color opacity = 128 else self.contents.font.color = normal_color opacity = 255 end if @actor != nil self.contents.draw_text(x + 100, y, 192, 32, @actor.name) draw_actor_hp(@actor, x + 100, y + 32) draw_actor_sp(@actor, x + 100, y + 64) bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 facing = 0 src_rect = Rect.new(0, facing * ch, cw, ch) self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity) end end end #=================================== # END Window_Party_Extras #=================================== #=================================== # Scene_Party_Change #=================================== class Scene_Party_Change def main @info_window = Window_Party_Info.new @slot_window = Window_Party_Slots.new @extra_window = Window_Party_Extras.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @info_window.dispose @slot_window.dispose @extra_window.dispose end def update @slot_window.update if @slot_window.active update_slot return end if @extra_window.active update_extra return end end def update_slot if Input.trigger?(Input::B) if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size $game_player.refresh $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new else $game_system.se_play($data_system.buzzer_se) end end if Input.trigger?(Input::C) if $game_party.locked.include?(@slot_window.actors.id) == true $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) @slot_window.active = false @extra_window.active = true @extra_window.index = 0 end end end def update_extra @extra_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if $game_party.locked.include?(@extra_window.actors.id) $game_system.se_play($data_system.buzzer_se) return end if @extra_window.actors == nil if $game_party.actors[@slot_window.index] != nil $game_party.party_members.push($game_party.actors[@slot_window.index].id) $game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 else @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end else if $game_party.actors[@slot_window.index] != nil hold = @extra_window.actors $game_party.party_members.push($game_party.actors[@slot_window.index].id) $game_party.actors[@slot_window.index] = hold $game_party.party_members.delete_at(@extra_window.index) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 else $game_party.actors[@slot_window.index] = @extra_window.actors $game_party.party_members.delete_at(@extra_window.index) $game_party.party_members.sort! @slot_window.refresh @extra_window.refresh @slot_window.active = true @extra_window.active = false @extra_window.index = -1 end end end end end Instructions To call, use: $scene = Scene_Party_Change.new
  10. bounties are the worst... i have about 67% of them done, collected all collectibles. I am on to crushing right now. JUST starting.
  11. odd... I've NEVER had an issue with my touchscreen, but i've always had a screen protector... wonder if that helps...
  12. i haven't had any touchscreen issues, knuckles... Oh, and in case u or wyz dont know, your stroke doesn't have to be over the arrow on the screen, so long as your stroke is in that direction.
  13. [list=1] [*] #==============================================================================# [*] # Name: DizzyFoxkit_CMS # [*] # Refrence Number: 001 # [*] # Coder: DizzyFoxkit (Foxkit) # [*] # Purpose: A custom Menu system for the Tales Series # [*] #==============================================================================# [*] #==============================================================================# [*] # Refrence Number: 002 # [*] #------------------------------------------------------------------------------# [*] # Adds the Basic move elements to the Window_Base class so that the window can # [*] # move about. And allows the Window to move on updates if @move_y or _x = true # [*] #------------------------------------------------------------------------------# [*] #==============================================================================# [*] class Window_Base < Window [*] attr_accessor :move_x [*] attr_accessor :move_y [*] attr_accessor :dest_x [*] attr_accessor :dest_y [*] attr_accessor :curent_x [*] attr_accessor :current_y [*] def start [*] @move_x = move_x [*] @move_y = move_y [*] @dest_x = dest_x [*] @dest_y = dest_y [*] end [*] def win_move_x [*] if @dest_x != self.x [*] @move_x = true [*] else [*] @move_x = false [*] end [*] end [*] def win_move_y [*] if @dest_y != self.y [*] @move_y = true [*] else [*] @move_y = false [*] end [*] end [*] def update [*] if @move_x == true #Forgot an '=' sign here. [*] self.x = self.x + 1 [*] elsif @move_y = true [*] self.y = self.y + 1 [*] end [*] end [*] end [*]
  14. Okay, let's look at each of the current gen videogame consoles in a new light: Wii: Named after a guy. Great at first, but VERY quick to be over with. ^_~ Very few functions, only knows how to do a few useful things, then sorta sits around. PS3: Like a tempermental woman. She is fun to play with, has a lot of great features... but occasionally, gives out very little, or when her 'system is down', nothing at all. 360: A sexy, transgender whore. Everyone loves playing with their friends with the 360, but when one-on-one, the lack of features kinda show its dull side. NOTE: This wasn't meant to insult anyone. Just to be laughed at.
  15. Leon

    Iso Cabin

    most impressive
  16. but u need the jingle! its what makes the achievement satisfying!
  17. This would only work if you have a high-pitched jingle or beeping noise to stimulate the reward system, like the Trophy or Achievement jingles on the PS3/360
  18. Leon

    Portrait

    I saw you link this in the chat room. its not bad at all.
  19. That's some pretty cool stuff.
  20. has nothing to do with horror flicks. been thinking of this for about 2 weeks. haven't you noticed my jolty attendance? Sheesh... talk about blowing things out of proportion...
  21. Might be back. Need a sabbatical. Life is just... a little... yeah. I just need a break.
  22. Leon

    An error and a question. :)

    remove the quotes around the 0. It should read: $game_party.mission[0] = 2
  23. Kev, don't be rash. A lot of changes in the site are on the horizon.
×
×
  • Create New...