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Too much to put in one interest box. I mean, come on, I only have 1000 characters with which to post things in here, I need to make sure to use them carefully. That means that I can't spam this thing and really need to think carefully and evaluate what interests in my life are of the highest importance that I'd be willing to share them with complete strangers. More to the point, what could I be interested in that completely strangers would be interested in as well? Hell! Who's even reading this right now? Does anyone REALLY care what *checks name* Koru-chan is interested in? Do you guys give two shits if I'm interested in DDR or twiddling my thumbs? I didn't think so. Now leave me alone so I can get back to my thinking. I have precious few characters to post about myself and I need to concentrate. Now, to think. What could I say about myself that people want to hear, that I'm willing to say, and that fits in this box? Oops! It looks like right here is 1000 characters.
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2 Feb 2008
Read Topic
[Request] Materia Script
Okay, I know this is a bit of a stretch and would be a giant pain in the arse to create... but I'm looking for a script that would allow me to give my characters the ability to equip materia-like stones into slots in their weapons and armor to gain abilities. It doesn't even have to allow them to equip complicated things like counter attack materia, elemental materia, or added effect. I just need a way where spells are only on a person if the person has that equipped and you can only get a certain number of them.
This would also require a way to assign a certain amount of slots to a weapon/armor. I'd also like to be able to put slots on certain accessories if I wish.
I know this would be complicated. This requires added perimeters on weapons/armor/accessories, requires odd behavior from items that affect the characters' spells only when 'equipped', and for such perimeters and stones to be viewable on the menu, perhaps having their own section of it. If this required me to make images for the materia I'd be more than willing, so having to use custom images to make it work isn't an issue for me.
If anyone would be willing to take this on, please let me know. I'll probably be posting this around other sites too, to make sure I look in as many places as I can. Hopefully someone can help me.
Whether I can get this script or not is the large deciding factor on if my project I want to start is feasible.
2 Feb 2008
Read Topic
Beginner's Guide in Progress
Alright, I'm starting work on a complete beginner's guide to RPG Maker VX. I was inspired by ccoa's guide that was started on RRR and Elemental commenting to me that I made tutorials that were very good for beginners. This is ccoa's guide she started:
The Guide
Lot's of good content, but I don't know if I liked the fact that it was a guide on creating a specific game about as much as it was about game creation in general. There were a few things she did that I wouldn't use in my own game, but someone else might.
So I ask you all your advice. Should I base my tutorial on making a game as well? Should I just stick to tips and tricks and not throw in an actual game?
What about the content? What would you like to see in this tutorial? What kinds of things do you think I should cover for beginners. Any advice is appreciated.
1 Feb 2008
Read Topic
Day/Night System
Script Name: Day/Night System Author: KGC (English Translation By: Koru-chan) Number Of Scripts: 1 Original Source: http://f44.aaa.livedoor.jp/~ytomy/tkool/rp...p;tech=daynight Description: Someone translated this on RRR but the comments were Babelfish'ed beyond understanding, so here is my translation of this script. This script will allow you to have a night/day system that can be activated per map. It automatically changes the tones of your map to make the transition and also allows for enemies that only appear during certain parts of the day.
Screenshots
Night screenshot.
(IMG:https://rpgcrisis.net/forums/uploads/1201857217/gallery_1_1_17896.jpg)
Instructions
1. Make a new blank script page above main but below all other scripts and name it Day/Night System.
2. Copy the script below into the new page.
3. Follow the instructions on the translated webpage to customize.
The script:
Spoiler
CODE
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ? Day/Night System - KGC_DayNight ? VX ?
#_/ ? Last update : 2008/02/01 ?
#_/----------------------------------------------------------------------------
#_/ Making Day and Night in your game.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
module KGC
module DayNight
# ? Day/Night System
# 0 - Time runs based on your elapsed game time.
# 1 - Time runs based on the number of steps you've taken.
# 2 - Time runs based off real time. (Sensitive/Experimental)
METHOD = 1
# ? This is the number of the variable for the phases.
# In this variable, the present phase will be housed.
# ? Translator's note: in other words, when making your
# game, I would either set it to a variable you're not
# using or avoid the default variable it uses.
PHASE_VARIABLE = 11
# ? This is the number of the variable that keeps the
# information for the days.
# Days are kept here as they elapse.
PASS_DAYS_VARIABLE = 12
# ? Stopping script behavior during an event.
STOP_ON_EVENT = true
# ? In a battle, the following will make only the
# background change tone.
# Setting this to "false" will tone everything.
TONE_BACK_ONLY_IN_BATTLE = true
# ? Setting the phases.
# Each phases uses the following setup.
# ["name", color tone (Tone), duration]
# It's possible to increase phases, but the other
# phases will not just automatically adjust.
# You'll have to set them yourself so they fit
# within the day's time frame.
#
# [name]
# The name of the phase.
# The name has no significance over performance.
# [color tone]
# Color of the screen or background.
# If you don't know much about this, you'd be
# better off not editing.
# ***Translator's note for beginners***
# The way the tones are listed below are by the
# amount of red, green, and blue, the fourth number
# being saturation. If you go into the event
# command for changing the screen tint, you can
# mess around with the tint until you find something
# you like. When you okay it, the event window will
# show you the actual numeric values for the tone you
# want. You can simply copy those numbers below into
# the phase you want them for.
#
# [Duration]
# The time before the next phase occurs.
# If you chose for phases to change according to
# number of steps, the duration number is the number
# of steps before the phase change.
# In the case of a real-time system, it's changed to
# a 24 hour system.
PHASE = [
["noon", Tone.new( 0, 0, 0), 300], # Phase 0
["evening", Tone.new( -32, -96, -96), 100], # Phase 1
["night", Tone.new(-128, -128, -32), 250], # Phase 2
["morning", Tone.new( -48, -48, -16), 100], # Phase 3
] # ? Do not delete PHASE?
# If you want a more realistic tone for your real-time setting...
# ["noon", Tone.new( 0, 0, 0), 16], # Phase 0
# ["evening", Tone.new( 0, -96, -96), 20], # Phase 1
# ["night", Tone.new(-96, -96, -64), 6], # Phase 2
# ["morning", Tone.new(-48, -48, -16), 10], # Phase 3
# ...is an alternative to your tones.
# ? The phase where the day changes.
# When the appointed phase comes into play, a new day is started.
# The default settings are as follows:
# 0 - noon
# 1 - evening
# 2 - night
# 3 - morning
# ? If using actual time, keep in mind that this script cannot
# keep track of the actual days.
PASS_DAY_PHASE = 3
# ? Fade time between phases in frames.
# 60 frames is the default used.
PHASE_DURATION = 60
# ? Day of the week name.
# Starts from the first day, goes to the last day, then loops.
# The name of the day has no significance to how the script
# performs, so name them as you wish.
# ? When actual time is used, make sure to use 7 days.
WEEK_NAME = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"]
end
end
#???????????????????????????????????????
$imported = {} if $imported == nil
$imported["DayNight"] = true
if $data_mapinfos == nil
$data_mapinfos = load_data("Data/MapInfos.rvdata")
end
module KGC::DayNight
METHOD_TIME = 0 # Elapsed Time
METHOD_STEP = 1 # Number of Steps
METHOD_RTIME = 2 # Real-time
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ? Stopping day/night change.
#--------------------------------------------------------------------------
def stop_daynight
$game_system.daynight_change_enabled = false
end
#--------------------------------------------------------------------------
# ? Starting day/night change.
#--------------------------------------------------------------------------
def start_daynight
$game_system.daynight_change_enabled = true
end
#--------------------------------------------------------------------------
# ? Acquiring present phase name.
#--------------------------------------------------------------------------
def get_daynight_name
return KGC::DayNight::PHASE[get_daynight_phase][0]
end
#--------------------------------------------------------------------------
# ? Acquiring present day of the week.
# variable_id : the ID of the variable it replaces.
#--------------------------------------------------------------------------
def get_daynight_week(variable_id = 0)
if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME
week = Time.now.wday
else
days = $game_variables[KGC::DayNight::PASS_DAYS_VARIABLE]
week = (days % KGC::DayNight::WEEK_NAME.size)
end
if variable_id > 0
$game_variables[variable_id] = week
end
return week
end
#--------------------------------------------------------------------------
# ? Acquiring the name of the present day of the week.
#--------------------------------------------------------------------------
def get_daynight_week_name
return KGC::DayNight::WEEK_NAME[get_daynight_week]
end
#--------------------------------------------------------------------------
# ? Phase Change
# phase : the phase after phase transition.
# duration : time in frames for phase transition
# pass_days : the days that have elapsed initially (Default: 0)
#--------------------------------------------------------------------------
def change_daynight_phase(phase,
duration = KGC::DayNight::PHASE_DURATION,
pass_days = 0)
$game_temp.manual_daynight_duration = duration
$game_system.daynight_counter = 0
$game_system.daynight_phase = phase
$game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += pass_days
end
#--------------------------------------------------------------------------
# ? Transitioning to the next phase.
# duration : time in frames for phase transition
#--------------------------------------------------------------------------
def transit_daynight_phase(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.transit_daynight_phase(duration)
end
#--------------------------------------------------------------------------
# ? Reseting the color tone to default.
# duration : time in frames for transition
#--------------------------------------------------------------------------
def set_daynight_default(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.set_daynight_default(duration)
end
#--------------------------------------------------------------------------
# ? Re-creating present phase.
# duration : time in frames for transition
#--------------------------------------------------------------------------
def restore_daynight_phase(duration = KGC::DayNight::PHASE_DURATION)
$game_screen.restore_daynight_phase(duration)
end
end
unless $@
class RPG::Area
#--------------------------------------------------------------------------
# ? Acquiring Encounter List
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone
# Appearance conditional choice.
list.each_index { |i|
list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]])
}
return list.compact
end
end
end
class RPG::Troop
#--------------------------------------------------------------------------
# ? Cache formation of day/night change.
#--------------------------------------------------------------------------
def create_daynight_cache
@__appear_daynight_phase = []
@__nonappear_daynight_phase = []
# Phase Appearance
if @name =~ KGC::DayNight::Regexp::Troop::APPEAR_PHASE
$1.scan(/[\-]?\d+/).each { |num|
phase = num.to_i
if phase
# If the phase doesn't appear
@__nonappear_daynight_phase
else
# If the phase does appear
@__appear_daynight_phase
end
}
end
end
#--------------------------------------------------------------------------
# ? Phase Appearance
#--------------------------------------------------------------------------
def appear_daynight_phase
create_daynight_cache if @__appear_daynight_phase == nil
return @__appear_daynight_phase
end
#--------------------------------------------------------------------------
# ? Phase Non-Appearance
#--------------------------------------------------------------------------
def nonappear_daynight_phase
create_daynight_cache if @__nonappear_daynight_phase == nil
return @__nonappear_daynight_phase
end
end
class Game_Screen
#--------------------------------------------------------------------------
# ? Open instance variable
#--------------------------------------------------------------------------
attr_reader :daynight_tone # Color tone of day and night
#--------------------------------------------------------------------------
# ? Clear
#--------------------------------------------------------------------------
alias clear_KGC_DayNight clear
def clear
clear_KGC_DayNight
clear_daynight
end
#--------------------------------------------------------------------------
# ? Clearing the variable for day and night change
#--------------------------------------------------------------------------
def clear_daynight
@default_tone = Tone.new(0, 0, 0)
# Coordinate initialization for movement decision
@daynight_x = 0
@daynight_y = 0
apply_daynight
end
#--------------------------------------------------------------------------
# ? Applying the color tone of day and night
#--------------------------------------------------------------------------
def apply_daynight
return if $game_map == nil
# In the case of a map with day/night changes disabled
if $game_map.daynight_void?
if @daynight_tone_changed
# You reset to the default color tone
@tone = @default_tone.clone
@daynight_tone_changed = false
end
@daynight_tone = @tone.clone
return
end
# If phase isn't correct, restore default
if $game_system.daynight_phase_object == nil
$game_system.daynight_phase = 0
end
# Applying the present color tone
@tone = $game_system.daynight_phase_object[1].clone
@daynight_tone = @tone.clone
# In case of real-time transition
if KGC::DayNight::METHOD == KGC::DayNight::METHOD_RTIME
time = Time.now
# Transition to the correct phase
KGC::DayNight::PHASE.each_with_index { |phase, i|
if phase[2]
start_tone_change(phase[1], 1)
$game_system.daynight_phase = i
break
end
}
end
@daynight_tone_changed = true
end
#--------------------------------------------------------------------------
# ? Acquisition of color tone
#--------------------------------------------------------------------------
def tone
if $game_temp.in_battle && KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE
return @default_tone
else
return @tone
end
end
#--------------------------------------------------------------------------
# ? Start of color tone modification
# tone : Color tone
# duration : Transition time
#--------------------------------------------------------------------------
alias start_tone_change_KGC_DayNight start_tone_change
def start_tone_change(tone, duration)
duration = [duration, 1].max
start_tone_change_KGC_DayNight(tone, duration)
@daynight_tone_target = tone.clone
@daynight_tone_duration = duration
end
#--------------------------------------------------------------------------
# ? Frame update
#--------------------------------------------------------------------------
alias update_KGC_DayNight update
def update
update_KGC_DayNight
update_daynight_transit
end
#--------------------------------------------------------------------------
# ? Color tone update
#--------------------------------------------------------------------------
alias update_tone_KGC_DayNight update_tone
def update_tone
update_tone_KGC_DayNight
if @daynight_tone_duration >= 1
d = @daynight_tone_duration
target = @daynight_tone_target
@daynight_tone.red = (@daynight_tone.red * (d - 1) + target.red) / d
@daynight_tone.green = (@daynight_tone.green * (d - 1) + target.green) / d
@daynight_tone.blue = (@daynight_tone.blue * (d - 1) + target.blue) / d
@daynight_tone.gray = (@daynight_tone.gray * (d - 1) + target.gray) / d
@daynight_tone_duration -= 1
end
end
#--------------------------------------------------------------------------
# ? Phase transition update
#--------------------------------------------------------------------------
def update_daynight_transit
# When manual change was done
if $game_temp.manual_daynight_duration
start_tone_change($game_system.daynight_phase_object[1],
$game_temp.manual_daynight_duration)
$game_temp.manual_daynight_duration = nil
@daynight_tone_changed = true
end
return unless $game_system.daynight_change_enabled # Replace current phase
return if $game_map.daynight_stop? # In process of stopping
if KGC::DayNight::STOP_ON_EVENT
interpreter = ($game_temp.in_battle ? $game_troop.interpreter :
$game_map.interpreter)
return if interpreter.running? # event executing
end
case KGC::DayNight::METHOD
when KGC::DayNight::METHOD_TIME # Elapsed time
update_daynight_pass_time
when KGC::DayNight::METHOD_STEP # Number of steps
update_daynight_step
when KGC::DayNight::METHOD_RTIME # Real-time
update_daynight_real_time
end
end
#--------------------------------------------------------------------------
# ? Transition: Elapsed Time
#--------------------------------------------------------------------------
def update_daynight_pass_time
# Count growth calculation
inc_count = Graphics.frame_count - @frame_count
# If the result is off, return.
if inc_count >= 100
@frame_count = Graphics.frame_count
return
end
# Count addition
$game_system.daynight_counter += inc_count
@frame_count = Graphics.frame_count
# State transition decision
count = $game_system.daynight_counter / Graphics.frame_rate
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ? Transition: Number of Steps
#--------------------------------------------------------------------------
def update_daynight_step
# If it's not active, it returns.
return if @daynight_x == $game_player.x && @daynight_y == $game_player.y
@daynight_x = $game_player.x
@daynight_y = $game_player.y
# Count addition
$game_system.daynight_counter += 1
# State transition decision
count = $game_system.daynight_counter
if count >= $game_system.daynight_phase_object[2]
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ? Transition: Real-time
#--------------------------------------------------------------------------
def update_daynight_real_time
time = Time.now
# State transition decision
time1 = $game_system.daynight_phase_object[2]
transit = (time1
if $game_system.previous_daynight_phase_object != nil
time2 = $game_system.previous_daynight_phase_object[2]
if time1
transit &= (time.hour
end
end
if transit
transit_daynight_next
end
end
#--------------------------------------------------------------------------
# ? Transitioning to the next state
# duration : Transition duration
#--------------------------------------------------------------------------
def transit_daynight_next(duration = KGC::DayNight::PHASE_DURATION)
$game_system.daynight_counter = 0
$game_system.progress_daynight_phase
# Days lapse decision
if $game_system.daynight_phase == KGC::DayNight::PASS_DAY_PHASE
$game_variables[KGC::DayNight::PASS_DAYS_VARIABLE] += 1
end
# Color tone change
start_tone_change($game_system.daynight_phase_object[1], duration)
@daynight_tone_changed = true
end
#--------------------------------------------------------------------------
# ? Default tone to fall back on (0, 0, 0)
# duration : Transition duration
#--------------------------------------------------------------------------
def set_daynight_default(duration)
start_tone_change(@default_tone, duration)
end
#--------------------------------------------------------------------------
# ? Restoring present phase
# duration : Transition duration
#--------------------------------------------------------------------------
def restore_daynight_phase(duration)
start_tone_change($game_system.daynight_phase_object[1], duration)
@daynight_tone_changed = true
end
end
class Game_Map
#--------------------------------------------------------------------------
# ? Setup
# map_id : Map ID
#--------------------------------------------------------------------------
alias setup_KGC_DayNight setup
def setup(map_id)
setup_KGC_DayNight(map_id)
@screen.apply_daynight
end
#--------------------------------------------------------------------------
# ? Is day and night change stopped?
#--------------------------------------------------------------------------
def daynight_stop?
info = $data_mapinfos[map_id]
return false if info == nil
return (info.daynight_stop || info.daynight_void)
end
#--------------------------------------------------------------------------
# ? Day and night change invalidity?
#--------------------------------------------------------------------------
def daynight_void?
info = $data_mapinfos[map_id]
return false if info == nil
return info.daynight_void
end
#--------------------------------------------------------------------------
# ? Acquisition of encounter list
#--------------------------------------------------------------------------
alias encounter_list_KGC_DayNight encounter_list
def encounter_list
list = encounter_list_KGC_DayNight.clone
# Appearance of conditional decision
list.each_index { |i|
list[i] = nil unless KGC::DayNight.troop_appear?($data_troops[list[i]])
}
return list.compact
end
end
if KGC::DayNight::TONE_BACK_ONLY_IN_BATTLE
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? Compilation of battleback sprite
#--------------------------------------------------------------------------
alias create_battleback_KGC_DayNight create_battleback
def create_battleback
create_battleback_KGC_DayNight
if @battleback_sprite.wave_amp == 0
@battleback_sprite.tone = $game_troop.screen.daynight_tone
end
end
#--------------------------------------------------------------------------
# ? Compilation of battle floor sprite
#--------------------------------------------------------------------------
alias create_battlefloor_KGC_DayNight create_battlefloor
def create_battlefloor
create_battlefloor_KGC_DayNight
@battlefloor_sprite.tone = $game_troop.screen.daynight_tone
end
end
end
class Scene_Map
#--------------------------------------------------------------------------
# ? Start processing
#--------------------------------------------------------------------------
alias start_KGC_DayNight start
def start
$game_map.screen.clear_daynight
start_KGC_DayNight
end
end
DayNight_System.rar ( 62.77K ) Number of downloads: 41
31 Jan 2008
Read Topic
I Am Legend
I seem to be the queen of "were you disappointed with the ending" threads, but here's another...
I was disappointed with the ending of I Am Legend. Yes, it was an awesome movie. Yes, Will Smith's character goes out with a bang (pun fully intended), but still... it just felt... dropped. It felt like they were building up to something huge, it felt like there was much more to the movie... then it just fizzled. Like the one human mutant that seems to be leading the rest of them. They give you the impression that something happened between him and Will Smith's character that you, as the audience, are not privy to yet.
But they do nothing with it. Now I realize that there's a book and some of it might be a throwback, but I didn't even know it was based off a book. When I saw it, I was just seeing it as a movie. I didn't learn about the book until after.
Anyway, what are your thoughts on it. My sister's theory is they ran out of money from their budget. :/
31 Jan 2008
Read Topic
Trinity Blood Ending
Who's seen the end of Trinity Blood? Who was as disappointed as I was? Firstly, they had that big, dramatic music for Cain and Abel's fight, only to show very little action. It was mostly them flying around each other, Esther watching in horror, and the flashback of doom. THEN that whole thing with Esther's coronation and Abel going to get Cain cause apparently he's STILL not dead.... and they just drop you. I want to see the end. I wanted to see Cain dead. I wanted to see Ion with Esther because I still think they were the cutest couple in the series.