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********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
 :lol:  im still not sure if i'll use his battler, cause he does look more of an enemy than anything really. haha. He just looked so cool that i had to have him hahaha


[edit]also, the file size has been fixed. I knocked it down 20mb, plus there's more stuff anyway.
« Last Edit: March 23, 2007, 01:28:14 PM by grafikal007 »


****
Rep:
Level 88
Yes I'm double posting!! So shut the hell up about it!

A few errors:
1. For some reason I can't walk on flowers :(
2. Mapping mistakes; to be exact these:
Spoiler for:
3. You can walk on the bunny O.o
4. The bunnys walk on water!! :O
Spoiler for:
5. I can't go behind the tree. So therefore theres open spaces.
6. You don't need to know when you find a chest, it just starts to bug you.
7. After playing a few minutes it closes... :( Before you get to save...
8. FOR THE SAKE OF GOD CHANGE THE DAMN MENU AND FIX YOUR GRAMMAR IN ITEM DESCRIPTIONS!!!
9. Do you really need to sell so many items in the item store?
10. Shouldn't the mayor be doing work? LOL!
11. Don't do transfer player to go through doors unless its to a different map. Instead go on the second layer and get the carpet tile and put it on the layer 1 Roof Tile and you'll be able to walk through that area.
12. Why are you allowed to go to the basement of the mayors house?
13. MAKE YOUR OWN ICONS FOR TAILS AND SUCH!!
14. Make your speeches clear.
15. When you go to the inn shouldn't you appear near the bed?
16. All games have a starting skill... Why doesn't yours?
17. If someones reading a book make them mutter.
18. Why do I need a key when the door opens anyway?
19. As soon as I talk to the Captain for some reason the whole damn thing closes!

Thank you for your time :):(

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
 :P will do (all of it)  :)


Quote
Yes I'm double posting!! So shut the hell up about it!
 <---[i don't care  :P]

Quote
A few errors:
1. For some reason I can't walk on flowers :(
 [FIXED--i orginially intended them to keep you inside map borders, cause it feels kinda weird hitting the edge of a map and not going to a new one.]
Quote
2. Mapping mistakes; to be exact these:
Spoiler for:
[FIXED]
Quote
3. You can walk on the bunny O.o
[FIXED--i had them on Phasing so that they didn't block paths and stuff, but i knew about that water problem, then i fixed it cause apperently Phasing allows events to move on water. gives em god powers  :P]
Quote
4. The bunnys walk on water!! :O  
Spoiler for:
[FIXED]
Quote
5. I can't go behind the tree. So therefore theres open spaces.
[FIXED--i had tons of plants hidden behind the trees for the same reason as to why i had them able to not be walked on. so this was fixed when i made the plants 'walk on topable']
Quote
6. You don't need to know when you find a chest, it just starts to bug you.
[FIXED--i'm not sure if you mean the SoundEffect or the Message, but incase it was the message, instead of 'You found a chest!' it's now '<You open the chest.> (that i figure is important to know, cause i'd like to know that i've opened it rather than stared at it or something) :lol:]
Quote
7. After playing a few minutes it closes... :( Before you get to save...
[i don't know where that would be at, but there's a save point at every INN and one even in the Combat Training Center in Hol.there's also some spread across other parts of the maps besides in those mentioned.(incase someone sucks enough to lose the very first battles)]
Quote
8. FOR THE SAKE OF GOD CHANGE THE DAMN MENU AND FIX YOUR GRAMMAR IN ITEM DESCRIPTIONS!!![
FIXED..kinda?-- change the menu how?? and i looked over the item descriptions.if you mean by bad grammar as in, they aren't complete sentences, then yea, i meant to do that, but there were only very few grammarical problems i found. maybe like an uncapitalized word or a missed letter like, 'my' instead of "may" (i think i found that problem on an item description for a beer when it "may cause confusion in battle"]
Quote
9. Do you really need to sell so many items in the item store?
[FIXED--yea, i was thinking about this one, i didn't think ya needed items you can't actually use till later, (kinda a waste of money if you buy em that early)]
Quote
10. Shouldn't the mayor be doing work? LOL!
[FIXED--hehe, yea, well the mayor of Maxra is a work-a-holic. but yup, i made him busy lol  :D]
Quote
11. Don't do transfer player to go through doors unless its to a different map. Instead go on the second layer and get the carpet tile and put it on the layer 1 Roof Tile and you'll be able to walk through that area.
[FIXED]
Quote
12. Why are you allowed to go to the basement of the mayors house?
[why not? lol. i have a quest that will incorporate his basement in the next town (Maxra). I'm not sure if you've noticed the logs that seem to be blocking a path way from his basement to another map(part of the quest)]
Quote
13. MAKE YOUR OWN ICONS FOR TAILS AND SUCH!!
[FIXED...sorta... Tails? but yea, i have tons of new icons i've gotten and i still needed to update that in the last fix]
Quote
14. Make your speeches clear.
[? speeches, do you mean like how messages are written, so that they should be more clear?]
Quote
15. When you go to the inn shouldn't you appear near the bed?
[FIXED--yea i thought of that, it got kinda boring if that didn't happen]
Quote
16. All games have a starting skill... Why doesn't yours?
[FIXED--Hmm. i don't actually know, hahaha. i made something simple. he's not technically a good swordsman or anything yet. (as referenced in the storyline update in the first post, you'll eventually get transfered thru dimensions and go back in time.) there, you'll learn various things as a swordsman.(p.s. the time traveling thing happens fairly soon, so its not like you'll be missing out on too much, skill wise, up until then.)]
Quote
17. If someones reading a book make them mutter.
[FIXED--actually, i don't have anyone specifically reading anything. they're of course "reading" but they stop to talk to you when you approach them and use the action button. If i had someone who was INTENSE into the book they're reading, then i'll do that. (which i'll do cause it'll mix it up a bit)]
Quote
18. Why do I need a key when the door opens anyway?
[FIXED--i think you're talking about the dungeon in the castle... yea. i don't actually know why. hahaha. but yea i fixed that. but it opened accidentally cause i didn't have the event set on 'lock face'.]
Quote
19. As soon as I talk to the Captain for some reason the whole damn thing closes!
[I dont even know why that would happen. it doesn't happen in my test plays]

Quote
Thank you for your time :):(
[you're welcome, hahaha  :P]


NOW, all that's left for me to do is finish several quests in maxra (and a couple maps outside the town.) then i'll post the new download without these problems.  ^^^^  :o  :o !!!  glowy! hahaha   ;8
« Last Edit: March 24, 2007, 06:28:21 AM by grafikal007 »

****
Rep:
Level 88
How the messages are spoken. Use this script correctly and itll work a bit better. :)
Spoiler for:
Quote
==============================================================================
# ** Letter by Letter Message Window
#------------------------------------------------------------------------------
# Slipknot (dubealex.com/asylum)
# Version 1.11
# September 8, 2006
#------------------------------------------------------------------------------
# Thanks to:
#  - Dubealex, for some of the features.
#  - RPG Advocate, for the hexadecimal color.
#==============================================================================

#==============================================================================
# ** Game_Message
#------------------------------------------------------------------------------
#  This class handles the message data
#==============================================================================

class Game_Message
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :letter_by_letter, :speed, :can_skip, :height, :font,
    :sound_enable, :sound, :path, :face_rect, :fit, :skin, :nb_skin,
    :nbyo, :opacity, :shadow, :outline, :pause, :autoclose_frames
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Letter by letter mode
    @letter_by_letter = false
    # Lettter by letter mode's speed
    @speed = 10
    # If this option is false, the player can't skip the message
    @can_skip = true
    # Height of each line, used within the fit or above event options
    @height = 32
    # Always resize the message
    @fit = false
    # Font for the mesage text
    @font = Font.default_name
    # Sound enable
    @sound_enable = true
    # Sound for letter by letter, ['filename', vol]
    @sound = ['032-Switch01', 80]
    # Folder for the message pictures
    @path = 'Graphics/Pictures/'
    # Face rect (only the last two numbers are used)
    @face_rect = Rect.new(0, 0, 96, 96)
    # Skin for the message window, nil = default
    @skin = nil
    # Skin for the name box, nil = default
    @nb_skin = nil
    # Name box y offset
    @nbyo = 20
    # Message window's opacity
    @opacity = 160
    # Outline text
    @outline = true
    # Shadow text
    @shadow = true
    # Show or not the pause graphic
    @pause = true
    # Frames before the message autoclose
    @autoclose_frames = 8
  end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  Adds Game Message
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :message
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias slipknot_lblms_initialize initialize
  #--------------------------------------------------------------------------
  # * Load Database
  #--------------------------------------------------------------------------
  def initialize
    slipknot_lblms_initialize
    @message = Game_Message.new
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  Adds a reader to the Event Name
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Name
  #--------------------------------------------------------------------------
  def name
    @event.name
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Character Sprites
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :character_sprites
end

#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  Rewrites Window_Message
#==============================================================================

class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias slipknot_lblms_initialize initialize
  alias slipknot_lblms_terminatemessage terminate_message
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
    slipknot_lblms_initialize
    @autoclose = -1
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message
    slipknot_lblms_terminatemessage
    [@name_box, @picture].each do |x|
      x.dispose if x && ! x.disposed?
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.opacity = $game_system.message_frame == 0 ? 255 : 0
    self.back_opacity = system.opacity
    unless system.fit
      self.width, self.height = 480, 160
      skin = system.skin ? system.skin : $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(skin)
      self.contents = Bitmap.new(448, 128)
    else
      contents.clear
      contents.font.color = normal_color
      contents.font.size = Font.default_size
    end
    contents.font.name = system.font
    @x = @y = @wait_count = indent = 0
    @fit_size, @sound = false, system.sound_enable
    @start_x = 4
    @cursor_width = [0, 0, 0, 0]
    @x = 8 if $game_temp.choice_start == 0
    return if ! (@text = $game_temp.message_text)
    @text.gsub!(/\\\\/) { "\000" }
    @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
    @text.gsub!('\$') { $game_party.gold.to_s }
    @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
      $game_actors[$1.to_i] ? $game_actors[$1.to_i].name : ''
    end
    @text.gsub!(/\\[Nn][Pp]\[([\d+])\]/) do
      $game_party.actors[$1.to_i] ? $game_party.actors[$1.to_i].name : ''
    end
    @text.gsub!(/\\[Cc]lass\[(\d+)\]/) do
      $game_actors[$1.to_i] ? $game_actors[$1.to_i].class_name : ''
    end
    @text.gsub!(/\\[Mm]ap/) { $data_map_infos[$game_map.map_id].name }
    gold_set = @text.gsub!(/\\[Gg]/, '')
    if @text[/\\[Nn]ame/]
      if @text.sub!(/\\[Nn]ame\[(.*?)\]/, '')
        name_text = $1
      elsif @text.sub!(/\\[Nn]ame/, '')
        name_text = $game_map.events[$game_system.map_interpreter.event_id].name
      end
    end
    if @text[/\\[Ff]ace/]
      # Left
      if @text.sub!(/\\[Ff]ace{(.+?)}/, '')
        face, face_name = 1, $1
      # Right
      elsif @text.sub!(/\\[Ff]ace\[(.+?)\]/, '')
        face, face_name = 2, $1
      end
    end
    picture = $1 if @text.sub!(/\\[Pp]ic\[(.+?)\]/, '')
    if @text[/\\[Pp]/]
      if @text.sub!(/\\[Pp]\[([-1,0-9]+)\]/, '')
        event = $1.to_i
      elsif @text.gsub!(/\\[Pp]/, '')
        event = $game_system.map_interpreter.event_id
      end
    end
    @text.gsub!('\$') { $game_party.gold.to_s }
    @text.gsub!(/\\[Cc]\[([0-9A-Fa-f #]+?)\]/) { "\001[#$1]" }
    @text.gsub!(/\\[Cc]/) { "\001[0]" }
    @text.gsub!(/\\[Ii]con{([IiWwAaSs])}\[(\d+)\]/) { change_icon($1, $2.to_i) }
    @text.gsub!(/\\[Ii]con\[(.*?)\]/) { "\002[#$1]" }
    @text.gsub!('\!') { "\003" }
    @text.gsub!('\.') { "\004" }
    @text.gsub!(/\\[Ss]\[([Xx\d]+)\]/) { "\005[#$1]" }
    @text.gsub!(/\\[Bb]/) { "\006" }
    @text.gsub!(/\\[Ii]/) { "\007" }
    @text.gsub!(/\\[Ff]\[(.*?)\]/) { "\010[#$1]" }
    @text.gsub!(/\\\%\[(\d+)\]/) { "\011[#$1]" }
    @text.gsub!('\%') { "\011" }
    if @fit_size = (event || system.fit)
      lines_size = [0, 0, 0, 0]
      save, lines = @text.clone, 0
      while (c = @text.slice!(/./m))
        if c == "\n"
          lines += 1
          break if lines == 4
          if lines >= $game_temp.choice_start
            lines_size[lines] += 16
          end
          next
        end
        lines_size[lines] += eval_text(c, true)
      end
    end
    if face
      if @fit_size
        mh = system.height
        fh = system.face_rect.height
        lines = (fh.to_f / mh.to_f).ceil if (lines * mh) < fh
        f_x = face == 2 ? 0 : lines_size.max + 16
        f_y = (lines * mh) <= fh ? 0 : (lines * mh - fh) / 2
        @start_x += system.face_rect.width + 4 if face == 2
        indent += system.face_rect.width + 8
      else
        f_x, f_y = face == 2 ? 16 : 336, 16
        @start_x += system.face_rect.width + 36 if face == 2
      end
      f_bitmap = RPG::Cache.load_bitmap(system.path, face_name)
    end
    if @fit_size
      @text = save
      self.height = lines * system.height + 32
      self.height += 32 if $game_temp.num_input_variable_id > 0
      self.width = lines_size.max + indent + 40
      windowskin = system.skin ? system.skin : $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(windowskin)
      self.contents = Bitmap.new(self.width - 32, self.height - 32)
      contents.font.name = system.font
    end
    contents.blt(f_x, f_y, f_bitmap, system.face_rect) if face
    if ! event
      h2 = self.height / 2
      self.y = $game_temp.in_battle ? 96 - h2 + system.nbyo :
        case $game_system.message_position
        when 0 then 96 - h2 + system.nbyo
        when 1 then 240 - h2
        when 2 then 384 - h2
        end
      self.x = 320 - self.width / 2
    else
      c = event > 0 ? $game_map.events[event] : $game_player
      mx, my = 636 - self.width, 476 - self.height
      fx = [[c.screen_x - self.width / 2, 4].max, mx].min
      sy = name_text ? system.nbyo + 4 : 4
      ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /
        4 + 4, 48].max
      fy = [[c.screen_y - (ch + self.height), sy].max, my].min
      self.x, self.y = fx, fy
    end
    if name_text
      @name_box = Window_NameBox.new(x, y - system.nbyo, name_text)
      @name_box.back.opacity = 0 if $game_system.message_frame == 1
    end
    if picture
      @picture = Sprite.new
      @picture.bitmap = RPG::Cache.load_bitmap(system.path, picture)
      @picture.x = self.x + self.width - @picture.bitmap.width
      @picture.y = self.y - @picture.bitmap.height
    end
    if gold_set
      @gold_window = Window_Gold.new
      @gold_window.x = 560 - @gold_window.width
      if $game_temp.in_battle
        @gold_window.y = 192
      else
        @gold_window.y = self.y >= 128 ? 32 : 384
      end
      @gold_window.opacity = self.opacity
      @gold_window.back_opacity = self.back_opacity
    end
  end
  #--------------------------------------------------------------------------
  # * Evaluate Text
  #--------------------------------------------------------------------------
  def eval_text(c, read = false)
    case c
    when "\000"
      c = '\\'
    when "\001"
      @text.sub!(/\[(.*?)\]/, '')
      return 0 if read
      h, c = $1, $1.to_i
      contents.font.color = h.slice!(/./) == '#' ? hex_color(h) : text_color(c)
      return
    when "\002"
      @text.sub!(/\[(.*?)\]/, '')
      return 24 if read
      y = @fit_size ? system.height * @y + (system.height - 24) / 2 : 32 * @y + 4
      contents.blt(@x + @start_x, y, RPG::Cache.icon($1.to_s), Rect.new(0, 0, 24, 24))
      @x += 24
      return unless @y >= $game_temp.choice_start
      @cursor_width[@y] += 24
      return
    when "\003"
      return 0 if read
      @stop = true
      return
    when "\004"
      return 0 if read
      @wait_count += 10
      return
    when "\005"
      @text.sub!(/\[([x\d]+)\]/, '')
      if $1.downcase == 'x'
        contents.font.size = Font.default_size
      else
        contents.font.size = [[$1.to_i, 6].max, system.height].min
      end
      return 0
    when "\006"
      contents.font.bold = (! contents.font.bold)
      return 0
    when "\007"
      contents.font.italic = (! contents.font.italic)
      return 0
    when "\010"
      @text.sub!(/\[(.*?)\]/, '')
      if $1.downcase == 'x'
        contents.font.name = system.font
      else
        contents.font.name = [$1.to_s, system.font]
      end
      return 0
    when "\011"
      @text.sub!(/\[(\d+)\]/, '')
      return 0 if read
      @autoclose = $1 ? $1.to_i : system.autoclose_frames
      return
    when "\n"
      @y += 1
      @x = 0
      @x = 8 if @y >= $game_temp.choice_start
      return
    end
    w = contents.text_size(c).width
    return w if read
    y = @fit_size ? system.height * @y : 32 * @y
    if system.outline
      color = contents.font.color.dup
      contents.font.color.set(0, 0, 0, 255)
      contents.draw_text(@x + @start_x + 1, y, w * 2, system.height, c)
      contents.draw_text(@x + @start_x, y + 1, w * 2, system.height, c)
      contents.draw_text(@x + @start_x - 1, y, w * 2, system.height, c)
      contents.draw_text(@x + @start_x, y - 1, w * 2, system.height, c)
      contents.font.color = color
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    elsif system.shadow
      color = contents.font.color.dup
      contents.font.color.set(0, 0, 0, 192)
      contents.draw_text(@x + @start_x + 2, y + 2, w * 2, system.height, c)
      contents.font.color = color
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    else
      contents.draw_text(@x + @start_x, y, w * 2, system.height, c)
    end
    @sound = (system.sound_enable && c != ' ')
    @x += w
    return if @y < $game_temp.choice_start || @y > 3
    @cursor_width[@y] += w
  end
  #--------------------------------------------------------------------------
  # * Finish
  #--------------------------------------------------------------------------
  def finish
    if temp.choice_max > 0
      @item_max, self.active, self.index = temp.choice_max, true, 0
    end
    if temp.num_input_variable_id > 0
      digits_max = temp.num_input_digits_max
      number = $game_variables[temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      input_number.number = number
      input_number.x = x + 8
      input_number.y = y + temp.num_input_start * (@fit_size ? system.height : 32)
    end
  end
  #--------------------------------------------------------------------------
  # * Database Icon
  #--------------------------------------------------------------------------
  def change_icon(option, index)
    s = case option.downcase
      when 'i'  then $data_items[index]
      when 'w' then $data_weapons[index]
      when 'a'  then $data_armors[index]
      when 's'  then $data_skills[index]
      end
    return sprintf("\002[%s]%s", s.icon_name, s.name) if s.name
  end
  #--------------------------------------------------------------------------
  # * Hexadecimal Color
  #--------------------------------------------------------------------------
  def hex_color(string)
    return normal_color if string.size != 6
    r = g = b = 0
    5.times do |i|
      s = string.slice!(/./m)
      v = hex_convert(s.downcase)
      case i
      when 0 then r += v * 16
      when 1 then r += v
      when 2 then g += v * 16
      when 3 then g += v
      when 4 then b += v * 16
      when 5 then b += v
      end
    end
    return Color.new(r, g, b)
  end
  #--------------------------------------------------------------------------
  def hex_convert(c)
    return c.to_i if c[/[0-9]/]
    case c
    when 'a' then 10
    when 'b' then 11
    when 'c' then 12
    when 'd' then 13
    when 'e' then 14
    when 'f' then 15
    end
  end
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def system() $game_system.message end
  #--------------------------------------------------------------------------
  # * Game Temp
  #--------------------------------------------------------------------------
  def temp() $game_temp end
  #--------------------------------------------------------------------------
  # * Input Number Window
  #--------------------------------------------------------------------------
  def input_number() @input_number_window end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @contents_showing
      super
      if @fade_in
        self.contents_opacity += 24
        if input_number
          input_number.contents_opacity += 24
        end
        @fade_in = contents_opacity != 255
        return
      end
      if @text
        if Input.trigger?(13)
          if @stop
            self.pause = @stop = false
            return
          end
          @skip = system.can_skip
        end
        return if @stop
        if @wait_count > 0 && ! @skip
          @wait_count -= 1
          return
        end
        loop do
          if (c = @text.slice!(/./m))
            eval_text(c)
            if @stop
              self.pause = system.pause
              return
            end
            if ! @skip && @sound
              Audio.se_play('Audio/SE/' + system.sound[0], system.sound[1])
              @sound = false
            end
            @wait_count += system.speed
          else
            @text = nil
            break
          end
          break if ! @skip
        end
        return if @text || @autoclose != -1
        finish
        return
      else
        if @autoclose > 0
          @autoclose -= 1
          return
        elsif @autoclose == 0
          terminate_message
          @autoclose = -1
          return
        end
      end
    end
    if input_number
      input_number.update
      if Input.trigger?(13)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] = input_number.number
        $game_map.need_refresh = true
        input_number.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      self.pause = ($game_temp.choice_max == 0) & system.pause
      if Input.trigger?(12)
        if $game_temp.choice_max > 0 && $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      if Input.trigger?(13)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    if ! @fade_out && $game_temp.message_text
      @contents_showing = temp.message_window_showing = true
      @stop = false
      @autoclose = -1
      @skip = (! system.letter_by_letter)
      reset_window
      refresh
      @wait_count, self.visible = 0, true
      return
    end
    return if ! visible
    @fade_out = true
    self.opacity -= 48
    if self.opacity == 0
      self.visible = @fade_out = false
      $game_temp.message_window_showing = false
    end
  end
  #--------------------------------------------------------------------------
  # * Updates Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if index >= 0
      n = $game_temp.choice_start + @index
      y = (@fit_size ? system.height : 32) * n
      cursor_rect.set(4 + @start_x, y, @cursor_width.max + 8,
        @fit_size ? system.height : 32)
    else
      cursor_rect.empty
    end
  end
end

#==============================================================================
# ** Window_NameBox
#------------------------------------------------------------------------------
#  This window is used to display the box above the message.
#==============================================================================

class Window_NameBox < Sprite
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :back
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, text)
    dumb = Bitmap.new(160, 42)
    dumb.font.name = system.font
    size = dumb.text_size(text).width
    dumb.dispose
    @back = Window_Base.new(x, y, size + 12, 32)
    skin = system.nb_skin ? system.nb_skin : $game_system.windowskin_name
    @back.windowskin = RPG::Cache.windowskin(skin)
    viewport = Viewport.new(x + 6, y + 5, size, 22)
    @back.z = viewport.z = 9999
    super(viewport)
    self.bitmap = Bitmap.new(size, 22)
    bitmap.font.name = system.font
    bitmap.draw_text(0, 0, size, 22, text)
  end
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def system() $game_system.message end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @back.dispose
    @back = nil
    super
  end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  Adds a reader to the Event ID and Game Message
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :event_id
  #--------------------------------------------------------------------------
  # * Game Message
  #--------------------------------------------------------------------------
  def message
    $game_system.message
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  Adds a reader to the Spriteset
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :spriteset
end
Edit it how you wish.  :huge:

And use another script around this place for a different script. Its just boring having to find your way to the town and then looking for the battle place. So you should at a time have a way of seeing the battler at least once! Also, why no cutscene? Even my game has one...

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THX!  ;8 , but...im not really a scriptor and nor do i know how to use that  :P

but i'll definitely try and get that script in there then.

the cutscene is my next order of business.

its gunna be kinda long and maybe take a few hours (to make lol). so after i finish off my events and quests in Maxra (which will probably be today sometime), then i plan on making the intro cutscenes.
« Last Edit: March 24, 2007, 09:15:12 PM by grafikal007 »


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this cutscene is more like a cutmovie. this is in no way, a halfassed scene. its the intro to the entire game so it gives a lot of bkg info and such lol. i figured it would take me a few hours, but with all the stuff that i have going on in there, im only half fininshed haha.
« Last Edit: March 28, 2007, 12:10:06 AM by grafikal007 »

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UPDATE

FULL DEMO OUT NOW, check first post

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Downloading now ;)

I hope u tested it.

EDIT: It crashes... I checked Noumons thingy but I didn't know what to do... Can you make another version for the Legal's instead?

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unfortunately, i don't have the legal version. (well...i do, but i've got about 2 days of trial left.)
[edit] i just checked and i have 1 day left.

also, ive test played and i have no problems with running it   :-\   


Quote
I checked Noumons thingy but I didn't know what to do...

is it that you don't know how to do what the README says? or that you did what it said and it didn't work?



maybe nouman will figure something haha  :)
« Last Edit: March 28, 2007, 09:23:24 PM by grafikal007 »


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here, I moved the file for you. SO if anyone is uusing legal this is an easy way to download the game.

Watch out for: HaloOfTheSun

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here, I moved the file for you. SO if anyone is uusing legal this is an easy way to download the game.


Thats the basic demo. Not the full one... Can u do it to the full game? Plzzzz....

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ya will take a while to download/re-upload but I will.
Watch out for: HaloOfTheSun


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http://www.sendspace.com/file/3tucb5

grafikal007

add that link to your first topic andd add *Legal users download this*
Watch out for: HaloOfTheSun

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thx so much  ;8


[SUPER EDIT] Fixed the downloads for BOTH RMXPpke and Legal RMXP. (well, im sure the pke already worked, but SUPER NOUMAN fixed up the LEGAL VERSION. so that def. works now.)

hehe, k now i go back to writing my huge ass essay for college  :P
« Last Edit: March 29, 2007, 12:58:49 AM by grafikal007 »

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no problem!
Watch out for: HaloOfTheSun


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U MONSTER! I just reached the joining of the guards, I just spoke to that knight and then I reach the place to the lake and guess what?! He hasnt continued for all I know!!! ARGH!

EDIT: I forgot about my other post...

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wait...what?
Watch out for: HaloOfTheSun

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Test the game... Why dont mods check games before moving them to the Project/Games area? Why?

Actually heres a screeny:


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why would they need too?  mods are here to keep teh forum in check, not platest the games. He said he has a demo, topic meets requirments so It's moved. If it stops working notify the person who made the game, mods don't have enough time to playtest EVERY game made.
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Quote
U MONSTER! I just reached the joining of the guards, I just spoke to that knight and then I reach the place to the lake and guess what?! He hasnt continued for all I know!!! ARGH!


i know i haven't continued that section of the maps. i have plans for that to be a pathway to an entirely different area, but that doesn't happen until much later in the game  :-\, and the demo doesn't go into 'much further' in the game. its just a demo. and there is another way outta that map...(p.s. 'its to the right'). so then if you can't go down (which i purposely did that), then continue the game otherwise.