I´ll explain the extras shortly
(*) Window_Message
- I added a mod to be able to walk during some specific message (I added a \s[X] command)
(*) Window_BattleResult
- the mod I posted including some more stuff of me
(*) offhand/2-handed A
- part 1 of a mod for a char who can carry 2 weapons or a 2-handed weapon
GERMAN TRANSLATION
- a subscript system, that translates the entire system of the game to german, it works together with my multi language support
SKILL RESORT
- it´s still empty, when I finish the game, I will make it resort the skill IDs, so i.e. all fire spells are together and so on
Scene_Title
- one of the standards, but I added the language switcher, And again! mode, Warrior mode and Exerion mode controller, so it´s like 3 times more code than the basic Scene_Title
FPS modulator
-that´s this here:
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
alias update_fps_later update
def update
if $DEBUG
if Input.press?(Input::A)
if Input.press?(Input::R)
if Input.trigger?(Input::C)
Graphics.frame_rate = 120
return
end
elsif Input.press?(Input::L)
if Input.trigger?(Input::C)
Graphics.frame_rate = 40
return
end
end
end
end
update_fps_later
end
end
Holding SHIFT and Q/W you can by pressing ENTER speed up the game 3 times or set it back to normal. Only available in DEBUG mode for me ;)
-> Scene_Map add-on
- about 200 lines of code for a little window sowing before you get atatcked by an enemy sometimes with the chance to evade it plus a faster update method for the animated autotiles
(*) Scene_File/Save/Load
- a different save/load screen layout and funcionality
all Scene_Battles scripts
- better don´t ask...
(*) Scene_Shop
- different shop layout
- Scene_Gameover
- shows a random of 3 game over screeny
(*) Scene_Debug
- An enhanced debugger, I also use my Party Switcher with it for faster debugging
(*) Scene_Credits
- self-explainable
(*) Scene_Intro
- 50 lines of code before the real game starts, nothing special
(*) Scene_StormTronics
- animated Intro "movie" made with pictures and not with with an avi player or something.
-> Vitalia effects
- totally modified Game_Battler\skill_effect method for many skills
(*) Scene_GameOver2
- load, Title or Exit are the choices after a game over
(*) Caterpillar
- that´s from Fukuyama
(**) CP - NW™ Windows+
(**) CP - NW™ Menu
- it´s a v4.2b Deluxe mod of the StormTronics CMS I posted today, also I seperated it into two parts to work easier with them and mod them
(*) offhand/2-handed B
- part 2 of a mod for a char who can carry 2 weapons or a 2-handed weapon (I need it in 2 part because of the overriding methods)
(*) LvlUp Notifier
- posted it today, altough this one´s "slightly" different ;)
(*) Soul Rage System
- I´m still using the a 2.7b version of my own script, but out of good reason
-> Death Roulette
- 100 lines of code for a skill that kills a random target (character or enemy), pretty simple, nothing special
-> Meta mod
- about 450 lines of code of a especially modified and separate Soul Limit, called Meta Limit or only Meta
(*) Regen+CenterBattler
- rather self-explainable, isn´t it?
(*) Skill_Command_Change
- one is "empty" you could say, but I need some "trash code" for some testing purposes
Panorama autoscroll
- not mine, but I didn´t use it till now, so I won´t give any credit untill I use it (if I don´t, I´ll delete it)
KGC_BattleCamera
- nice script :) too bad, it´s not mine
-> Language?
- when playing the game for the first time it will ask you for the language setting
-> Fullscreen?
- everytime you start the game, you will be asked if you want to swith to full screen
-> Install fonts automatically
- Wachunga´s was glitching and bugging, so I made my own, that works
-> Absorb HP/MP
- to be honest there is even more in this script (i.e. a counterattack add-on)
Anti-lag
- Near Fantastica´s :)
-> Blizzard Gradient
- my gradient bar
(*) ARS
- AAS modification to support the Recognize skill
-> Transform mod
- hehehe... that´ll stay my little secret for now ;)
(*) DDNS
- my Day and Night System, I posted it
(*) AAS
- Advanced Analyze System, I posted it today again
-> DDNS enemies
- some enemies are active/stronger during night, others during day (you might even encounter sleeping enemies...)
-> Enemy fix
. the legal version has a bug in the database with the enemy HP (glitches if you want more than 99999 HP for them), so I made a litte database fix for it
-> Endout Mod
- his add-on won´t raise STR from now on but really ATK
-> Weapons/Armors
- HP/SP Plus, I posted it today
-> Scene_Update
- savegame updater
-> Minigame Mods
- in several maps there are a few interesting minigame I made with events and scripting
-> City Names
- I posted it once, but it´s gone now (I might repost it in the next few days if somebody else doesn´t)
-> Scene_Explain
- about 900 lines of code that´ll also stay my little secret ;)
-> Monster fights
- semi-ABS typed Monster fight arena (place a bet on monsters and/or train your own one)
-> EXP modifier
- allows partially dynamic EXP distribution during a fight
-> Relect add-on
- also posted
-> Fishing
- a minigame with 500 lines of code
(*) DREAM for Save Files
- also posted
(**) DREAM v2.0
- I have the DREAM in my script to speed it up, you others will have to satisfy with the .dll =P
Main
- to be honest, even that is half edited...
@Winged: Savefile must be down again. I´ll try to upload it on megaupload.com later. What does the error message say if you try to overwrite a savefile?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F1903%2Fglitchzv6.th.png&hash=74d3566b3206c5681bd63cd62ee89fce7ff30c0d) (http://img169.imageshack.us/my.php?image=glitchzv6.png)
Also, I think you should set a switch so the player HAS to pick up the equipment when they just got out of the class room.
Ohh and what the hell are you supposed to do after reading the thing off the grave stone ;D? its pissing the hell outta me....
~Winged
*smacks his forehead* There was more than only the font installer in that script. You´re missing this code. Just put it into a new script.
#
# = fileutils.rb
#
# Copyright (c) 2000-2005 Minero Aoki <aamine@loveruby.net>
#
# This program is free software.
# You can distribute/modify this program under the same terms of ruby.
#
# == module FileUtils
#
module FileUtils
def self.private_module_function(name) #:nodoc:
module_function name
private_class_method name
end
OPT_TABLE = {} #:nodoc: internal use only
def copy(src, dest, options = {})
fu_check_options options, :preserve, :noop, :verbose
fu_output_message "cp#{options[:preserve] ? ' -p' : ''} #{[src,dest].flatten.join ' '}" if options[:verbose]
return if options[:noop]
fu_each_src_dest(src, dest) do |s, d|
copy_file s, d, options[:preserve]
end
end
module_function :copy
OPT_TABLE['copy'] = %w( noop verbose preserve )
def fu_check_options(options, *optdecl) #:nodoc:
h = options.dup
optdecl.each do |name|
h.delete name
end
raise ArgumentError, "no such option: #{h.keys.join(' ')}" unless h.empty?
end
private_module_function :fu_check_options
def fu_each_src_dest(src, dest) #:nodoc:
fu_each_src_dest0(src, dest) do |s, d|
raise ArgumentError, "same file: #{s} and #{d}" if fu_same?(s, d)
yield s, d
end
end
private_module_function :fu_each_src_dest
def fu_each_src_dest0(src, dest) #:nodoc:
if src.is_a?(Array)
src.each do |s|
s = s.to_str
yield s, File.join(dest, File.basename(s))
end
else
src = src.to_str
if File.directory?(dest)
yield src, File.join(dest, File.basename(src))
else
yield src, dest.to_str
end
end
end
private_module_function :fu_each_src_dest0
def fu_same?(a, b) #:nodoc:
if fu_have_st_ino?
st1 = File.stat(a)
st2 = File.stat(b)
st1.dev == st2.dev and st1.ino == st2.ino
else
File.expand_path(a) == File.expand_path(b)
end
rescue Errno::ENOENT
return false
end
private_module_function :fu_same?
def fu_have_st_ino? #:nodoc:
not fu_windows?
end
private_module_function :fu_have_st_ino?
def copy_file(src, dest, preserve = false, dereference = true)
ent = Entry_.new(src, nil, dereference)
ent.copy_file dest
ent.copy_metadata dest if preserve
end
module_function :copy_file
module StreamUtils_
private
def fu_windows?
/mswin|mingw|bccwin|wince|emx/ =~ RUBY_PLATFORM
end
def fu_copy_stream0(src, dest, blksize) #:nodoc:
# FIXME: readpartial?
while s = src.read(blksize)
dest.write s
end
end
def fu_blksize(st)
s = st.blksize
return nil unless s
return nil if s == 0
s
end
def fu_default_blksize
1024
end
end
include StreamUtils_
extend StreamUtils_
class Entry_ #:nodoc: internal use only
include StreamUtils_
def initialize(a, b = nil, deref = false)
@prefix = @rel = @path = nil
if b
@prefix = a
@rel = b
else
@path = a
end
@deref = deref
@stat = nil
@lstat = nil
end
def copy_file(dest)
st = stat()
File.open(path(), 'rb') {|r|
File.open(dest, 'wb', st.mode) {|w|
fu_copy_stream0 r, w, (fu_blksize(st) || fu_default_blksize())
}
}
end
def copy_metadata(path)
st = lstat()
File.utime st.atime, st.mtime, path
begin
File.chown st.uid, st.gid, path
rescue Errno::EPERM
# clear setuid/setgid
File.chmod st.mode & 01777, path
else
File.chmod st.mode, path
end
end
def stat
return @stat if @stat
if lstat() and lstat().symlink?
@stat = File.stat(path())
else
@stat = lstat()
end
@stat
end
def lstat
if dereference?
@lstat ||= File.stat(path())
else
@lstat ||= File.lstat(path())
end
end
def dereference?
@deref
end
def path
if @path
@path.to_str
else
join(@prefix, @rel)
end
end
end
end
The entrance to the maze is in the lower left corner of the Cursed Lake (same map where that gravestone is located). Also at that lake will be the entrance to an optional level later.
And about the equipment: If they don´t, it´s their own fault. ::)
I will upload another upgrade of the Scripts.rxdata later. I made the updating system better and fixed a glitch here and there. These glitches are the worst, they seem to have a random pattern, so it´s hard to track them down. The things that are making me trouble at most are the Absorb HP/MP and the Reflection System. It happens quite often that I get some damage display glitch if I use such a skill. =/
@Ericmor: I only cut out the parts with the voice. Children of Bodom is a metal band. SO far there is none of my self-made music in the game. These are quite some random bugs and it could be a problem with the resources´ names. But fixing it will require to upload a new beta version, since I need to fix it in the events. There is still one thing you could try. Open the Scripts editor and open the "CMS Windows+" script. Find the class Game_System and the method "def bgm_play" It will look like this:
def bgm_play(bgm)
@playing_bgm = bgm
vol = correction(@bgm_volume)
if bgm != nil and bgm.name != ""
Audio.bgm_play("Audio/BGM/" + bgm.name , bgm.volume * vol / 100, bgm.pitch)
else
Audio.bgm_stop
end
Graphics.frame_reset
end
Put a # before that one line so it looks like:
#Audio.bgm_play("Audio/BGM/" + bgm.name , bgm.volume * vol / 100, bgm.pitch)
You won´t have any music, but after the game has started and you have saved it, try to enable the music again.
@Winged: Fury is stronger (SR of Broad Sword), but Blade (SR of Steel Blade) targets all enemies. Altough in Adel Tower you will encounter fewer, but stronger enemies, so it makes sense to use the Broad Sword.
@Pixie & JohnPetrucciPwns: It´s never too late to join. ;) I will PM you the link to the demo. BTW John, this isn´t The Three Moons, but Nemesis Wrath. But you can still beta test it if you want.
EDIT:
There is a little problem I noticed. Again it´s beyond the Final Demo. I doubt any of you have reached so far the Ice Temple, so it shouldn´t be a big problem. After you´re done with the Silent Forest and enter the area of the Great Lake (Bunny is also in that map) you should turn off Switch Number 149. I forgot to remove something there and you will skip a minigame if you don´t.
EDIT: Here you go. You don´t need the older file a few posts above if you use this one right away.
Clicky (http://savefile.com/files/122582)