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Dark Side

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**
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JH PRODUCTIONS PRESENTS: DARK SIDE
WITH MANY THANKS TO OSSIE VALLIER

Story

Three heroes set off on an adventure to find the gang called REX DEORUM after a member of it destroys their gym and sensei.

Features

2 Different endings: YOU chose how to be, either good or evil.
A nice world map screen: Chose where to enter.
Different battle system: Better than the standard!

Characters

Butch Cypruss

Age: 18
Sex: Likes it, I mean male :lol:
Weapon: Swords
Profile: Abadoned at an age of 3 he was adopted by the sensei of a dojo. What mysterious lie around his birth?

Berith Taketsu

Age: 21
Sex: Male
Weapon: Magic
Profile: Son of the sensei of the dojo. He only finds out of his special powers once he sets on his adventure.

Nataka Okihawa

Age: 17
Sex: Female
Weapon: Fists
Profile: Nataka is from an Elven village in the deep forests of Okihawa. Her background is shrouded in mystery but will be revealed as the adventure progresses.

DEMO

Please try this demo, and contact me on msn telling me my problems and erros etc.

link: http://www.megaupload.com/?d=EG2VWC4Y

msn: dandaman11111@yahoo.co.uk

SCREENIES

Coming soon!

Many thanks

rpgamker

********
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Pikachu on a toilet
Project of the Month winner for April 2007
Hm... I hope, you just began on making it, cause it
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Dude check the right hand plant pot, there is a nice surprise  :D

********
EXA
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Pikachu on a toilet
Project of the Month winner for April 2007
Oh, thanks. Now I played it till the end... But I didn
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Could you help me please blizzard?

With my battle script, i have the animation for the running to, however i dont know who to put in a running from animation could you please help me?

Also how to make them dissapear when they return like Minkoffs.
Betterstill could you post the script of minkoff here please?


(PS. Do you think the battles are allright for the game or not?)

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Project of the Month winner for April 2007
The battles are good. I like them. Let them as they are.

No need for scripting here. Just make a common event like this one:



Trivial, huh?!  :^^: Just make sure you don
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Does that mean you like my battles or you dont?

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Project of the Month winner for April 2007
Yeah, I like your battlers.  :) Did my event work?
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I guess you didnt understand me correctly, i meant in battle.

In my battles yeah, after the people attack they run back to the original position but looking like they are running foward, do you know how to stop this?

Even better just add me on msn i will explain it there.

Msn: dandaman11111@yahoo.co.uk

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Hm...having trouble, could you just post me the whole code but with it updated please?

And I also have another problem when my person uses a skill, instead of doing the row I set it to, it does the death row animation, do you know why?

if you help me I will make sure to put a  BIG AND I MEAN BIG thanks into the credits for you!

Many thanks

rpgmaker

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No wonder... There is a mistake at the end... Should be 6, not 5... Anyway, here is the whole script. But you have to change your animations to one main pattern, since the script is orientated by the row of the sprite set.

Code: [Select]
#===============================================================================
#
#   Full Animated Side View Battle System (CBS) (v2.5)               by cybersam
#
#===============================================================================
#
# here we go...
# this makes the script very easy to implement
# just add a new script above the "Main" script
# and insert this whole thing in there
#
# as you can see the sprite changing code is from the japanese script
# so the credits for the sprite changin goes to them....
# i edit it a little so it can show more sprites and sprite animations
# and added some other stuff... the next things are player movement...
#
#
#
# i got the battler changing script in this script...
# the credits for this goes to the guy who made this...
#
# ??? XRXS11. ???????????? ver.0 ???
#
# since this isnt used anymore... it isnt need for credit anymore...
# but i'll let it here since it helped me a lot...
#
#
# as for the ideas... missy provided me with realy good ideas
# that helped me alot when i didnt find a way to some of these features...
#
# here one more Credit to place...
# its RPG's script...
# not the whole thing here...
# but some snipplet you'll know witch one when read the comments
#
#
# if you want some more explaines about this script...
# the most stuff are commented... but if you still have questions or
# sugestions then you can contact me
#
#-------------------------------------------------------------------------------
#
# how or where you can contact me...
# at the http://www.rmxp.net forum via pm, email: cybersam@club-anime.de
# or via AIM: cych4n or ICQ: 73130840
#
# remember this is still in testing phase...
# and i'm trying to work on some other additions... like character movements...
# but that wont be added now... couse i need to figure it out first...
#
#
#
# oh hehe.... before i forget...
# sorry for the bad english... ^-^''''
#
#
#-------------------------------------------------------------------------------
#
# ok... here... since i'm using RPG's movement script...
# there are a lot of changes...
#
# when you look at the script you'll find line with "pose(n)" or "enemy_pose(n)"
# since i want my sprites have different sprites... i added one more option
# to these...
# so now if you add a number after the n (the n stands for witch sprite is used)
# fo example 8... ("pose(4, 8)") this will tell the script that the 4th animation
# have 8 frames...
# pose is used for the player... and enemy_pose for the enemy...
# there is nothing more to this...
# i used my old sprite numbers... (this time in only one sprite...)
#
# explains about the animation sprites... (the digits)
#
#
# 0 = move (during battle)
# 1 = standby
# 2 = defend
# 3 = hit (being attacked)
# 4 = attack
# 5 = skill use
# 6 = dead
# 7 = winning pose... this idea is from RPG....
#
#
# of course this is just the begining of the code...
# so more animations can be implemented...
# but for now this should be enough...
#
# alot has changed here... and now it looks like it is done...
# of course the fine edit needs to be done so it looks and works great with your
# game too...
#
#
#
# 1st   character movement...                             done
# 2rd   character apears at the enemy while attacking...  done / replaced with movement animation
# 3nd   character movement during attack...               done
#
# 4th   enemies movement...                               done
# 5th   enemy apears at the enemy while attacking...      done  / replaced with movement animation
# 6th   enemy movement during attack...                   done
#
# 7th   each weapon has its own animation...              done
# 8th   each skill has its own animation...               done
# 9th   different poses for sickness or low hp            done
#
# 10th  automaticly select the sprite...                  done
# 11th  Fullbackground                                    implemented (done)
#
#
# bugfixes and code cleaning/improvements....             ----
#
#
#
# for some customfixes look in the rmxp.net forum...
#===============================================================================



class Game_Actor < Game_Battler
 
# you dont have to change your game actor to let the characters schows
# from the side...
# this will do it for you... ^-^

  def screen_x
    if self.index != nil
      return self.index * 40 + 460
    else
      return 0
    end
  end

  def screen_y
    return self.index * 20 + 220
  end
 
  def screen_z
    if self.index != nil
      return self.index
    else
      return 0
    end
  end
end


class Spriteset_Battle
  #RPG's stuff...
  attr_accessor :actor_sprites
  attr_accessor :enemy_sprites
  # ends here... ^-^
 
  def initialize
    @viewport0 = Viewport.new(0, 0, 640, 480)
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @viewport2 = Viewport.new(0, 0, 640, 480)
    @viewport3 = Viewport.new(0, 0, 640, 480)
    @viewport4 = Viewport.new(0, 0, 640, 480)
    @viewport2.z = 101
    @viewport3.z = 200
    @viewport4.z = 5000

    @battleback_sprite = Sprite.new(@viewport0)
    # fix for reversed enemies... so it wont attack the wrong enemy...
    # this one was fixed long time ago but i added this comment
    # so you guys know about it... ^-^''
    @enemy_sprites = []
    for enemy in $game_troop.enemies#.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
   
    @actor_sprites = []
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
    @actor_sprites.push(Sprite_Battler.new(@viewport2))
   
    @weather = RPG::Weather.new(@viewport0)
    @picture_sprites = []
    for i in 51..100
      @picture_sprites.push(Sprite_Picture.new(@viewport3,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    update
  end
 
 
  def dispose
    if @battleback_sprite.bitmap != nil
      @battleback_sprite.bitmap.dispose
    end
    @battleback_sprite.dispose
    for sprite in @enemy_sprites + @actor_sprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport0.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @viewport4.dispose
  end
 
  alias original_update update
  def update
    original_update
   
    # this fix let the active character be on top... (by Missy)
    @viewport1.z = 50 and @viewport2.z = 51 if $actor_on_top == true
    @viewport1.z = 51 and @viewport2.z = 50 if $actor_on_top == false
   
   
    @viewport0.tone = $game_screen.tone
    @viewport0.ox = $game_screen.shake
   
    @viewport0.update

  end
end

#==============================================================================
# Sprite Battler for the Costum Battle System
#==============================================================================
# here we are making some animations and stuff...
# i know its not the best way...
# but this is the first working way that i found....
# this needs propper understanding how the animation works...
# if you want to change some stuff...
# in this i'll not explain much couse its realy easy if you know what you do
# otherwise it will take you time to understand it, but i think the one who
# is trying to edit this will know what he/she do... ^-^
#
#
#
# here i'll completely replace the "Sprite_Battler" class...
# so if you've changed something in there you need to change it here as well
# (i think... i didnt tested it... so its up to you)
# i'll mark the stuff i added just with --> #
# something that need to be explained have a comment...
# but its not all commented...
# so if you dont know what it means or you just want to know why it is there and
# what it does then you need to contact me or anyone who understand this... ^-^
# how you can contact me see above... at the top of this script...


class Sprite_Battler < Animated_Sprite

  attr_accessor :battler
  attr_reader   :index
  attr_accessor :target_index
  attr_accessor :frame_width

 
  def initialize(viewport, battler = nil)
    super(viewport)
    @battler = battler
    @pattern_b = 0 #
    @counter_b = 0 #
    @index = 0     #
   
    # this is for the state animation...
    # dont change unless you know what this do...
    # you can find further infomation on the rmxp.net forum
    $noanimation = false
   
    @frame_width, @frame_height = 64, 64
    # start sprite
    @battler.is_a?(Game_Enemy) ? enemy_pose(1) : pose(1)
   
    @battler_visible = false
    if $target_index == nil
      $target_index = 0
    end
  end
 
  def index=(index) #
    @index = index  #
    update          #
  end               #
 
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
 
  def enemy                                             #
    $target_index += $game_troop.enemies.size
    $target_index %= $game_troop.enemies.size
    return $game_troop.enemies[$target_index]           #
  end                                                   #
 
  def actor                                             #
    $target_index += $game_party.actors.size
    $target_index %= $game_party.actors.size
    return $game_party.actors[$target_index]            #
  end          

#==============================================================================
# here is a snipplet from RPG's script...
# i changed only to lines from this...
#
# here you can add more sprite poses... if you have more... ^-^
#==============================================================================
  def pose(number, frames = 4)
    case number
    when 0  # run
      change(frames, 5, 0, @frame_height * 4)
    when 1  # standby
      change(frames, 5, 0, @frame_height * 0)
    when 2 # defend
      change(frames, 5, 0, @frame_height * 3)
    when 3 # Hurt, loops
      change(frames, 5, 0, @frame_height * 1)
    when 4 # attack no loop
      change(frames, 5, 0, @frame_height * 7, 0, true)
    when 5 # skill
      change(frames, 5, 0, @frame_height * 7)
    when 6 # death
      change(frames, 5, 0, @frame_height * 2)
    when 7 # no sprite
      change(frames, 5, 0, @frame_height * 9, 0, true)
    when 8 # run/slide back
     change(frames, 5, 0, @frame_height * 5)
    # ...etc.
    else
      change(frames, 5, 0, 0, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # - Change the battle pose for an enemy
  #   number : pose' number
  #--------------------------------------------------------------------------
  def enemy_pose(number ,enemy_frames = 4)
    case number
    when 0  # run
      change(enemy_frames, 5, 0, 0, 0)
    when 1  # standby
      change(enemy_frames, 5, 0, @frame_height)
    when 2 # defend
      change(enemy_frames, 5, 0, @frame_height * 7)
    when 3 # Hurt, loops
      change(enemy_frames, 5, 0, @frame_height * 2)
    when 4 # attack
      change(enemy_frames, 5, 0, @frame_height * 4, 0, true)
    when 5 # skill
      change(enemy_frames, 5, 0, @frame_height * 7)
    when 6 # death
      change(enemy_frames, 5, 0, @frame_height * 6)
    when 7 # no sprite
     change(enemy_frames, 5, 0, @frame_height * 7)
    when 8 # run/slide back
     change(enemy_frames, 5, 0, @frame_height * 5)
     # ...etc.
    else
      change(enemy_frames, 5, 0, 0, 0)
    end
  end
 
  def default_pose
    pose(1)
   
    # here we change the default pose when the character
    # dont have over 75 % percent of the max hp
   
    # if HP is too low (- 25%)
    if (@battler.hp * 100) /@battler.maxhp  < 25
      pose(9)
    # if HP is too low (- 50%)
    elsif (@battler.hp * 100) /@battler.maxhp  < 50
      pose(9)
    # if HP is too low (- 75%)
    elsif (@battler.hp * 100) /@battler.maxhp  < 75
      pose(9)
    end
   
   
    # and here we change the pose if the character is inflicted with
    # poison or other stuff like sleep, paralyzed, confused or other stuff...
    # i only added the poison and sleep for test...
    if @battler.state?(3) # poison
      # change pose to sleep pose...
      # (i dont have so much sprites... so im the defend pose)
      # you can set more status effects so each effect has its own sprite...
      pose(2)
    elsif @battler.state?(7) #sleep
      # change pose to poisoned
      pose(6)
    end
  end
#==============================================================================
# sniplet end...
#==============================================================================  
 
 
  def update
    super
   
    if @battler == nil                                                      
      self.bitmap = nil                                                    
      loop_animation(nil)                                                  
      return                                                                
    end
   
    if @battler.battler_name != @battler_name
       @battler.battler_hue != @battler_hue

      @battler_hue = @battler.battler_hue
      @battler_name = @battler.battler_name
      self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
      @width = bitmap.width
      @height = bitmap.height
      self.ox = @frame_width / 2
      self.oy = @frame_height

      if @battler.dead? or @battler.hidden
        self.opacity = 0
      end
      self.x = @battler.screen_x
      self.y = @battler.screen_y
      self.z = @battler.screen_z
    end
   
    if $noanimation == false
      if @battler.damage == nil and
         @battler.state_animation_id != @state_animation_id
        @state_animation_id = @battler.state_animation_id
        loop_animation($data_animations[@state_animation_id])
      end
    else
      dispose_loop_animation
    end
   

    if @battler.is_a?(Game_Actor) and @battler_visible
      if $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      else
        self.opacity -= 3 if self.opacity > 207
      end
    end

    if @battler.blink
      blink_on
    else
      blink_off
    end

    unless @battler_visible
      if not @battler.hidden and not @battler.dead? and
         (@battler.damage == nil or @battler.damage_pop)
        appear
        @battler_visible = true
      end
      if not @battler.hidden and
         (@battler.damage == nil or @battler.damage_pop) and
         @battler.is_a?(Game_Actor)
        appear
        @battler_visible = true
      end
    end
    if @battler_visible
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @battler_visible = false
      end
      if @battler.white_flash
        whiten
        @battler.white_flash = false
      end
      if @battler.animation_id != 0
        animation = $data_animations[@battler.animation_id]
        animation(animation, @battler.animation_hit)
        @battler.animation_id = 0
      end
      if @battler.damage_pop
        damage(@battler.damage, @battler.critical)
        @battler.damage = nil
        @battler.critical = false
        @battler.damage_pop = false
      end
      if @battler.damage == nil and @battler.dead?
        if @battler.is_a?(Game_Enemy)
          $game_system.se_play($data_system.enemy_collapse_se)
          collapse
          @battler_visible = false
        else
          $game_system.se_play($data_system.actor_collapse_se) unless @dead
          @dead = true
          pose(6)
        end
      else
        @dead = false
      end
    end                                                                #
  end
end


#==============================================================================
# Scene_Battle Costum  Battle System
#==============================================================================

class Scene_Battle
 
 
  def update_phase4
    case @phase4_step
    when 1
      update_phase4_step1
    when 2
      update_phase4_step2
    when 3
      update_phase4_step3
    when 4
      update_phase4_step4
    when 5
      update_phase4_step5
    when 6
      update_phase4_step6
    when 7
      update_phase4_step7
    end
  end
 
 
  def update_phase4_step1

    # Change actor poses to default
    #if @active_battler.is_a?(Game_Actor)
    #  @spriteset.actor_sprites[@active_battler.index].default_pose
    #end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      @spriteset.actor_sprites[i].default_pose unless actor.dead?
    end

    @help_window.visible = false
    if judge
      return
    end
    if $game_temp.forcing_battler == nil
      setup_battle_event
      if $game_system.battle_interpreter.running?
        return
      end
    end
    if $game_temp.forcing_battler != nil
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    if @action_battlers.size == 0
      start_phase2
      return
    end
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    @active_battler = @action_battlers.shift
    if @active_battler.index == nil
      return
    end
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end
    @active_battler.remove_states_auto
    @status_window.refresh
    @phase4_step = 2
  end
 
 
  def make_basic_action_result
   
    if @active_battler.is_a?(Game_Actor)
      $actor_on_top = true
    elsif @active_battler.is_a?(Game_Enemy)
      $actor_on_top = false
    end
   
    if @active_battler.current_action.basic == 0
#============================================================================
# WEAPONS START...
#============================================================================
#
#================================= Different Weapons with different animations
#
# this is quite simple as you can see...
# if you want to add a weapon to the animation list then look at the script below...
# and i hope you'll find out how this works...
#
#
# if not...
# here is the way...
# first thing...
# just copy and paste "elseif @active_battler_enemy.weapon_id == ID..."
# just after the last @weapon_sprite....
#
# here the ID is you need to look in you game databse the number that stands before
# your weapon name is the ID you need to input here...
#
# same thing goes for the monster party... ^-^
# monster normaly dont need more sprites for weapons....
#
# if you want to use more... then replace the "@weapon_sprite_enemy = 4"
# with these lines... (but you need to edit them)
#
#        if @active_battler.weapon_id == 1 # <--  weapon ID number
#          @weapon_sprite_enemy = 4 # <-- battle animation
#        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
#          @weapon_sprite_enemy = 2 # <-- battle animation
#        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
#          @weapon_sprite_enemy = 0 # <-- battle animation
#        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
#          @weapon_sprite_enemy = 6 # <-- battle animation
#        else
#          @weapon_sprite_enemy = 4
#        end
#
#================================= END

      if @active_battler.is_a?(Game_Actor)
        if @active_battler.weapon_id == 1 # <--  weapon ID number
          @weapon_sprite = 4 # <-- battle animation
        elsif @active_battler.weapon_id == 5 # <-- weapon ID number
          @weapon_sprite = 2 # <-- battle animation
        elsif @active_battler.weapon_id == 9 # <-- weapon ID number
          @weapon_sprite = 0 # <-- battle animation
        elsif @active_battler.weapon_id == 13 # <-- weapon ID number
          @weapon_sprite = 6 # <-- battle animation
        else
          @weapon_sprite = 4
        end
       
# monster section is here... ^-^

      else# @active_battler.is_a?(Game_Enemy)
          @weapon_sprite_enemy = 4
      end
       
#
#=============================================================================
# WEAPONS END....
#=============================================================================
     
     
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
#======== here is the setting for the movement & animation...
          x = target.screen_x - 32
          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
          @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
#========= here if you look at the RPG's movement settings you'll see
#========= that he takes the number 40 for the speed of the animation...
#========= i thing thats too fast so i settet it down to 10 so looks smoother...
      end
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
#======= the same thing for the player... ^-^
        x = target.screen_x + 32
        @spriteset.actor_sprites[@active_battler.index].pose(0)
        @spriteset.actor_sprites[@active_battler.index].move(x, target.screen_y, 10)
      end
      @target_battlers = [target]
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    if @active_battler.current_action.basic == 1
      if @active_battler.is_a?(Game_Actor)
        @spriteset.actor_sprites[@active_battler.index].pose(2) #defence
      else
        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) #defence
      end
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      @help_window.set_text("Escape", 1)
      @active_battler.escape
      return
    end
    if @active_battler.current_action.basic == 3
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
   
    if @active_battler.current_action.basic == 4
      if $game_temp.battle_can_escape == false
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      update_phase2_escape
      return
    end
  end
  #--------------------------------------------------------------------------
  # skill aktion...
  #--------------------------------------------------------------------------
  def make_skill_action_result
   
    @skill = $data_skills[@active_battler.current_action.skill_id]
    unless @active_battler.current_action.forcing
      unless @active_battler.skill_can_use?(@skill.id)
        $game_temp.forcing_battler = nil
        @phase4_step = 1
        return
      end
    end
    @active_battler.sp -= @skill.sp_cost
    @status_window.refresh
    @help_window.set_text(@skill.name, 1)
   
#=============================================================================
# SKILL SPRITES START
#=============================================================================
# this one is the same as the one for the weapons...
# for the one who have this for the first time
# look at the script i hope it is easy to understand...
#
# the other one that have the earlier versions of this script they dont need explenation
# ... i think....
# the think that changed is the line where the animation ID is given to the sprite...
# the number after the "pose" is the animation ID... it goes for every other animation as well..
# if you have an animation for a skill that have more frames...
# then just insert the number of frames after the first number...
# so it looks like this.... "pose(5, 8)" <-- 5 is the animation...
# 8 is the max frame (that means your animation have 8 frames...) ^-^
   
    if @active_battler.is_a?(Game_Actor)
        @spriteset.actor_sprites[@active_battler.index].pose(5) # <-- sprite number
    else
        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(5) # <-- sprite number
    end


#=============================================================================
# SKILL SPRITES END
#=============================================================================
   
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    @common_event_id = @skill.common_event_id
    set_target_battlers(@skill.scope)
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
  #--------------------------------------------------------------------------
  # how here we make the item use aktions
  #--------------------------------------------------------------------------
  def make_item_action_result
   
    # sorry i didnt work on this...
    # couse i dont have a sprite that uses items....
    # so i just added the standby sprite here...
    # when i get more time for this i'll try what i can do for this one... ^-^
    # its the same as the ones above...
    if @active_battler.is_a?(Game_Actor)
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    else
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end
   
    @item = $data_items[@active_battler.current_action.item_id]
    unless $game_party.item_can_use?(@item.id)
      @phase4_step = 1
      return
    end
    if @item.consumable
      $game_party.lose_item(@item.id, 1)
    end
    @help_window.set_text(@item.name, 1)
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    @common_event_id = @item.common_event_id
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    set_target_battlers(@item.scope)
    for target in @target_battlers
      target.item_effect(@item)
    end
  end
 
#==============================================================================
# here again.... snipplet from RPG's script
#==============================================================================


# this one here is for the winning pose...
# if you happen to use my old costum level script then you need to add the
# marked line to you "def start_phase5" in  "Scene_Battle 2" and delete this one...
# the ->  =*****=
# marks the end where you need to delete...
# and -> {=====}
# marks the line you need to copy and paste in the other one...
# you need to add it at the same position...

  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    treasures = treasures[0..5]
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      $noanimation = true
      @spriteset.actor_sprites[i].pose(7) unless actor.dead? # {=====}
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    @phase5_wait_count = 100
  end
#   =*****=
 
  #--------------------------------------------------------------------------
  # updating the movement
  # since RPG isnt used to comments... i'll comment it again...
  #--------------------------------------------------------------------------
  def update_phase4_step3
    if @active_battler.current_action.kind == 0 and
       @active_battler.current_action.basic == 0
       # in this one... we have our weapon animations... for player and monster
      if @active_battler.is_a?(Game_Actor)
        @spriteset.actor_sprites[@active_battler.index].pose(@weapon_sprite)
      elsif @active_battler.is_a?(Game_Enemy)
        @spriteset.enemy_sprites[@active_battler.index].enemy_pose(@weapon_sprite_enemy)
      end
    end
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    @phase4_step = 4
  end

  def update_phase4_step4
    # this here is for the hit animation...
    for target in @target_battlers
      if target.is_a?(Game_Actor) and !@active_battler.is_a?(Game_Actor)
        if target.guarding?
          @spriteset.actor_sprites[target.index].pose(2)
        else
          @spriteset.actor_sprites[target.index].pose(3)
        end
        elsif target.is_a?(Game_Enemy) and !@active_battler.is_a?(Game_Enemy)
        if target.guarding?
          @spriteset.enemy_sprites[target.index].enemy_pose(2)
        else
          @spriteset.enemy_sprites[target.index].enemy_pose(3)
        end
      end
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    @wait_count = 8
    @phase4_step = 5
  end

  def update_phase4_step5
    if @active_battler.hp > 0 and @active_battler.slip_damage?
      @active_battler.slip_damage_effect
      @active_battler.damage_pop = true
    end

    @help_window.visible = false
    @status_window.refresh

    if @active_battler.is_a?(Game_Actor)
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    else
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
        if @active_battler.is_a?(Game_Actor)
          @spriteset.actor_sprites[@active_battler.index].pose(1)
        else
          @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
        end
      end
    end
    @phase4_step = 6
  end
  #--------------------------------------------------------------------------
  # ? ?????? (??????? ???? 6 : ??????)
  #--------------------------------------------------------------------------
  def update_phase4_step6
   
    # here we are asking if the player is dead and is a player or an enemy...
    # these lines are for the running back and standby animation....
    if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
      @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
      @spriteset.actor_sprites[@active_battler.index].pose(8)
    elsif !@active_battler.dead?
      @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(8)
    end
    for target in @target_battlers
      if target.is_a?(Game_Actor) and !target.dead?
          @spriteset.actor_sprites[target.index].pose(1)
        elsif !target.dead?
          @spriteset.enemy_sprites[target.index].enemy_pose(1)
      end
    end
    $game_temp.forcing_battler = nil
    if @common_event_id > 0
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    @phase4_step = 7
  end

  def update_phase4_step7
   
    # here we are asking if the player is dead and is a player or an enemy...
    # these lines are for the running back and standby animation....
    if @active_battler.is_a?(Game_Actor) and !@active_battler.dead?
      @spriteset.actor_sprites[@active_battler.index].pose(1)
    elsif !@active_battler.dead?
      @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
    end

    $game_temp.forcing_battler = nil
    if @common_event_id > 0
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
    @phase4_step = 1
  end
 
# this one is an extra... without this the animation whill not work correctly...

  def update
    if $game_system.battle_interpreter.running?
      $game_system.battle_interpreter.update
      if $game_temp.forcing_battler == nil
        unless $game_system.battle_interpreter.running?
          unless judge
            setup_battle_event
          end
        end
        if @phase != 5
          @status_window.refresh
        end
      end
    end
    $game_system.update
    $game_screen.update
    if $game_system.timer_working and $game_system.timer == 0
      $game_temp.battle_abort = true
    end
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    @spriteset.update
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    if $game_temp.message_window_showing
      return
    end
    if @spriteset.effect?
      return
    end
    if $game_temp.gameover
      $scene = Scene_Gameover.new
      return
    end
    if $game_temp.to_title
      $scene = Scene_Title.new
      return
    end
    if $game_temp.battle_abort
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
      return
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end

    # this one holds the battle while the player moves
    for actor in @spriteset.actor_sprites
      if actor.moving
        return
      end
    end
    # and this one is for the enemy...
    for enemy in @spriteset.enemy_sprites
      if enemy.moving# and $game_system.animated_enemy
        return
      end
    end
   
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    case @phase
    when 1
      update_phase1
    when 2
      update_phase2
    when 3
      update_phase3
    when 4
      update_phase4
    when 5
      update_phase5
    end
  end
 
#==============================================================================
# end of the snipplet
# if you want the comments that where here just look at the scene_battle 4...
# i added some comments since RPG hasnt add any....
#==============================================================================
end


EDIT: That problem with the skill animation... what animation do you want to show up? The one in the last row?
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The 8th row animation please.

EDIT: It just ???670 syntax error??? , is that what you were on about above? Im very sorry to keep hassling you, its just im a big NOOB and dont know aything bout scritpingt!

********
EXA
Rep:
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I updated the script above. Yeah, I fixed that error.
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=D
PLz host it somewhere else then megaupload.nEED PREMIUM which need money n all
Arlen is hot.

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Everytime i try to start the game, it says:

???? 670 syntax error ??????

Is this my fault?

If my problem continues, a demo would just be easier i think. That is if you use postality nights version. If not im stuffed!

********
EXA
Rep:
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Quote from: Nightwolf
PLz host it somewhere else then megaupload.nEED PREMIUM which need money n all


Megaupload doesn
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BTW Nightwolf, I have updated it a LOT more since I posted that demo, when I get the battle system fixed properly I will update it again with all the new and good stuff in it!

Many thanks

Rpgmaker

********
EXA
Rep:
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EDIT: Does it work now, rpgmaker?

END OF EDIT

And here is a little tute on how to use MEGAUPLOAD.COM.  :^^:

Open the page and wait for the timer to reach 0. Then you should see this:



Press the red marked X and you will see this:



Now press the red marked button and there ya go.  :^^:

EDIT: If even this doesn
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It still says the same thing:

????syntax error 670???

Is this my problem or with the script? Have you edited something that you havent told me about or something...

EDIT: Look I will post another demo.
EDIT2: http://www.megaupload.com/?d=8C185XKU

There it is, look what it says when I try to start up.

********
EXA
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Can you host it somewhere else? I exceeded my donwload limit... This is the disadvantage, when you connect over a main server. If somebody in the network is already downloading you can
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Nope still the same problem!

********
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What is your real name so i can put it into my game?

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EXA
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Boris Miki?

Put it in like this:

Boris Miki? alias Blizzard

:D
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Rep: +0/-0Level 89
This game sounds pretty good tell me when the demo is rweleased n all then i willg ive you a comment on it lol by the way when will you a release a nice little demo... And also how do yoyu do side battles I have never seemed to of found that out because I am dying to do side battles BUT I JUST CANT !!!!  :evil: lol anyways good luck with your game n all!
I WANT RGE OLD FORUMS BACK

Which character are you test by Naruto - Kun.com
Wondering Quest: World War 3%

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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Quote from: Deksumi
This game sounds pretty good tell me when the demo is rweleased n all then i willg ive you a comment on it lol by the way when will you a release a nice little demo... And also how do yoyu do side battles I have never seemed to of found that out because I am dying to do side battles BUT I JUST CANT !!!!  :evil: lol anyways good luck with your game n all!

Look in the script section. Somewhere on page 2 or 3 should be a script for side view battle system.
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Level 97
Definitely better than Hitler.
2014 Best IRC Chatterbox2014 Best Musician2013 King of RMRK2013 Best Musician2013 Best Use of Avatar and Signature Space2013 Funniest MemberFor the great victory in the Breakfast War.2012 Best Username2012 Best MusicianFor frequent good quality Wiki writing [citation needed]2011 Funniest Member2011 Best MusicianMost entertaining member on the IRC2010 Most Missed Member
Quote from: Nightwolf
PLz host it somewhere else then megaupload.nEED PREMIUM which need money n all


megaupload is free.  :whoa:

Post screenshot(s) please.
:tinysmile:

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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
The thing is you can
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Level 89
Guys I have finished the new demo! I will be uploading it very soon! Expect to train up a lot and to save a lot, its not an easy game!

EDIT: Here it is! BTW i still havent got a battler for Berith!

http://www.megaupload.com/?d=FT8DTBND


GOOD LUCK!

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Rep: +0/-0Level 89
Illuminator
Does your demo end in that burning room? Because it must be two options:
the games ends there or the event/exit trigger is not accessible lo find...

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Rep:
Level 89
Woah what a noob! Examine all the fires blocking the rooms!

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Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
When I played your old demo the first time, I
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Level 89
Yeah check the plantpot once again. I gotta fix that lol!

BTW idd you like the intro i mean with your thanks?

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Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You still didn
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Level 89
Are you still playing the demo?

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Rep: +0/-0Level 89
Illuminator
Quote
Woah what a noob! Examine all the fires blocking the rooms!


Gameplay shall be clear and user friendly. Don't expect that people will stick up too long in a game where they can't understand clearly the interaction system.
If you want to people figure out how to get off a puzzle situation, you shall give a subtle hint, otherwise, it just turns into a random unorganized gameplay system.

You call me noob, but maybe you are the one who has a lot to learn yet. To start at mapping... I agree with Blizzard, it is still way to poor.

And by the way, try to show some respect to those who downloaded and tested your stuff...

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Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
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Rep: +0/-0Level 88
Hey man! Great game! to be honest I liek it better than a lot of the stuff on this site! One thing though. Is it ok if I expand upon this? I noticed a few errors that I know how to fix. IDK I am probably going to make some sort of patch/ expansion pack for this so 1) The beds look right (that pisses me off when people dont do beds right) and 2)I am adding more commedic things to it, and making a cool house thingy.

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Rep:
Level 90
Just to let u guys know rpg maker has gone to stay with a friend of his for a week, and he is remaking his game on 2k3!
(I know because ossie vallier is me and I sorta help him over Msn)