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[MISSING] StormTronics CMS v4.4b - Nemesis Edition

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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
« Last Edit: May 17, 2007, 11:34:34 AM by Blizzard »
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**
Rep: +0/-0Level 88
Graphics Link
The page you are looking for is temporarily unavailable.
Please try again later.

Can you please upload another one?

-Keanu

********
EXA
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Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
OK buddy, there you go. *points to first post under "Demo"*
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**
Rep: +0/-0Level 88
Yay thanks :D

**
Rep: +0/-0Level 88
Hey, I should name myself teh problem finder.

I went into menu, then options. then went to change my skin. And basicly, I got this error?

What do I do?

Quote
      @options_window.current_skin = (@options_window.current_skin + 1) % 8


-Keanu
 

********
EXA
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Level 92
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What does the error do? How does the error message look like?
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**
Rep: +0/-0Level 88
Err.. Completly closes the test of the game. And the error message looks like a Windows one (In the box)

-Keanu

********
EXA
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Project of the Month winner for April 2007
Post the message text.
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***
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Level 89
oooo oooo I get to solve a problem

I got the same problem then I realized something

you need to import the stuff into the games resources and after that it works
oh and set window skin to one of blizzard's

also I dunno where we would be without blizzard

Edit: now I gotta go and make faces for all my characters
« Last Edit: September 22, 2006, 02:27:43 PM by thingy »
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

*
Rep: +0/-0Level 88
blizzard can you repost the link cause when i go to file save it says HTTP not alive, cheers.


***
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Level 89
just redownloaded it and it works fine for me...
use the StormTronics CMS v4.0b - Nemesis Edition link, you can get the script from its script editor and the graphics are in the folders that it comes with
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

********
EXA
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Project of the Month winner for April 2007
Savefile is a little bit unstabile the last days. It´s fine right now, try to download it again.
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Rep: +0/-0Level 88
hello again blizzard :),

i got a problem which i need the front for this script. and i dont know how to add and get this front plz repliy.

i know im a noob...

thanks

********
EXA
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Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Do you actually want to ADD a font or do you want to REPLACE one? Or do you need the font to install it in Windows?
« Last Edit: September 25, 2006, 11:25:04 AM by Blizzard »
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*
Rep: +0/-0Level 88
i need the front because i get this error which has to do with the front i dont have, like you said on your insturtion.

(Don´t forget to include the font files used by the game in your game folder)

********
EXA
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I´ll upload the font files for you later.
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*
I love Firerain
Rep:
Level 97
=D
i didnt say this but this

GREAT DAMN SCRIPT!
just tell me where to place it cuz. the data thing (the maker thing)wont open due to compatibilaty of version
« Last Edit: September 25, 2006, 01:58:42 PM by Nightwolf »
Arlen is hot.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Make a new project and raplace the Game.rxproj with the one from the new project. Most likely you will also need to Change RGSS102E.dll to RGSS100J.dll in the Game.ini. That´s it.
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*
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thank you blizzard, i will be waiting:).

(can u give me an estimate time when you will upload it?)

****
MONOCLE MAN
Rep:
Level 89
-::Gone::-
Omg...OMG OMG OMG OMG!!!!!!  :o THIS IS AWESOME!!! *uses for game*

*
Rep: +0/-0Level 88
can you upload it today? :) ;) :D ;D :( :o 8) ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ???


sorry if i made it sound like im pushing you..

*
Rep: +0/-0Level 88
never mind everybody i made it.

Code: [Select]
  #--------------------------------------------------------------------------
  # * Draws Shaded Text
  #--------------------------------------------------------------------------
  def shade_text(x,y,sx,sy,text,align=0)   
    skip = 2 #decrease to smoothen the shade transition   
    src_bitmap = Bitmap.new(sx,sy)
    src_bitmap.font = self.contents.font   
    h = (sy/skip)
    cs = 40
    for i in 0..h
      src_bitmap.font.color.red += src_bitmap.font.color.red==0 ? 0 : i<=(h/2) ? cs : -cs
      src_bitmap.font.color.green += src_bitmap.font.color.green==0 ? 0 : i<=(h/2) ? cs : -cs
      src_bitmap.font.color.blue += src_bitmap.font.color.blue==0 ? 0 : i<=(h/2) ? cs : -cs
      src_bitmap.draw_text(0, 0, sx, sy, text, align)
      src_rect = Rect.new(0,i*skip,sx,skip)
      self.contents.blt(x, y+i*skip, src_bitmap, src_rect)
      src_bitmap.clear
    end
  end

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Sorry, I wasn´t able to do it yesterday. You still need it or did you solve your problem?

EDIT: Here are the font files. Copy them into your WINDOWS\Fonts folder and confirm thew installation.

http://www.megaupload.com/?d=9QP25CDL
« Last Edit: September 26, 2006, 12:00:00 PM by Blizzard »
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*
Rep: +0/-0Level 88
i sloved the problem thanks,
 anyway can you tell me how come my music on rpg maker doesnt work only system ones work, i checked already that it works not with rpg maker but with window midia player, it was working yesterday..... it isnt because of the script, i know because i tried a game without a script.

plz answer
« Last Edit: September 26, 2006, 11:48:26 AM by dragondire »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
System BGMs override yours. You need to change the common event that changes the Battle BGM. I was asked a few times, why didn´t I put it into the script, but in a common event. 2 reasons:
1. A lot harder to make.
2. When you change during an event to a boss battle BGM, you just call the event and it automatically resets the BGM to the user´s most recent setting.
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*
Rep: +0/-0Level 88
can you tell me at more detial so i can change so i can hear sounds !!?:) cheers maeet

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Can you tell me, what exactly does not work? BGM, BGS, ME and/or SE? And when (Map, Battle, Menu etc.)? Does other music play instead or none at all?
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*
Rep: +0/-0Level 88
Mmm...Elephant Fresh
Blizzard, I just want you to know...that this Menu System rules. Dunno what would we would do without you. I've been looking round these forums for aaaaaaaages now and I've only just decided to join, but I've seen you do loads of great things. Keep up the good work  ;)

*
Rep: +0/-0Level 88
hello egain blizzard :),

well yay the bmg files, on rpg maker when you test sound it doesnt work... i turned on all of the things in volum control and it still doesnt work but whe ni use window media player it works, i tried it on my other pc and it worked on rpg maker also, the time it didnt play bgm( midi) files was when i just entered the script, im not blaming the script because i tried on another computer im just saying how did it turned off? (this computer did played bmg files before)

cheers!!!

by the way: your the best script writer in the world as i knw your cool!!!

edit:And also i found a bug ( well not quite a bug its like unknow to you so its not quite a bug) on soul range thing, i posted it here ause you maybe will not look at the form post again, well anyway here it is, i got a script which will not mix up with soul range, if mixed up it will not use the other script feature and you get turns everytime where the other oppment doesnt get any go. here's the script.
Code: [Select]
#==============================================================================
# ¦ New_Battle
#------------------------------------------------------------------------------
# Compiled By : MakirouAru
#==============================================================================
# ¥£¥ XRXS_BP 3. Ÿ—˜ŽžHP‰ñ•œ ver.1.01 ¥£¥
# by fukuyama, ÷‰ë Ý“y

# Battle_End_Recovery
#
# í“¬Œã‚̉ñ•œˆ—ƒ‚ƒWƒ…[ƒ‹
#
# Request: stay
# Script: fukuyama
# Test: ƒmƒRƒmŽq
#
# URL: http://www4.big.or.jp/~fukuyama/rgss/Battle_End_Recovery.txt
#

module Battle_End_Recovery

 module Scene_Battle_Module

   # ‰ñ•œ—¦•Ï”‚ÌID
   @@recovery_rate_variable_id = nil

   # ‰ñ•œ—¦‚̎擾
   def battle_end_recovery_rate
     if @@recovery_rate_variable_id.nil?
       @@recovery_rate_variable_id =
         $data_system.variables.index 'í“¬Œã‚̉ñ•œ—¦'
       if @@recovery_rate_variable_id.nil?
         @@recovery_rate_variable_id = false
       end
     end
     return 0 unless @@recovery_rate_variable_id
     return $game_variables[@@recovery_rate_variable_id]
   end

   # í“¬Œã‚̉ñ•œˆ—
   def battle_end_recovery

     # ‰ñ•œ—¦
     recovery_rate = battle_end_recovery_rate
     
     # ‰ñ•œ—¦•Ï”‚ª‚OˆÈŠO‚©‚ƒAƒNƒ^[‚ª¶‘¶‚µ‚Ä‚¢‚éê‡Aí“¬Œã‚̉ñ•œˆ—‚ðs‚¤
     if recovery_rate != 0 and not actor.dead?

       # ƒp[ƒeƒB‚̃AƒNƒ^[–ˆ‚Ƀ‹[ƒv
       $game_party.actors.each do |actor|

         # ‰ñ•œ—ÊŒvŽZ
         recovery_hp = (actor.maxhp / 100.0 * recovery_rate).truncate
         recovery_sp = (actor.maxsp / 100.0 * recovery_rate).truncate

         # ŽÀÛ‚ɉñ•œ
         actor.hp += recovery_hp
         actor.sp += recovery_sp

         # ƒAƒjƒ[ƒVƒ‡ƒ“Ý’è
         actor.damage = - recovery_hp
         actor.damage_pop = true

       end

       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðXV
       @status_window.refresh

     end
   end

 end # module Scene_Battle_Module
end # module Battle_End_Recovery

#------------------------------
# í“¬ƒV[ƒ“‚̍Ēè‹`
#------------------------------
class Scene_Battle

 # Scene_Battle—pƒ‚ƒWƒ…[ƒ‹‚ðƒCƒ“ƒNƒ‹[ƒh
 include Battle_End_Recovery::Scene_Battle_Module

 # Œ³‚̃tƒF[ƒY‚TŠJŽn‚É•Ê–¼‚ð‚‚¯‚é
 alias battle_end_recovery_original_start_phase5 start_phase5

 # ƒtƒF[ƒY‚TŠJŽn‚ðÄ’è‹`
 def start_phase5

   # í“¬Œã‚̉ñ•œˆ—‚ðŒÄ‚яo‚·
   battle_end_recovery

   # Œ³‚̃tƒF[ƒY‚TŠJŽn‚ðŒÄ‚яo‚·
   battle_end_recovery_original_start_phase5

 end
end

# Battle_End_Recovery
# ¥£¥ XRXS_BP10. LEVEL UP!ƒEƒBƒ“ƒhƒE ¥£¥
# by ÷‰ë Ý“y

$data_system_level_up_se = ""                       # ƒŒƒxƒ‹ƒAƒbƒvSEB""‚Å–³‚µB
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # ƒŒƒxƒ‹ƒAƒbƒvME

#==============================================================================
# ¡ Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ƒoƒgƒ‹I—¹ŽžAƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡‚ɃXƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================
class Window_LevelUpWindow < Window_Base
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
   super(0, 128, 160, 192)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.visible = false
   refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
 end
 #--------------------------------------------------------------------------
 # œ ƒŠƒtƒŒƒbƒVƒ…
 #--------------------------------------------------------------------------
 def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.font.name = "Arial"
   self.contents.font.size = 14
   self.contents.draw_text( 0,   0, 160, 24, "LEVEL UP!!")
   self.contents.font.size = 18
   self.contents.draw_text( 0,  28, 160, 24, $data_system.words.hp)
   self.contents.draw_text( 0,  50, 160, 24, $data_system.words.sp)
   self.contents.font.size = 14
   self.contents.draw_text( 0,  72,  80, 24, $data_system.words.str)
   self.contents.draw_text( 0,  94,  80, 24, $data_system.words.dex)
   self.contents.draw_text( 0, 116,  80, 24, $data_system.words.agi)
   self.contents.draw_text( 0, 138,  80, 24, $data_system.words.int)
   self.contents.draw_text(92,   0, 128, 24, "¨")
   self.contents.draw_text(76,  28, 128, 24, "=")
   self.contents.draw_text(76,  50, 128, 24, "=")
   self.contents.draw_text(76,  72, 128, 24, "=")
   self.contents.draw_text(76,  94, 128, 24, "=")
   self.contents.draw_text(76, 116, 128, 24, "=")
   self.contents.draw_text(76, 138, 128, 24, "=")
   self.contents.font.color = normal_color
   self.contents.draw_text( 0,   0,  88, 24, last_lv.to_s, 2)
   self.contents.draw_text( 0,  28,  72, 24, "+" + up_hp.to_s, 2)
   self.contents.draw_text( 0,  50,  72, 24, "+" + up_sp.to_s, 2)
   self.contents.draw_text( 0,  72,  72, 24, "+" + up_str.to_s, 2)
   self.contents.draw_text( 0,  94,  72, 24, "+" + up_dex.to_s, 2)
   self.contents.draw_text( 0, 116,  72, 24, "+" + up_agi.to_s, 2)
   self.contents.draw_text( 0, 138,  72, 24, "+" + up_int.to_s, 2)
   self.contents.font.size = 20
   self.contents.draw_text( 0,   0, 128, 24, actor.level.to_s, 2)
   self.contents.draw_text( 0,  26, 128, 24, actor.maxhp.to_s, 2)
   self.contents.draw_text( 0,  48, 128, 24, actor.maxsp.to_s, 2)
   self.contents.draw_text( 0,  70, 128, 24, actor.str.to_s, 2)
   self.contents.draw_text( 0,  92, 128, 24, actor.dex.to_s, 2)
   self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
   self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
 end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
   attr_accessor :level_up_flags             # LEVEL UP!•\Ž¦
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # œ ’ljÁEŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
 attr_accessor :exp_gain_ban             # EXPŽæ“¾ˆêŽž‹ÖŽ~
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 alias xrxs_bp10_initialize initialize
 def initialize
   @exp_gain_ban = false
   xrxs_bp10_initialize
 end
 #--------------------------------------------------------------------------
 # œ ƒXƒe[ƒg [EXP ‚ðŠl“¾‚Å‚«‚È‚¢] ”»’è
 #--------------------------------------------------------------------------
 alias xrxs_bp10_cant_get_exp? cant_get_exp?
 def cant_get_exp?
   if @exp_gain_ban == true
     return true
   else
     return xrxs_bp10_cant_get_exp?
   end
 end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
 #--------------------------------------------------------------------------
 # œ ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
 #--------------------------------------------------------------------------
 alias xrxs_bp10_start_phase5 start_phase5
 def start_phase5
   # EXP Šl“¾‹ÖŽ~
   for i in 0...$game_party.actors.size
     $game_party.actors[i].exp_gain_ban = true
   end
   xrxs_bp10_start_phase5
   # EXP Šl“¾‹ÖŽ~‚̉ðœ
   for i in 0...$game_party.actors.size
     $game_party.actors[i].exp_gain_ban = false
   end
   # EXP‚ð‰Šú‰»
   @exp_gained = 0
   for enemy in $game_troop.enemies
     # Šl“¾ EXP‚ð’ljÁ         # ƒGƒlƒ~[‚ª‰B‚êó‘Ô‚Å‚È‚¢ê‡
     @exp_gained += enemy.exp if not enemy.hidden
   end
   # Ý’è
   @phase5_step       = 0
   @exp_gain_actor    = -1
   # ƒŠƒUƒ‹ƒgƒEƒBƒ“ƒhƒE‚ð•\Ž¦
   @result_window.y -= 64
   @result_window.visible = true
   # ƒŒƒxƒ‹ƒAƒbƒv”»’è‚Ö
   phase5_next_levelup
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY)
 #--------------------------------------------------------------------------
 alias xrxs_bp10_update_phase5 update_phase5
 def update_phase5
   case @phase5_step
   when 1
     update_phase5_step1
   else
     xrxs_bp10_update_phase5
     # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚Ä‚¢‚éê‡‚Í‹­§ƒoƒgƒ‹I—¹
     battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
   end
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒY 1 : ƒŒƒxƒ‹ƒAƒbƒv)
 #--------------------------------------------------------------------------
 def update_phase5_step1
   # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::C)
     # ƒEƒBƒ“ƒhƒE‚ð•Â‚¶‚ÄŽŸ‚̃AƒNƒ^[‚Ö
     @levelup_window.visible = false if @levelup_window != nil
     @status_window.level_up_flags[@exp_gain_actor] = false
     phase5_next_levelup
   end
 end
 #--------------------------------------------------------------------------
 # œ ŽŸ‚̃AƒNƒ^[‚̃Œƒxƒ‹ƒAƒbƒv•\Ž¦‚Ö
 #--------------------------------------------------------------------------
 def phase5_next_levelup
   begin
     # ŽŸ‚̃AƒNƒ^[‚Ö
     @exp_gain_actor += 1
     # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
     if @exp_gain_actor >= $game_party.actors.size
       # ƒAƒtƒ^[ƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
       @phase5_step = 0
       return
     end
     actor = $game_party.actors[@exp_gain_actor]
     if actor.cant_get_exp? == false
       # Œ»Ý‚Ì”\—Í’l‚ð•ÛŽ
       last_level = actor.level
       last_maxhp = actor.maxhp
       last_maxsp = actor.maxsp
       last_str = actor.str
       last_dex = actor.dex
       last_agi = actor.agi
       last_int = actor.int
       # ŒoŒ±’lŽæ“¾‚ÌŒˆ’è“IuŠÔ(“ä
       actor.exp += @exp_gained
       # ”»’è
       if actor.level > last_level
         # ƒŒƒxƒ‹ƒAƒbƒv‚µ‚½ê‡
         @status_window.level_up(@exp_gain_actor)
         if $data_system_level_up_se != ""
           Audio.se_stop
           Audio.se_play($data_system_level_up_se)
         end
         if $data_system_level_up_me != ""
           Audio.me_stop
           Audio.me_play($data_system_level_up_me)
         end
         @levelup_window = Window_LevelUpWindow.new(actor, last_level,
           actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
           actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
         @levelup_window.x = 160 * @exp_gain_actor
         @levelup_window.visible = true
         @phase5_wait_count = 40
         @phase5_step       =  1
         # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
         @status_window.refresh
         return
       end
     end
   end until false
 end
end
# ¥£¥ XRXS_17. ƒXƒŠƒbƒvƒ_ƒ[ƒW–hŒä^Œø‰Ê—ʏڍ׉» ver.1.51 ¥£¥
# by ÷‰ë Ý“y, fukuyama

#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 #--------------------------------------------------------------------------
 # œ ƒXƒŠƒbƒvƒ_ƒ[ƒW‚ÌŒø‰Ê“K—p
 #--------------------------------------------------------------------------
 alias xrxs_bp7_slip_damage_effect slip_damage_effect
 def slip_damage_effect
   # ”’l‚̏‰Šú‰»
   slip_damage_percent = 0
   slip_damage_plus = 0
   # Œ»Ý•t‰Á‚³‚ê‚Ä‚¢‚éƒXƒe[ƒg‚Ì’†‚©‚çƒXƒŠƒbƒvƒ_ƒ[ƒW—L‚è‚̃‚ƒm‚ð’T‚·
   for i in @states
     if $data_states[i].slip_damage
       # ‚»‚̃Xƒe[ƒg‚ªŽ‚Á‚Ä‚¢‚éƒXƒŠƒbƒvƒ_ƒ[ƒW‚Ì
       # Lvƒvƒ‰ƒXƒXƒe[ƒg‚Ü‚½‚ÍLvƒ}ƒCƒiƒXƒXƒe[ƒg‚ð”»’èB
       for j in $data_states[i].plus_state_set
         if $data_states[j] != nil
           if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
             slip_damage_percent += $1.to_i
           elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
             slip_damage_plus += $1.to_i
           end
         end
       end
       for j in $data_states[i].minus_state_set
         if $data_states[j] != nil
           if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
             slip_damage_percent -= $1.to_i
           elsif $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
             slip_damage_plus -= $1.to_i
           end
         end
       end
     end
   end
   if slip_damage_percent == 0 and slip_damage_plus == 0
     xrxs_bp7_slip_damage_effect
   else
     # –h‹ï‚ªƒXƒŠƒbƒv–hŒä‚ª‚ ‚éê‡‚ð”»’è
     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
       armor = $data_armors[i]
       next if armor == nil
       for j in armor.guard_state_set
         if $data_states[j] != nil
           if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)(%|“)/
             if slip_damage_percent > 0
               slip_damage_percent = [slip_damage_percent - $1.to_i, 0].max
             end
           end
           if $data_states[j].name =~ /^ƒXƒŠƒbƒv([0-9]+)$/
             if slip_damage_percent > 0
               slip_damage_plus = [slip_damage_plus - $1.to_i, 0].max
             end
           end
         end
       end
     end
     # ƒ_ƒ[ƒW‚ðÝ’è
     self.damage = self.maxhp * slip_damage_percent / 100 + slip_damage_plus
     # •ªŽU
     if self.damage.abs > 0
       amp = [self.damage.abs * 15 / 100, 1].max
       self.damage += rand(amp+1) + rand(amp+1) - amp
     end
     # HP ‚©‚çƒ_ƒ[ƒW‚ðŒ¸ŽZ
     self.hp -= self.damage
     # ƒƒ\ƒbƒhI—¹
     return true
   end
 end
end
# ¥£¥ XRXS_BP 1. CP§“±“ü ver.15 ¥£¥
# by ÷‰ë Ý“y, ˜aŠó, Jack-R

#==============================================================================
# ¡ Scene_Battle_CP
#==============================================================================
class Scene_Battle_CP
 #--------------------------------------------------------------------------
 # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
 attr_accessor   :stop                   # CP‰ÁŽZƒXƒgƒbƒv
 #----------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‚̏‰Šú‰»
 #----------------------------------------------------------------------------
 def initialize
   @battlers = []
   @cancel = false
   @agi_total = 0
   # ”z—ñ @count_battlers ‚ð‰Šú‰»
   @count_battlers = []
   # ƒGƒlƒ~[‚ð”z—ñ @count_battlers ‚ɒljÁ
   for enemy in $game_troop.enemies
     @count_battlers.push(enemy)
   end
   # ƒAƒNƒ^[‚ð”z—ñ @count_battlers ‚ɒljÁ
   for actor in $game_party.actors
     @count_battlers.push(actor)
   end
   for battler in @count_battlers
     @agi_total += battler.agi
   end
   for battler in @count_battlers
     battler.cp = [[65535 * (rand(15) + 85) / 100 * battler.agi / @agi_total * 4, 0].max, 65535].min
   end
 end
 #----------------------------------------------------------------------------
 # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
 #----------------------------------------------------------------------------
 def start
   if @cp_thread != nil then
     return
   end
   @cancel = false
   @stop = false
   # ‚±‚±‚©‚çƒXƒŒƒbƒh
   @cp_thread = Thread.new do
     while @cancel != true
       if @stop != true
         self.update # XV
         sleep(0.05)
       end
     end
   end
   # ‚±‚±‚܂ŃXƒŒƒbƒh
 end
 #----------------------------------------------------------------------------
 # œ CPƒJƒEƒ“ƒgƒAƒbƒv
 #----------------------------------------------------------------------------
 def update
   if @count_battlers != nil then
     for battler in @count_battlers
       # s“®o—ˆ‚È‚¯‚ê‚Ζ³Ž‹
       if battler.dead? == true #or battler.movable? == false then
         battler.cp = 0
         next
       end
       # ‚±‚±‚Ì 1.3‚ð•Ï‚¦‚邱‚ƂŁ«ƒXƒs[ƒh‚ð•ÏX‰Â”\B‚½‚¾‚µ¬”“_‚ÍŽg—p‚·‚邱‚ƁB
       battler.cp = [[battler.cp + 1.3 * 4096 * battler.agi / @agi_total, 0].max, 65535].min
     end
   end
 end
 #----------------------------------------------------------------------------
 # œ CPƒJƒEƒ“ƒg‚ÌŠJŽn
 #----------------------------------------------------------------------------
 def stop
   @cancel = true
   if @cp_thread != nil then
     @cp_thread.join
     @cp_thread = nil
   end
 end
end
#==============================================================================
# ¡ Game_Battler
#==============================================================================
class Game_Battler
 attr_accessor :now_guarding             # Œ»Ý–hŒä’†ƒtƒ‰ƒO
 attr_accessor :cp                       # Œ»ÝCP
 attr_accessor :slip_state_update_ban    # ƒXƒŠƒbƒvEƒXƒe[ƒgŽ©“®ˆ—‚Ì‹ÖŽ~
 #--------------------------------------------------------------------------
 # œ ƒRƒ}ƒ“ƒh“ü—͉”\”»’è
 #--------------------------------------------------------------------------
 def inputable?
   return (not @hidden and restriction <= 1 and @cp >=65535)
 end
 #--------------------------------------------------------------------------
 # œ ƒXƒe[ƒg [ƒXƒŠƒbƒvƒ_ƒ[ƒW] ”»’è
 #--------------------------------------------------------------------------
 alias xrxs_bp1_slip_damage? slip_damage?
 def slip_damage?
   return false if @slip_state_update_ban
   return xrxs_bp1_slip_damage?
 end
 #--------------------------------------------------------------------------
 # œ ƒXƒe[ƒgŽ©‘R‰ðœ (ƒ^[ƒ“‚²‚ƂɌĂяo‚µ)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_remove_states_auto remove_states_auto
 def remove_states_auto
   return if @slip_state_update_ban
   xrxs_bp1_remove_states_auto
 end
end
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # œ ƒZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 alias xrxs_bp1_setup setup
 def setup(actor_id)
   xrxs_bp1_setup(actor_id)
   @hate = 100  # init-value is 100
   @cp = 0
   @now_guarding = false
   @slip_state_update_ban = false
 end
end
#==============================================================================
# ¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 alias xrxs_bp1_initialize initialize
 def initialize(troop_id, member_index)
   xrxs_bp1_initialize(troop_id, member_index)
   @hate = 100  # init-value is 100
   @cp = 0
   @now_guarding = false
   @slip_state_update_ban = false
 end
end
#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
 attr_accessor   :update_cp_only                   # CPƒ[ƒ^[‚݂̂̍XV
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 alias xrxs_bp1_initialize initialize
 def initialize
   @update_cp_only = false
   xrxs_bp1_initialize
 end
 #--------------------------------------------------------------------------
 # œ ƒŠƒtƒŒƒbƒVƒ…
 #--------------------------------------------------------------------------
 alias xrxs_bp1_refresh refresh
 def refresh
   if @update_cp_only == false
     xrxs_bp1_refresh
   end
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_x = i * 160 + 4
     draw_actor_cp_meter(actor, actor_x, 96, 120, 0)
   end
 end
 #--------------------------------------------------------------------------
 # œ CPƒ[ƒ^[ ‚Ì•`‰æ
 #--------------------------------------------------------------------------
 def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
   self.contents.font.color = system_color
   self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255))
   if actor.cp == nil
     actor.cp = 0
   end
   w = width * [actor.cp,65535].min / 65535
   self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255))
   self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255))
   self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255))
   self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255))
 end
end
#==============================================================================
# ¡ Scene_Battle
#==============================================================================
class Scene_Battle
 # ‚±‚±‚ÉŒø‰Ê‰¹‚ðÝ’è‚·‚é‚ƁAƒAƒNƒ^[ƒRƒ}ƒ“ƒh‚ªƒ|ƒbƒv‚µ‚½‚Æ‚«‚ÉŒø‰Ê‰¹‚ðÄ¶
 $data_system_command_up_se = ""
 #--------------------------------------------------------------------------
 # œ ƒoƒgƒ‹I—¹
 #     result : Œ‹‰Ê (0:Ÿ—˜ 1:”s–k 2:“¦‘–)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_battle_end battle_end
 def battle_end(result)
   # CPƒJƒEƒ“ƒg’âŽ~
   @cp_thread.stop
   xrxs_bp1_battle_end(result)
 end
 #--------------------------------------------------------------------------
 # œ ƒvƒŒƒoƒgƒ‹ƒtƒF[ƒYŠJŽn
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase1 start_phase1
 def start_phase1
   @agi_total = 0
   @cp_thread = Scene_Battle_CP.new
   # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðÄì¬
   s1 = $data_system.words.attack
   s2 = $data_system.words.skill
   s3 = $data_system.words.guard
   s4 = $data_system.words.item
   @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Run"])
   @actor_command_window.y = 128
   @actor_command_window.back_opacity = 160
   @actor_command_window.active = false
   @actor_command_window.visible = false
   @actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
   xrxs_bp1_start_phase1
 end
 #--------------------------------------------------------------------------
 # œ ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase2 start_phase2
 def start_phase2
   xrxs_bp1_start_phase2
   @party_command_window.active = false
   @party_command_window.visible = false
   # ŽŸ‚Ö
   start_phase3
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒtƒF[ƒY)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase2 update_phase2
 def update_phase2
   # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::C)
     # ƒp[ƒeƒBƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
     case @party_command_window.index
     when 0  # í‚¤
       # Œˆ’è SE ‚ð‰‰‘t
       $game_system.se_play($data_system.decision_se)
       @cp_thread.start
       # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒYŠJŽn
       start_phase3
     end
     return
   end
   xrxs_bp1_update_phase2
 end
 #--------------------------------------------------------------------------
 # œ ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
 #--------------------------------------------------------------------------
 def phase3_next_actor
   # ƒ‹[ƒv
   begin
     # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
     if @active_battler != nil
       @active_battler.blink = false
     end
     # ÅŒã‚̃AƒNƒ^[‚̏ꍇ
     if @actor_index == $game_party.actors.size-1
       # ƒƒCƒ“ƒtƒF[ƒYŠJŽn
       @cp_thread.start
       start_phase4
       return
     end
     # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ði‚ß‚é
     @actor_index += 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     if @active_battler.inputable? == false
       @active_battler.current_action.kind = -1
     end
     # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
   end until @active_battler.inputable?
   @cp_thread.stop
   # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
   @active_battler.now_guarding = false
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # œ ‘O‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
 #--------------------------------------------------------------------------
 def phase3_prior_actor
   # ƒ‹[ƒv
   begin
     # ƒAƒNƒ^[‚Ì–¾–ŃGƒtƒFƒNƒg OFF
     if @active_battler != nil
       @active_battler.blink = false
     end
     # Å‰‚̃AƒNƒ^[‚̏ꍇ
     if @actor_index == 0
       # Å‰‚Ö–ß‚é
       start_phase3
       return
     end
     # ƒAƒNƒ^[‚̃Cƒ“ƒfƒbƒNƒX‚ð–ß‚·
     @actor_index -= 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     # ƒAƒNƒ^[‚ªƒRƒ}ƒ“ƒh“ü—Í‚ðŽó‚¯•t‚¯‚È‚¢ó‘Ô‚È‚ç‚à‚¤ˆê“x
   end until @active_battler.inputable?
   @cp_thread.stop
   # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒZƒbƒgƒAƒbƒv
   @active_battler.now_guarding = false
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃ZƒbƒgƒAƒbƒv
 #--------------------------------------------------------------------------
 alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
 def phase3_setup_command_window
   # Œø‰Ê‰¹‚̍ж
   Audio.se_play($data_system_command_up_se) if $data_system_command_up_se != ""
   # –ß‚·
   xrxs_bp1_phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒtƒF[ƒY : Šî–{ƒRƒ}ƒ“ƒh)
 #--------------------------------------------------------------------------
 alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
 def update_phase3_basic_command
   # C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
   if Input.trigger?(Input::C)
     # ƒAƒNƒ^[ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
     case @actor_command_window.index
     when 4  # “¦‚°‚é
       if $game_temp.battle_can_escape
         # Œˆ’è SE ‚ð‰‰‘t
         $game_system.se_play($data_system.decision_se)
         # ƒAƒNƒVƒ‡ƒ“‚ðÝ’è
         @active_battler.current_action.kind = 0
         @active_battler.current_action.basic = 4
         # ŽŸ‚̃AƒNƒ^[‚̃Rƒ}ƒ“ƒh“ü—Í‚Ö
         phase3_next_actor
       else
         # ƒuƒU[ SE ‚ð‰‰‘t
         $game_system.se_play($data_system.buzzer_se)
       end
       return
     end
   end
   xrxs_bsp1_update_phase3_basic_command
 end
 #--------------------------------------------------------------------------
 # œ ƒƒCƒ“ƒtƒF[ƒYŠJŽn
 #--------------------------------------------------------------------------
 alias xrxs_bp1_start_phase4 start_phase4
 def start_phase4
   xrxs_bp1_start_phase4
   # ƒGƒlƒ~[ƒAƒNƒVƒ‡ƒ“ì¬
   for enemy in $game_troop.enemies
     if enemy.cp < 65535
       enemy.current_action.clear
       enemy.current_action.kind = -1 # ƒ^[ƒ“”ò‚΂µB
       next
     end
     enemy.make_action
   end
   # s“®‡˜ì¬
   make_action_orders
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 1 : ƒAƒNƒVƒ‡ƒ“€”õ)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step1 update_phase4_step1
 def update_phase4_step1
   # ‰Šú‰»
   @phase4_act_continuation = 0
   # Ÿ”s”»’è
   if judge
     @cp_thread.stop
     # Ÿ—˜‚Ü‚½‚Í”s–k‚̏ꍇ : ƒƒ\ƒbƒhI—¹
     return
   end
   # –¢s“®ƒoƒgƒ‰[”z—ñ‚̐擪‚©‚çŽæ“¾
   @active_battler = @action_battlers[0]
   # ƒXƒe[ƒ^ƒXXV‚ðCP‚¾‚¯‚ÉŒÀ’èB
   @status_window.update_cp_only = true
   # ƒXƒe[ƒgXV‚ð‹ÖŽ~B
   @active_battler.slip_state_update_ban = true if @active_battler != nil
   # –ß‚·
   xrxs_bp1_update_phase4_step1
   # ‹ÖŽ~‚ð‰ðœ
   @status_window.update_cp_only = false
   @active_battler.slip_state_update_ban = false if @active_battler != nil
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 2 : ƒAƒNƒVƒ‡ƒ“ŠJŽn)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step2 update_phase4_step2
 def update_phase4_step2
   # ‹­§ƒAƒNƒVƒ‡ƒ“‚Å‚È‚¯‚ê‚Î
   unless @active_battler.current_action.forcing
     # CP‚ª‘«‚è‚Ä‚¢‚È‚¢ê‡
     if @phase4_act_continuation == 0 and @active_battler.cp < 65535
       @phase4_step = 6
       return
     end
     # §–ñ‚ª [“G‚ð’ʏíUŒ‚‚·‚é] ‚© [–¡•û‚ð’ʏíUŒ‚‚·‚é] ‚̏ꍇ
     if @active_battler.restriction == 2 or @active_battler.restriction == 3
       # ƒAƒNƒVƒ‡ƒ“‚ɍUŒ‚‚ðÝ’è
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 0
     end
     # §–ñ‚ª [s“®‚Å‚«‚È‚¢] ‚̏ꍇ
     if @active_battler.restriction == 4
       # ƒAƒNƒVƒ‡ƒ“‹­§‘Ώۂ̃oƒgƒ‰[‚ðƒNƒŠƒA
       $game_temp.forcing_battler = nil
       if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
         # ƒXƒe[ƒgŽ©‘R‰ðœ
         @active_battler.remove_states_auto
         # CPÁ”ï
         @active_battler.cp = [(@active_battler.cp - 65535),0].max
         # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒŠƒtƒŒƒbƒVƒ…
         @status_window.refresh
       end
       # ƒXƒeƒbƒv 1 ‚Ɉڍs
       @phase4_step = 1
       return
     end
   end
   # ƒAƒNƒVƒ‡ƒ“‚ÌŽí•Ê‚Å•ªŠò
   case @active_battler.current_action.kind
   when 0
     # UŒ‚¥–hŒäE“¦‚°‚éE‰½‚à‚µ‚È‚¢Žž‚Ì‹¤’ʏÁ”ïCP
     @active_battler.cp -=     0 if @phase4_act_continuation == 0
   when 1
     # ƒXƒLƒ‹Žg—pŽž‚̏Á”ïCP
     @active_battler.cp -= 65535 if @phase4_act_continuation == 0
   when 2
     # ƒAƒCƒeƒ€Žg—pŽž‚̏Á”ïCP
     @active_battler.cp -= 65535 if @phase4_act_continuation == 0
   when -1
     # CP‚ª—­‚Ü‚Á‚Ä‚¢‚È‚¢
     @phase4_step = 6
     return
   end
   # CP‰ÁŽZ‚ðˆêŽž’âŽ~‚·‚é
   @cp_thread.stop = true
   # ƒXƒe[ƒgŽ©‘R‰ðœ
   @active_battler.remove_states_auto
   xrxs_bp1_update_phase4_step2
 end
 #--------------------------------------------------------------------------
 # œ Šî–{ƒAƒNƒVƒ‡ƒ“ Œ‹‰Êì¬
 #--------------------------------------------------------------------------
 alias xrxs_bp1_make_basic_action_result make_basic_action_result
 def make_basic_action_result
   # UŒ‚‚̏ꍇ
   if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # UŒ‚Žž‚ÌCPÁ”ï
   end
   # –hŒä‚̏ꍇ
   if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
     @active_battler.cp -= 32767 # –hŒäŽž‚ÌCPÁ”ï
   end
   # “G‚Ì“¦‚°‚é‚̏ꍇ
   if @active_battler.is_a?(Game_Enemy) and
      @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
   end
   # ‰½‚à‚µ‚È‚¢‚̏ꍇ
   if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
     @active_battler.cp -= 32767 # ‰½‚à‚µ‚È‚¢Žž‚ÌCPÁ”ï
   end
   # “¦‚°‚é‚̏ꍇ
   if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
     @active_battler.cp -= 65535 # “¦‘–Žž‚ÌCPÁ”ï
     # “¦‘–‰Â”\‚Å‚Í‚È‚¢ê‡
     if $game_temp.battle_can_escape == false
       # ƒuƒU[ SE ‚ð‰‰‘t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Œˆ’è SE ‚ð‰‰‘t
     $game_system.se_play($data_system.decision_se)
     # “¦‘–ˆ—
     update_phase2_escape
     return
   end
   xrxs_bp1_make_basic_action_result
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 5 : ƒ_ƒ[ƒW•\Ž¦)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step5 update_phase4_step5
 def update_phase4_step5
   # ƒXƒŠƒbƒvƒ_ƒ[ƒW
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   xrxs_bp1_update_phase4_step5
 end
 #--------------------------------------------------------------------------
 # œ ƒtƒŒ[ƒ€XV (ƒƒCƒ“ƒtƒF[ƒY ƒXƒeƒbƒv 6 : ƒŠƒtƒŒƒbƒVƒ…)
 #--------------------------------------------------------------------------
 alias xrxs_bp1_update_phase4_step6 update_phase4_step6
 def update_phase4_step6
   # CP‰ÁŽZ‚ðÄŠJ‚·‚é
   @cp_thread.stop = false
   # ƒwƒ‹ƒvƒEƒBƒ“ƒhƒE‚ð‰B‚·
   @help_window.visible = false
   xrxs_bp1_update_phase4_step6
 end
end
# ¥£¥ XRXS_BP 7. ƒoƒgƒ‹ƒXƒe[ƒ^ƒXEƒNƒŠƒAƒfƒUƒCƒ“ ver.1.02 ¥£¥
# by ÷‰ë Ý“y, TOMY

#==============================================================================
# ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
 #--------------------------------------------------------------------------
 attr_accessor   :update_cp_only                   # CPƒ[ƒ^[‚݂̂̍XV
 #--------------------------------------------------------------------------
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
 #--------------------------------------------------------------------------
 alias xrxs_bp7_initialize initialize
 def initialize
   xrxs_bp7_initialize
   # «Full-View‚̏ꍇ‚͉º“ñs‚Ì # ‚ðÁ‚µ‚Ä‚­‚¾‚³‚¢B
   #self.opacity = 0
   #self.back_opacity = 0
 end
 #--------------------------------------------------------------------------
 # œ ƒŠƒtƒŒƒbƒVƒ…
 #--------------------------------------------------------------------------
 alias xrxs_bp7_refresh refresh
 def refresh
   if @update_cp_only
     xrxs_bp7_refresh
     return
   end
   # •`ŽÊ‚ð‹ÖŽ~‚µ‚È‚ª‚ç–ß‚·
   @draw_ban = true
   xrxs_bp7_refresh
   # •`ŽÊ‚Ì‹ÖŽ~‚ð‰ðœ
   @draw_ban = false
   # •`ŽÊ‚ðŠJŽn
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_x = i * 160 + 21
     # •àsƒLƒƒƒ‰ƒOƒ‰ƒtƒBƒbƒN‚Ì•`ŽÊ
     draw_actor_graphic(actor, actor_x - 9, 116)
     # HP/SPƒ[ƒ^[‚Ì•`ŽÊ
     draw_actor_hp_meter_line(actor, actor_x,  72, 96, 12)
     draw_actor_sp_meter_line(actor, actor_x, 104, 96, 12)
     # HP”’l‚Ì•`ŽÊ
     self.contents.font.size = 24            # HP/SP”’l‚Ì•¶Žš‚Ì‘å‚«‚³
     self.contents.font.color = actor.hp == 0 ? knockout_color :
       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
     draw_shadow_text(actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
     # SP”’l‚Ì•`ŽÊ
     self.contents.font.color = actor.sp == 0 ? knockout_color :
       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
     draw_shadow_text(actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
     # —pŒêuHPv‚Æ—pŒêuSPv‚Ì•`ŽÊ
     self.contents.font.size = 12            # —pŒêuHP/SPv‚Ì•¶Žš‚Ì‘å‚«‚³
     self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚̐F
     draw_shadow_text(actor_x, 60, 96, 12, $data_system.words.hp)
     draw_shadow_text(actor_x, 92, 96, 12, $data_system.words.sp)
     
     draw_actor_state(actor, actor_x, 100)
   end
 end
end
#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
 #--------------------------------------------------------------------------
 # œ HPƒ[ƒ^[ ‚Ì•`‰æ
 #--------------------------------------------------------------------------
 def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
   w = width * actor.hp / actor.maxhp
   hp_color_1 = Color.new(255,   0,   0, 192)
   hp_color_2 = Color.new(255, 255,   0, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 end
 #--------------------------------------------------------------------------
 # œ SPƒ[ƒ^[ ‚Ì•`‰æ
 #--------------------------------------------------------------------------
 def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
   w = width * actor.sp / actor.maxsp
   hp_color_1 = Color.new(  0,   0, 255, 192)
   hp_color_2 = Color.new(  0, 255, 255, 192)
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
   x -= 1
   y += (height/4).floor
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
   x -= 1
   y += (height/4).ceil
   self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
   draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
 end
 #--------------------------------------------------------------------------
 # œ –¼‘O‚Ì•`‰æ
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_name draw_actor_name
 def draw_actor_name(actor, x, y)
   xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # œ ƒXƒe[ƒg‚Ì•`‰æ
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_state draw_actor_state
 def draw_actor_state(actor, x, y, width = 120)
   xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # œ HP ‚Ì•`‰æ
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_hp draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144)
   xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
 end
 #--------------------------------------------------------------------------
 # œ SP ‚Ì•`‰æ
 #--------------------------------------------------------------------------
 alias xrxs_bp7_draw_actor_sp draw_actor_sp
 def draw_actor_sp(actor, x, y, width = 144)
   xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
 end
end
#==============================================================================
# ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
#==============================================================================
class Window_Base
 #--------------------------------------------------------------------------
 # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y
 #--------------------------------------------------------------------------
 def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
   # •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚ß‚É’¼ŠpŽž‚Ì’·‚³B
   distance = (start_x - end_x).abs + (start_y - end_y).abs
   # •`ŽÊŠJŽn
   if end_color == start_color
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       self.contents.fill_rect(x, y, width, width, start_color)
     end
   else
     for i in 1..distance
       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
       r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance
       g = start_color.green * (distance-i)/distance + end_color.green * i/distance
       b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
       a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
       self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
     end
   end
 end

 #--------------------------------------------------------------------------
 # œ ‰e•¶Žš•`‰æ by TOMY
 #--------------------------------------------------------------------------
 def draw_shadow_text(x, y, width, height, string, align = 0)
   # Œ³‚̐F‚ð•Û‘¶‚µ‚Ä‚¨‚­
   color = self.contents.font.color.dup
   # •Žš‚ʼne•`‰æ
   self.contents.font.color = Color.new(0, 0, 0)
   self.contents.draw_text(x + 2, y + 2, width, height, string, align)
   # Œ³‚̐F‚É–ß‚µ‚Ä•`‰æ
   self.contents.font.color = color
   self.contents.draw_text(x, y, width, height, string, align)
 end
end
« Last Edit: September 28, 2006, 10:51:13 AM by dragondire »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You need somebody to merge my SRS into your battle system. I´m not as active here as I used to be, so my time is even shorter than earlier.
« Last Edit: October 13, 2006, 02:08:32 PM by Blizzard »
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***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Hey Blizard I got a problem with the scirpt somthing about File Graphics/Icons/Cms/Windowskin
Not Found. Then it closes the game.
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

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you didn't put the windowskins into the windowskin folder
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You are using a different skin, right? You need to make the "Original" skin as default skin in your Database.
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Thanks that helped.
Also one more problem. I need lancer04 gunner01 devil03 hunter03 and a pirate characters for the menu you know where to get them?
« Last Edit: October 15, 2006, 11:01:21 PM by tdogg427 »
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

***
Rep:
Level 89
you mean the faces?
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

**
Rep:
Level 88
Where's the head of a chocolate coronet? :O
I think so. If you want their faces right when you open the menu, just get the battler pic of those people and cut out a picture of their face or something. Then you put that inside the Faces Folder and name it the same name as those Characters thing. That's what I did with my characters.

***
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Yeah the faces
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I think so. If you want their faces right when you open the menu, just get the battler pic of those people and cut out a picture of their face or something. Then you put that inside the Faces Folder and name it the same name as those Characters thing. That's what I did with my characters.

Just like he said, tdogg.
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oh and use a program to remove the background
Zypher, Veltonvelton, and Dalton are secretly having a homosexual affair in hidden messages just like this one
research shows Fu is also involved, but not in a gross and creepy way

**
Rep:
Level 88
Where's the head of a chocolate coronet? :O
oh and use a program to remove the background
I use photoshop to make it transparent. :D

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
*updates code and first post*
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I love Firerain
Rep:
Level 97
=D
urm

File Graphics/ Pictures/ Menu/ Menu_Back not found or something

?_?
Arlen is hot.

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Rep: +0/-0Level 88
Think it would be possible to make this script able to hold more than 4 party members..? I'd love to use this menu, but I can't since it only allows for 4 party members.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I would do it myself, but due to shortage of time I can't. Sorry. :-\
Have you asked somebody on www.hbgames.org/forums ? They have many scripters there, maybe somebody might be able to help you.
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I love Firerain
Rep:
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=D
Arlen is hot.

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I AM THAT IS.
Problem, Blizzard! When i try to run the menu, i get this undefined 'fontname.' i really getting fed up because i always try scripts on a partice game and it always works. But when i stick it in my game, i getting font issues. What the hell is going on?
« Last Edit: October 27, 2006, 09:44:02 PM by oneray »

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Rep:
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Project of the Month winner for April 2007
Hm, this is strange. I guess I'll have to fix that directly. Upload your Scripts.rxdata on www.savefile.com (it's in your Data folder) and post a link. I will fix it and upload it again, so you just have to paste it into your game and it will work. BTW, you have the legal version or one of the nor so legal version of RMXP?
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I AM THAT IS.
Here you go: http://www.savefile.com/files/201968
I know I downloaded the program from this site.

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Hey Blizz. I can't fix this! White outline thingy. I don't have any photo shops lol. I'm 13 and don't get an allownce so I gotta beg my parents for just to do one thing.
« Last Edit: November 12, 2006, 08:33:55 PM by tdogg427 »
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
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Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Answered in the PM already. :)
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Answered in the PM already. :)
Sorry Blizz I am an idiot  but uhhh I dont see remove back round... I don't even see the folder I need to put it in.
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
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Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
How about me?

I took a look at it, are you sure this is the correct Scripts.rxdata? There is no ST CMS in that file.
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I AM THAT IS.
I am sure it is in there. I not can you please add it in. Thanks.

****
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Level 89
I is my hero!
When I try to change the battle bmg it freezes and i can hear the sound but my menu actions do not show up on the screen when i exit the menu by pressing "x" it teleports me to another map

***
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14th birthday in a month {april 4th !!!!!!!}
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
When I try to change the battle bmg it freezes and i can hear the sound but my menu actions do not show up on the screen when i exit the menu by pressing "x" it teleports me to another map


Do the same like oneray. Just upload the Scripts.rxdata and I will take a look at it.
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Level 89
I is my hero!
When I try to change the battle bmg it freezes and i can hear the sound but my menu actions do not show up on the screen when i exit the menu by pressing "x" it teleports me to another map


Do the same like oneray. Just upload the Scripts.rxdata and I will take a look at it.

nvm i fixed it

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Hey blizz uhh I don't see a remove backround in my resource manager.
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You need to delete it directly from the Graphics/Batllebacks folder located in your game folder. Then re-import it.

@Oneray: The logo script in your main script is causing the problem. Just remove it and use a better script like my Picture Movie Scene.
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I AM THAT IS.
Blizzard, can you please fix my script and add the menu and battle sequence( the on in Chaos). I am really bad at scripts so can you do it for me please.

****
Rep:
Level 89
I is my hero!
Is there a way so that the battle cam option would let me switch between the default view and the Advanced side-view battle system in the script database
« Last Edit: November 17, 2006, 02:33:07 AM by bulls84 »

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Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
It's a different script. That script doesn't have a configurableable option to disable it during the game as far as I know. It needs some scripting first.

@Oneray: Ok, no problem. But you will have to wait until monday, I'm gone during the weekend.
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You need to delete it directly from the Graphics/Batllebacks folder located in your game folder. Then re-import it.
Wha? I'm dumb im sorry blizz but delete what how!
« Last Edit: November 19, 2006, 06:55:03 PM by tdogg427 »
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Ok, step by step.

1) open your game folder
2) open Graphics
3) open Characters
4) find the character spriteset files that are causing the problem
5) move them into any other folder
6) run RMXP and open your project
7) left from the testplay button in the toolbar at the top of the window (on the right half of the screen) is something called resource manager, open it
8) click Import
9) browse for the character spritesets your just moved out of the Characters folder
10) click on them and open them that way
11) click on "Transparent color" and choose the visible background of the file
12) click OK and you are done

@oneray: Here you go. I put a Readme file in there, so you know what to do. Just download the attachment of this post.


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*****
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Rep:
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I like this..... would there be a way to replace the background with a picture instead of a window skin?

~Winged



********
EXA
Rep:
Level 92
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Project of the Month winner for April 2007
*points to the Metal Plate Edition*
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Rep:
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I've updated the code to v4.13b.
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Ok, step by step.

1) open your game folder
2) open Graphics
3) open Characters
4) find the character spriteset files that are causing the problem
5) move them into any other folder
6) run RMXP and open your project
7) left from the testplay button in the toolbar at the top of the window (on the right half of the screen) is something called resource manager, open it
8) click Import
9) browse for the character spritesets your just moved out of the Characters folder
10) click on them and open them that way
11) click on "Transparent color" and choose the visible background of the file
12) click OK and you are done

@oneray: Here you go. I put a Readme file in there, so you know what to do. Just download the attachment of this post.



Thanks so much Blizzard it worls now!
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Lol. Now one more problem... How do I get my quest items under the quest items menu section?
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
I still need to know how to get the quest items there but, how do i make the Battle BGM change? I went in through the RGSS editor but still don't know how.
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
There is a common event that you need for the Battle BGM changer. Just download the demo and copy paste it from the demo. To separate the items and quest items, just include the IDs of the quest items in the $quest_items array in the configuration.
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Okay you made that sound esay thanks!
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Lol it won't let me open the game. The cmmon evnt in mine doesnt work. I
copied and pasted just like u sai.
« Last Edit: December 17, 2006, 07:03:23 PM by tdogg427 »
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You also need to set up in the script so it knows which common event needs to be activated. I can't remember exactly, but I think it was COMMON_EVENT_ID = 1 or something similar. It's just under the instructions.
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2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Biggest Forum Couch Potato2010 Most Successful Troll2010 Best IRC Chatterbox
When is the script going to be avalible for public use? (if it already is then I need to look at stuff more)

********
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Rep:
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It wouldn't be public if I hadn't posted it. Just download the script from the attachment from the first post. The first file is the demo, the second one is a .txt file with the script.
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Well...I'm having a slight problem. The character faces all have white squares around them. How do I get rid of these annying things?


here's the screeny:


****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
you have to make the background on them transparent/translucent. You can do this with photoshop or a similar program.

**
Rep:
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I Kill, Therfor I Am.
yah i finally got this script working and now the saves dont load properly

i think something that was changed in script causes issues issues with my bank script

i get this error when i try and load the game
??Banking System'? 807 ??? EOEFrror ???????
end of file reached

i don't know anything about this scripting language so i was hoping i could get some help


BANK SCRIPT
Code: [Select]
#==============================================================================
# Banking System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (12.03.05)
#   Last Updated: 12.03.05
#==============================================================================


# add
#Font.default_name = "Tahoma"
#to the main script



#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Command: New Game
  #--------------------------------------------------------------------------
  alias bank_command_new_game command_new_game
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    $game_bank = Game_BankSystem.new
    bank_command_new_game
  end
end

#==============================================================================
# ** Window_RefreshCommand
#==============================================================================
class Window_RefreshCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(commands = @commands)
    @commands = commands
    @item_max = commands.size
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.draw_text(0, 32 * index, self.contents.width - 8, 32, @commands[index], 1)
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Undisable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, normal_color)
  end
end

#==============================================================================
# ** Game_BankSystem
#==============================================================================
class Game_BankSystem
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :account_balance
  attr_accessor :interest_rate
  attr_accessor :saving_bonds
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @account_balance = 0
    @interest_rate = 10
    @saving_bonds = []
    @last_interest_time = 0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Updates Deposited Amount
    interest_time = (Graphics.frame_count / Graphics.frame_rate - @last_interest_time) / 3600.0
    interest_amt = (@account_balance * @interest_rate / 100.0 * interest_time).to_i
    if interest_amt > 0
      @last_interest_time = Graphics.frame_count / Graphics.frame_rate
      @account_balance += interest_amt
      # Refreshes Data Windows
      $scene.refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Deposit
  #--------------------------------------------------------------------------
  def deposit(amount)
    $game_party.lose_gold(amount)
    @account_balance += amount
  end
  #--------------------------------------------------------------------------
  # * Withdraw
  #--------------------------------------------------------------------------
  def withdraw(amount)
    @account_balance -= amount
    $game_party.gain_gold(amount)
  end
  #--------------------------------------------------------------------------
  # * Add Savings Bond
  #--------------------------------------------------------------------------
  def add_bond(bond)
    @saving_bonds.push(bond)
    @saving_bonds.sort! {|a, b| a.name <=> b.name}
  end
end

#==============================================================================
# ** Savings_Bond
#==============================================================================
class Savings_Bond
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :name
  attr_accessor :cost
  attr_accessor :interest_rate
  attr_accessor :length
  attr_accessor :time_bought
  attr_accessor :time_finished
  attr_accessor :mature_value
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name           : Savings Bond Name
  #     cost             : Savings Bond Cost
  #     interest_rate : Savings Bond Interest Rate (In Percent)
  #     length          : Length of Hours until Mature
  #--------------------------------------------------------------------------
  def initialize(name, cost, interest_rate, length)
    @name = name
    @cost = cost
    @interest_rate = interest_rate
    @length = length
    @mature_value = (@cost * (1+ @interest_rate / 100.0)).to_i
  end
  #--------------------------------------------------------------------------
  # * Set Times
  #--------------------------------------------------------------------------
  def set_times
    @time_bought = Graphics.frame_count / Graphics.frame_rate
    @time_finished = @time_bought + @length * 3600
  end
  #--------------------------------------------------------------------------
  # * Make Time to HH:MM:SS
  #--------------------------------------------------------------------------
  def return_time(time)
    hours      = time / 60 / 60
    minutes   = time / 60 % 60
    seconds   = time % 60
    return sprintf("%02d:%02d:%02d", hours, minutes, seconds)
  end
end

#==============================================================================
# ** Window_BankNumber
#==============================================================================
class Window_BankNumber < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(640, 272, 240, 192)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     money  : Gold being...
  #     type      : Deposit or Withdraw
  #--------------------------------------------------------------------------
  def refresh(money, type)
    contents.clear
    # Deposit or Withdraw
    contents.font.color = system_color
    contents.draw_text(0, 0, contents.width, 24, "Amount to #{type}", 1)
    if type == "Deposit"
      # Draws Game Party Gold
      contents.draw_text(4, 48, contents.width, 24, "Current #{$data_system.words.gold}:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, $game_party.gold.to_s, 2)
    else
      # Draws Account Balance
      contents.draw_text(4, 48, contents.width, 24, "Account Balance:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, $game_bank.account_balance.to_s, 2)
    end
    # Draws Money Being Deposited or Withdrawn
    contents.font.color = system_color
    contents.draw_text(4, 72, contents.width, 24, "#{type} Amount:")
    contents.font.color = normal_color
    contents.draw_text(-4, 72, contents.width, 24, "- #{money}", 2)
    # Draws Line
    line = ""
    while contents.text_size(line).width < contents.width
      line += "-"
    end
    contents.draw_text(0, 96, contents.width, 24, line, 2)
    # Draws Game Party Gold Amont
    contents.font.color = system_color
    contents.draw_text(4, 112, contents.width, 32, "#{$data_system.words.gold} After:")
    amount = $game_party.gold
    amount += type == "Deposit" ? -money : money
    contents.font.color = normal_color
    contents.draw_text(-4, 112, contents.width, 32, amount.to_s, 2)
    # Draws Deposit Amont
    amount = $game_bank.account_balance
    amount += type == "Deposit" ? money : -money
    contents.font.color = system_color
    contents.draw_text(4, 136, contents.width, 32, "Balance After:")
    contents.font.color = normal_color
    contents.draw_text(-4, 136, contents.width, 32, amount.to_s, 2)
  end
end

#==============================================================================
# ** Window_BankBio
#==============================================================================
class Window_BankBio < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-240, 272, 240, 192)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    # Deposit or Withdraw
    contents.font.color = system_color
    # Draws Actor Name in Postition 1
    contents.font.color = normal_color
    contents.draw_text(0, 0, contents.width, 24, "#{$game_party.actors[0].name}", 1)
    # Draws Game Party Gold
    contents.font.color = system_color
    contents.draw_text(4, 32, contents.width, 24, "Current #{$data_system.words.gold}:")
    contents.font.color = normal_color
    contents.draw_text(-4, 32, contents.width, 24, $game_party.gold.to_s, 2)
    # Draws Account Balance
    contents.font.color = system_color
    contents.draw_text(4, 56, contents.width, 24, "Account Balance:")
    contents.font.color = normal_color
    contents.draw_text(-4, 56, contents.width, 24, $game_bank.account_balance.to_s, 2)
    # Draws Number of Savings Bond's
    contents.font.color = system_color
    contents.draw_text(4, 80, contents.width, 24, "Bonds Owned:")
    contents.font.color = normal_color
    contents.draw_text(-4, 80, contents.width, 24, $game_bank.saving_bonds.size.to_s, 2)
    # Draws Value of Savings Bond's
    value = 0
    $game_bank.saving_bonds.each { |x| value += x.mature_value}
    contents.font.color = system_color
    contents.draw_text(4, 104, contents.width, 24, "Bonds Value:")
    contents.font.color = normal_color
    contents.draw_text(-4, 104, contents.width, 24, value.to_s, 2)
    # Draws Current Interest Rate
    contents.font.color = system_color
    contents.draw_text(4, 136, contents.width, 24, "Interest Rate:")
    contents.font.color = normal_color
    contents.draw_text(-4, 136, contents.width, 24, "#{$game_bank.interest_rate} %", 2)
  end
end

#==============================================================================
# ** Window_Bond
#==============================================================================
class Window_Bond < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-240, 264, 240, 200)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     bond    : Savings Bond
  #--------------------------------------------------------------------------
  def refresh(bond, bought = false)
    contents.clear
    unless bond == nil
      # Draws Bond Name
      contents.font.color = system_color
      contents.draw_text(0, 0, contents.width, 24, bond.name, 1)
      # Draws Bond Cost
      contents.font.color = system_color
      contents.draw_text(4, 24, contents.width, 24, "Bond Cost:")
      contents.font.color = normal_color
      contents.draw_text(-4, 24, contents.width, 24, bond.cost.to_s, 2)
      # Draws Bond Mature Value
      contents.font.color = system_color
      contents.draw_text(4, 48, contents.width, 24, "Mature Value:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, "#{bond.mature_value}", 2)
      # Draws Bond Interest Rate
      contents.font.color = system_color
      contents.draw_text(4, 72, contents.width, 24, "Interest Rate:")
      contents.font.color = normal_color
      contents.draw_text(-4, 72, contents.width, 24, "#{bond.interest_rate} %", 2)
      # Draws Length until Maturity
      contents.font.color = system_color
      contents.draw_text(4, 96, contents.width, 24, "Maturity Time:")
      contents.font.color = normal_color
      contents.draw_text(-4, 96, contents.width, 24, "#{bond.length} Hours", 2)
      # Display only if Purchased CD
      if bought
        # Draws Time Bought
        contents.font.color = system_color
        contents.draw_text(4, 120, contents.width, 24, "Time Bought:")
        contents.font.color = normal_color
        contents.draw_text(-4, 120, contents.width, 24, bond.return_time(bond.time_bought), 2)
        # Draws Time Finished
        contents.font.color = system_color
        contents.draw_text(4, 144, contents.width, 24, "Time Finished:")
        contents.font.color = normal_color
        contents.draw_text(-4, 144, contents.width, 24, bond.return_time(bond.time_finished), 2)
      end
    end
  end
end

#==============================================================================
# ** Scene_Bank
#==============================================================================
class Scene_Bank
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     interest rate   :   Changes Current Interest Rate (Leave 0 for no Change)
  #     bonds           :   Avaliable CD's For Purchasing
  #--------------------------------------------------------------------------
  def initialize(interest_rate = $game_bank.interest_rate,
      bonds = [ Savings_Bond.new("CD-7", 100, 7.5, 7), Savings_Bond.new("CD-14", 500, 15, 14)])
    $game_bank.interest_rate = interest_rate unless interest_rate == 0
    @bonds = bonds
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Current Phase
    @phase = -1
    # Refreshing Variables
    @amount, @depositing = 0, true
    @current_bond, @bond_bought = nil, false
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Help Window
    @help_window = Window_Help.new
      @help_window.y, @help_window.opacity = -64, 175
      @help_window.set_text("Welcome to the Bank", 1)
    # Bank Bio
    @bank_bio_window = Window_BankBio.new
    # Avaliable Bond Information Display Window
    @av_bond_display_window = Window_Bond.new
    # Owned Bond Information Display Window
    @own_bond_display_window = Window_Bond.new
    # Main Command
    @main_command = Window_RefreshCommand.new(180, [
        "Deposit #{g_word = $data_system.words.gold}",
        "Withdraw #{g_word}", "Purchase Bond", "Get Mature Bond", "Exit"])
      @main_command.x, @main_command.y, @main_command.opacity = 644, 272, 175
      @main_command.active = false
    # Bank Number Window
    @bank_number_window = Window_BankNumber.new
    # Avaliable Bonds Command
    commands = []
    @bonds.each {|x| commands.push(x.name)}; commands.push("Back")
    @av_bond_command = Window_RefreshCommand.new(180, commands)
      @av_bond_command.x, @av_bond_command.y = 644, 272
      @av_bond_command.height, @av_bond_command.opacity = 192, 175
      @av_bond_command.active = false
    # CD's Have
    @own_bond_command = Window_RefreshCommand.new(180, get_cd_list)
      @own_bond_command.x, @own_bond_command.y = 644, 272
      @own_bond_command.height, @own_bond_command.opacity = 192, 175
      @own_bond_command.active = false
    # Scene Objects
    @objects = [@spriteset, @help_window, @bank_bio_window, @av_bond_display_window,
        @own_bond_display_window, @main_command, @bank_number_window,
        @av_bond_command, @own_bond_command]
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Update Objects
      @objects.each {|x| x.update}
      # Updates Bank System
      $game_bank.update
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Splits Phases Up
    case @phase
    when -1 # Intro Phase
      intro_update
    when 0  # Main Phase
      main_update
    when 1  # Deposit or Withdraw Phase
      account_update
    when 2  # Buy CD Phase
      buy_bond_update
    when 3  # Get Mature CD Phse
      get_bond_update
    when 99 # Exit Phase
      exit_update
    end
  end
  #--------------------------------------------------------------------------
  # * Intro Update
  #--------------------------------------------------------------------------
  def intro_update
    # Moves Window Down
    @help_window.y += 4 if @help_window.y < 0
    if @help_window.y == 0
      # Input Processing
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        # Returns to Scene
        @phase = 99
      elsif Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        # Switchs to Main Phase
        @phase = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Main Update
  #--------------------------------------------------------------------------
  def main_update
    # Turns On Main Command
    @main_command.active = true
    # Turns Off Other Command Windows
    @av_bond_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @bank_bio_window.z = @main_command.z = 9999
    @bank_bio_window.x += 32 if @bank_bio_window.x < 16
    @main_command.x -= 25 if @main_command.x > 444
    # Moves Out Inactive Windows
    @av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
    [@av_bond_display_window, @own_bond_display_window, @bank_number_window,
      @av_bond_command, @own_bond_command].each {|window| window.z = 9995}
    [@av_bond_command, @own_bond_command].each {|command|
      command.x += 25 if command.x < 644}
    @own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    # Sets Help Window
    case @main_command.index
      when 0; @help_window.set_text("Deposit Money Into your Account", 1)
      when 1; @help_window.set_text("Withdraw Money From your Account", 1)
      when 2; @help_window.set_text("Purchase a Savings Bond", 1)
      when 3; @help_window.set_text("Take Out Mature Savings Bond", 1)
      when 4; @help_window.set_text("Exit Bank", 1)
    end
    # Input Processing
    if Input.trigger?(Input::B) # Returns to Map
      $game_system.se_play($data_system.cancel_se)
      @phase = 99
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command.index
      when 0  # Deposit
        @amount, @depositing = 0, true
        refresh_windows
        @help_window.set_text("Deposit #{@amount} #{$data_system.words.gold}", 1)
        @phase = 1
      when 1  # Withdraw
        @amount, @depositing = 0, false
        refresh_windows
        @help_window.set_text("Withdraw #{@amount} #{$data_system.words.gold}", 1)
        @phase = 1
      when 2  # Buy CD
        @current_bond = @bonds[@av_bond_command.index]
        @bond_bought = false
        refresh_windows
        @phase = 2
      when 3  # Get CD
        @current_bond = $game_bank.saving_bonds[@own_bond_command.index]
        @bond_bought = true
        refresh_windows
        @phase = 3
      when 4  # Exit Bank
        @phase = 99
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Accpunt Update
  #--------------------------------------------------------------------------
  def account_update
    # Turns Off Command Windows
    @main_command.active = @av_bond_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @bank_bio_window.z = @bank_number_window.z = 9999
    @bank_bio_window.x += 32 if @bank_bio_window.x < 16
    @bank_number_window.x -= 32 if @bank_number_window.x > 384
    # Moves Out Inactive Windows
    @av_bond_display_window.z = @own_bond_display_window.z =
      @main_command.z = @av_bond_command.z = @own_bond_command.z = 9995
    @av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
    [@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
    [@main_command, @av_bond_command, @own_bond_command].each {|command|
        command.x += 25 if command.x < 644}
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.shop_se)
      if @depositing
        $game_bank.deposit(@amount)
        refresh_windows
        @phase = 0
      else
        $game_bank.withdraw(@amount)
        refresh_windows
        @phase = 0
      end
    elsif Input.repeat?(Input::LEFT) && Input.press?(Input::LEFT)
      if @amount > 0
        $game_system.se_play($data_system.cursor_se)
        @amount -= 1
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    elsif Input.repeat?(Input::RIGHT) && Input.press?(Input::RIGHT)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount += 1
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount += 1
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    elsif Input.repeat?(Input::UP) && Input.press?(Input::UP)
      if @amount == 0
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @amount > 10 ? @amount -= 10 : @amount = 0
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      end
    elsif Input.repeat?(Input::DOWN) && Input.press?(Input::DOWN)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_party.gold - 10 ? @amount += 10 : @amount = $game_party.gold
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_bank.account_balance - 10 ? @amount += 10 : @amount = $game_bank.account_balance
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    elsif Input.repeat?(Input::L) && Input.press?(Input::L)
      if @amount == 0
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @amount > 100 ? @amount -= 100 : @amount = 0
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      end
    elsif Input.repeat?(Input::R) && Input.press?(Input::R)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_party.gold - 100 ? @amount += 100 : @amount = $game_party.gold
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_bank.account_balance - 100 ? @amount += 100 : @amount = $game_bank.account_balance
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Buy Bond Update
  #--------------------------------------------------------------------------
  def buy_bond_update
    # Turns On Avaliable Bond Window
    @av_bond_command.active = true
    # Turns Off Other Command Windows
    @main_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @av_bond_display_window.z = @av_bond_command.z = 9999
    @av_bond_display_window.x += 32 if @av_bond_display_window.x < 16
    @av_bond_command.x -= 25 if @av_bond_command.x > 444
    # Moves Out Inactive Windows
    [@bank_bio_window, @bank_number_window, @own_bond_display_window,
      @main_command, @own_bond_command].each {|window| window.z = 9995}
    @bank_bio_window.x -= 32 if @bank_bio_window.x > - 240
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    @own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
    [@main_command, @own_bond_command].each {|command| command.x += 25 if command.x < 644}
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      if @av_bond_command.index == @bonds.size
        $game_system.se_play($data_system.cancel_se)
        @phase = 0
      else
        current_bond = @bonds[@av_bond_command.index].dup
        if current_bond.cost > $game_party.gold
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          $game_party.lose_gold(current_bond.cost)
          current_bond.set_times
          $game_bank.add_bond(current_bond)
          refresh_windows
          @phase = 0
        end
      end
    # Updates Current Bond
    elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @current_bond = @bonds[@av_bond_command.index]
      refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Get Bond Update
  #--------------------------------------------------------------------------
  def get_bond_update
    # Turns On Avaliable Bond Window
    @own_bond_command.active = true
    # Turns Off Other Command Windows
    @main_command.active = @av_bond_command.active = false
    # Moves In Active Windows
    [@own_bond_display_window, @own_bond_command].each {|window| window.z = 9999}
    @own_bond_display_window.x += 32 if @own_bond_display_window.x < 16
    @own_bond_command.x -= 25 if @own_bond_command.x > 444
    # Moves Out Inactive Windows
    [@bank_bio_window, @av_bond_display_window, @main_command, @bank_number_window,
      @av_bond_command].each {|window| window.z = 9995}
    [@bank_bio_window, @av_bond_display_window].each {|window|
      window.x -= 32 if window.x > - 240}
    [@main_command, @av_bond_command].each {|window|
      window.x += 25 if window.x < 640}
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      if @own_bond_command.index == $game_bank.saving_bonds.size
        $game_system.se_play($data_system.cancel_se)
        @phase = 0
      else
        current_bond = $game_bank.saving_bonds[@own_bond_command.index]
        if current_bond.time_finished > Graphics.frame_count / Graphics.frame_rate
          $game_system.se_play($data_system.buzzer_se)
          @help_window.set_text("Savings Bond Not Mature Yet!", 1)
        else
          $game_system.se_play($data_system.decision_se)
          $game_party.gain_gold(current_bond.mature_value)
          $game_bank.saving_bonds.delete_at[@own_bond_command.index]
          refresh_windows
          @phase = 0
        end
      end
    elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @current_bond = $game_bank.saving_bonds[@own_bond_command.index]
      refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Exit Update
  #--------------------------------------------------------------------------
  def exit_update
    # Moves Out Windows
    @help_window.y -= 4 if @help_window.y > - 64
    [@bank_bio_window, @av_bond_display_window].each {|window| window.x -= 32 if window.x > - 240}
    [@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
    [@main_command, @bank_number_window, @av_bond_command,
      @own_bond_command].each {|window| window.x += 25 if window.x < 640}
    # Checks To Make Sure All Windows Are Out
    if @help_window.y <= - 64 && @bank_bio_window.x <= - 240 && @av_bond_display_window.x <= - 240 &&
        @own_bond_display_window.x <= - 240 && @main_command.x >= 644 &&
        @bank_number_window.x >= 640 && @av_bond_command.x >= 640 && @own_bond_command.x >= 640
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
  # * Get CD List
  #--------------------------------------------------------------------------
  def get_cd_list
    commands = []
    $game_bank.saving_bonds.each {|x| commands.push(x.name)}
    commands.push("Back")
    return commands
  end
  #--------------------------------------------------------------------------
  # * Refresh Windows
  #--------------------------------------------------------------------------
  def refresh_windows
    @bank_bio_window.refresh
    @av_bond_display_window.refresh(@current_bond, @bond_bought)
    @own_bond_display_window.refresh(@current_bond, @bond_bought)
    @bank_number_window.refresh(@amount, @depositing ? "Deposit" : "Withdraw")
    @own_bond_command.refresh(get_cd_list)
  end
end
  #--------------------------------------------------------------------------
  # * Save Game/Load Game Fix
  #--------------------------------------------------------------------------
class Scene_Save
  alias jimmr_bank_fix_save write_save_data
  def write_save_data(file)
    jimmr_bank_fix_save(file)
    Marshal.dump($game_bank, file)
  end
end

class Scene_Load
  alias jimmr_bank_fix_load read_save_data
  def read_save_data(file)
    jimmr_bank_fix_load(file)
    $game_bank     = Marshal.load(file)
  end
end
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[/code] OMG WTF?? [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code]

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just add this part below my CMS.

Code: [Select]
class Scene_NewSave
  alias jimmr_bank_fix_save write_save_data
  def write_save_data(file)
    jimmr_bank_fix_save(file)
    Marshal.dump($game_bank, file)
  end
end

class Scene_NewLoad
  alias jimmr_bank_fix_load read_save_data
  def read_save_data(file)
    jimmr_bank_fix_load(file)
    $game_bank     = Marshal.load(file)
  end
end
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**
Rep:
Level 88
I Kill, Therfor I Am.
thanks allot blizzard, ur dah man
Code: [Select]
[code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code]
[/code] OMG WTF?? [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code]

***
Rep:
Level 89
... I got nothing.
When i load it up it works fine until i try to open my menu. it says :
Code: [Select]
????? 'Custom Menu system' ? 558 ??? No Method Error ????????
undefined method 'red' for nil:NilClass

Can you help?

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
There must be some script that redefines the method gradient_bar. What other scripts do you use?
« Last Edit: January 27, 2007, 01:25:18 PM by Blizzard »
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***
Rep:
Level 89
... I got nothing.
I use:
Your Reflect and Add-on Scripts
A Side view battle system without battlers script
A level up with points script by Drago del fato
The SDK version 1.3 script
Slipknot's Message System script.

That's all

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
My Add-on are causing the problem. Remove my Gradient styler from the Add-ons and it should work fine.
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pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
When i load it up it works fine until i try to open my menu. it says :
Code: [Select]
????? 'Custom Menu system' ? 558 ??? No Method Error ????????
undefined method 'red' for nil:NilClass

Can you help?

I'm having the exact same problem, but I'm not using your add-ons..
I'm using Caterpillar,  Advanced Weather System , Letter by Letter Message Window, SDK15.. and that's it...
I did change the menu icons, but that can't be it. It's stupid, because a while ago it worked fine.. I just can't remember what Script I added after I tested it with some of the scripts mentioned above.. xD

Help? ;)

Edit: Wait.. I did change the width of the message-thing-window. You know.. when someone says something. (*doesn't know how else to explain*) Could that perhaps have something to do with it? Just guessing...
« Last Edit: February 01, 2007, 11:52:42 PM by Liv »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Yes, it could be. try to remove it and test the CMS again. If it works fine, it was the AMS that caused the bug.
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***
Rep:
Level 88
A good eventer and story creator.
Where exactly do you install the script....
Harmony before Justice,
Balance before Peace,
Order before Finality

Family Motto.

pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
Yes, it could be. try to remove it and test the CMS again. If it works fine, it was the AMS that caused the bug.

I tried removing every script I had installed on by one and tested the game afterwards.. No script caused the problem, because after removing ALL I still got the error.. So I made a new game, copied all the scripts, maps... etc. Then it worked fine! I don't know what I did really, that caused the problem..  ???

Well, everythings works fine again now, so..  :)

pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
I got another problem..

When I'm trying to use an item, the left screen just starts popping up again and the item isn't used. Also when you exit the menu, that 'popped up left screen' still shows.

Help ? :)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I checked through the code and I couldn't find anything unusual. There is a piece of code that prevents that a window stays after exiting the menu by any means. It also gets moved and removed when an item calls a common event. I don't say it's impossible, but it should be. Have you edited the code by any chance?
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pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
Yes, but only the window skins.. To just be sure I copied the clean code and checked to see if it worked, but even then. So I'm guessing another script is causing the error, I just don't know how to fix this.

EDIT:
Gosh, I'm being BLOND. I forgot to set a target for that specific item.. That's why the error thing came.

All day I've been trying to make it work and testing things.. when it was that easy. O.o

Nevermind me. ^.^'

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
LOL! At least it works now. xD
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*
Rep:
Level 102
2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Biggest Forum Couch Potato2010 Most Successful Troll2010 Best IRC Chatterbox
I can't equip anything. >.<

HA! I was trying to equip it in "equipment"

Great script. I'm going to use it for my game.  ;D
« Last Edit: February 06, 2007, 02:09:36 AM by Dr_Pickle »

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Umm lol I don't know why but... My CMS has an eror again. lol. Everytime i tery to open the menu it gives me an error to witch RMXP Has no idea what it is it says ???????????????????????? lol. What suoukd i do is it because i accidently deleted the Bitmap script then didnt relilase it for a wilhe?
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I think the facesets might be missing. Or the Bitmap script might be missing, yeah...
After you get the error, open the Scripts Editor and post the error giving line.
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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
*updates*
Now compatible with Tons of Add-ons. ;8
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*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
Something isn't right...after updating it...It's Giving Errors of wether can't find The Faces or wether it's in battle it keeps refering to something witgh Red .__.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You have an actor with 0 max SP.
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*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
 :tpg: Ok, so what do I do now then?

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Make him have 1 max SP? ?_?
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*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
Make him have 1 max SP? ?_?
I gave 9999 Max SP ?_? and it continues saying the same...I turned off the SP/HP plus and still says the same...  :=: It's the Apocalypse.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I'll check it out. Might be something wrong... I'll have to update several scritp because of that. (-_-')
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****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
Awww... now look at what yo have done... made blizz annoyed  :o lol

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Lol, no. It's my own fault if I haven't considered a possibility that might happen. =P
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****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
Ok; lets all blame blizzard for anything that happens now  ;8

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I'm not sure that I like that idea... :B
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*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
 :tpg: I can't wait for so then.

*******
Rep:
Level 90
Returned from the dead.
Great script  :D
Do you have a... errm... you called them faces for some reason...for the fighter 04 graphic?
(I know this is slightly off topic but....)
Sincerely,
Your conscience.

****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
give me a moment...

EDIT: Here we go: You can also find a better battler of it on this site (Click here!)

EDIT2: Just remembered, I tried to use these pictures for this CMS but they are WAY to big. Best to make some of just the sprite facing forward like the ones that come with the CMS.
« Last Edit: March 14, 2007, 08:10:09 PM by Darico »

*******
Rep:
Level 90
Returned from the dead.
Okay then thanks anyway ;)

[Edit]
Blizzard, is there any way to change the menu commands in this script?
It's just, i've just found your Party Switching script and i want it accessable from the menu...
Thanks  ;)

[Edit 2]
Never Mind :P

[Edit 3]
Okay... scrap that... I need help
« Last Edit: March 15, 2007, 08:04:16 PM by Rune »
Sincerely,
Your conscience.

*
Rep:
Level 102
2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Biggest Forum Couch Potato2010 Most Successful Troll2010 Best IRC Chatterbox
This normally didn't happen.


I'm using...
Tax on items
Cutscene before title
Battle Cam
Easy level up notifier, and
Soul Rage

****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
off topic question but....
where d oyou get the battlecam script?


********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I don't have the same line. Line 482 is empty in mine, Have you updated to 4.4b yet?
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*
Rep:
Level 102
2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best IRC Chatterbox2013 Best Game Creator (Non-RM)Participant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Biggest Forum Couch Potato2010 Most Successful Troll2010 Best IRC Chatterbox
Nope, I should probably do that.

**
Rep: +0/-0Level 88
All work will stop and the ground will releive...
Great CMS.
For some reason, however, whenever I press F12 to reset the game now it says
????? 'Menu' (thats the name of the script) 469 ??? SystemStackError ????????
stack level is too deep
Secret of the Summit: [Working Title]
Scripts: nearly complete (need skill shop)
Storyline: complete
Database: 50%
Game Progress: 10%


********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
That's a problem with several scripts. I still don't know exactly how to solve it. I think it has to do with rewriting built in classes. When I hve the time, I will look into this. You can ignore that bug without problems. It won't affect your normal game. It only appears if you press F12 to restart the application.
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**
Rep: +0/-0Level 87
Hey, uhh. I put the script into the script editor and I did the configuration
Spoiler for:
Code: [Select]
CAM_AVAILABLE = false

BGM_Variable = 49
BGM_Lock = 49

SHADED_TEXT = true
WITH_WEAPONS_AND_ARMORS = true

$quest_items = [23, 24, 25, 26, 27, 28, 29, 30, 31, 32]

BATTLE_BGMS = [
#             ["BGM_NAME", VOLUME, PITCH, DISPLAY_NAME]
              ["001-Battle01", 100, 100, "BGM 1"],
              ["002-Battle02", 100, 100, "BGM 2"],
              ["003-Battle03", 100, 100, "BGM 3"],
              ["004-Battle04", 100, 100, "BGM 4"]
              ]
SKINS = ["Original", "Heavy Gold", "Hell Breath", "Liquid Water",
         "Violent Violet", "Ice Cool", "Fatal Venom", "Perfect Chaos"]
FONTS = ["Arial", "Future", "Comic Sans MS", "Brush Script", "Papyrus",
         "Tahoma", "Times New Roman"]

Then, when I testplay the game, it says, "File graphics/icons/cms/commandmenu0 not found

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Download the demo and copy all the graphic files needed.
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*******
Rep:
Level 90
Returned from the dead.
Import the icons into your game and set the transparencies...
Open the icons folder in a new window and make a new folder called cms
Place all the cms icons in there... that includes the ones called windowskin0, windowskin1... etc etc etc...
Sincerely,
Your conscience.

**
Rep: +0/-0Level 87
I imported all of the things, but it says that it must load commandmenu0 (Along with a bunch of others) from Graphics/icons/CMS.

I tried making that folder on my RPGMaker graphics folder, and then putting the graphics files into that folder (through my computer), but it didn't work. When I tried to put them in again (through RMXP [I have PK Edition]), I couldn't put it in that file.

Help.. Please.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You can't add them by "adding resources", you HAVE TO copy the folder. Don't worry, everything is set right with transparency and stuff. Just copy all the non-standard folders and it will work fine.
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*******
Rep:
Level 90
Returned from the dead.
I imported all the icons and set all their tranparencies... then I made my cms folder and put them into there >.<
It worked though...
Sincerely,
Your conscience.

pokeball JAPOfflineFemale
*
I used to know nothing
Rep:
Level 89
I can't download the zip file...
« Last Edit: April 18, 2007, 12:52:44 AM by jap0911 »

*
A Random Custom Title
Rep:
Level 96
wah
I can't download the crankeye stuff such as the RPG Maker PK so I think something's wrong with the site overall?

***
Rep:
Level 87
Musician & Artist
I have a question, I can't get this to work properly in my game, if i upload my game would someone implement this script and send it back to me?

Treign

***figured it all out, thanks anyways***
« Last Edit: May 03, 2007, 01:25:32 AM by Treign »
Dorman. T Reign

********
moew
Rep:
Level 91
Queen Princess
2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
OMFG This is just so cool...  :o
:taco: :taco: :taco: