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 What's up, RMers?
(02-25-2021, 12:00 AM)DerVVulfman Wrote: I'm working on another Half Kaiser resource.  I'm working on Short shorts!  First the ladies's shorts first, with the men's later.  I'm almost halfway done, but when you have a base sheet that holds frames for ALL possible poses, that is a lotta work.

Yay! I got done with a 'preliminary' edit to the ladies' shorts. Nothing as to extra border work where the shorts are cut... no solid matching border or semi-fuzzy cotton border as if they were actually 'cut' from a pair of jeans. But the 190+ frames for female jeans have been properly sliced and the animation appears just fine.

Now back to the instructions writing.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
Just remastering more of these cutscenes, now I've actually gotta get my composer to redo track number 02 "Playthings No More!" due to this being too long for the original. Though it also needs more intensity and different syncing now... so it would probably have been asked of him regardless.
Voice acting for Yasondre and most of Sacreblu is placeholder at the moment.

For context's sake, I'll put the old version in the spoilers below.
Content Hidden
Reply }
Well, I've been further developing KSkillRunes XP but prefered not to post anything there because it's still in beta stage. To be honest with you, I had to overwrite some code in order to make it easy to search for any given rune skill. This also means that any previously saved game won't work any longer if you ever managed to give a rune gem stone to any hero. Laughing
Every run gem stone will cost you some gold in order to activate it or some rune points (rp) to level up its skills.
Right, now you can just open the item menu and offer it to... I dunno... Aluxes alias Alex! Laughing
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
It seems there isn't a time I don't have something in the works. And yeah, I get plenty of requests.

Currently, I am working on a custom hybrid menu per a request. A custom job of course, so it requires interaction with the requester. Complex requests require interaction. So if you wanna help someone on a project, be prepared to talk to them as much as possible during each stage. And if you ask for help, be ready to give your helper advice and updates.

Of course after this, I have a few others...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
Just in the very hypothetical case you have been wondering what the hell have I been doing as of late, here you can find the answer to your silly question. Laughing

I have been playing Gamer Lords of the Realms 2 and got an idea for a game or mini game so I started crafting Sculptor the barebones of a new script. Here it is for you to check it out and get an idea on what it might do in the (not so near) future. Happy with a sweat

Code:
# * KLords of XP
#   Scripter : Kyonides Arkanthes
#   2021-04

# This is a free adaptation of Lords of the Realm 2 game for RMXP. The goal of
# this script is to partially replicate some of its features.

# * Script Calls * #

# $scene = KLordsMapScene.new(MapID)
# $game_system.lords
# $game_system.lord(LordID)
# $game_system.lord_name(LordID)
# $game_system.lord_cities(LordID)
# $game_system.lord_allies(LordID)
# $game_system.lord_lands(LordID)
# $game_system.cities
# $game_system.city(MapID)
# $game_system.city_land(MapID)
# $game_party.set_leader_as_lord
# # #MapData.change_lord(MapID, RulerID)

module KLords
  # List of Icons representing the player and the rest of the nobles
  NOBLE_ICONS = ["",""]
  BUILDING_ICONS = ["keep01","keep03","castle01","castle01"]
  DEFENSE_ICONS = ["keep02", "keep04", "castle02","castle03"]
  ENV_ICONS = ["tree01","tree02","wood"]
  LABELS = {}
  LABELS[:title] = "Stockpiles"
  LABELS[:wood] = "Wood"
  LABELS[:stone] = "Stone"
  LABELS[:gold] = "Gold"
  LABELS[:iron] = "Iron"
  # MapID => "Backdrop Filename", etc.
  BACKDROPS = { 2 => "" }
  module Font
    MAP_NAME = "Arial"
    MAP_SIZE = 24
    LORD_NAME = "Arial"
    LORD_SIZE = 22
  end
end

module MapData
  @infos = load_data("MapInfos.rxdata")
  def map(mid) @infos[mid] || RPG::MapInfo.new end
end

module KLords
  class MapObject
    def initialize
      @id = 0
      @name = "Unknown"
      @resources = { :wood => 0, :stone => 0, :iron => 0,
        :gold => 0, :medicines => 0 }
    end
    attr_accessor :id, :name
    attr_reader :resources
  end
  
  class Lord < MapObject
    def initialize
      @cities = 0
      @lands = 0
      @allies = []
    end
    attr_accessor :cities, :lands, :allies
  end

  class City < MapObject
    def initialize
      @land = 0
      @tax_percent = 0
      @happiness = 0
      @health = 50
      @population = 0
    end
    attr_accessor :land, :tax_percent, :happiness, :health, :population
  end
end

class Game_System
  alias :kyon_lords_gm_sys_init :initialize
  def initialize
    kyon_lords_gm_sys_init
    @lords = Hash.new{ KLords::Lord.new }
    @cities = Hash.new{ KLords::City.new }
  end
  def lord(lid) @lords[lid] end
  def lord_name(lid) @lords[lid].name end
  def lord_cities(lid) @lords[lid].cities end
  def lord_lands(lid) @lords[lid].lands end
  def lord_allies(lid) @lords[lid].allies end
  def lord_resources(lid) @lords[lid].resources end
  def city(mid) @cities[mid] end
  def city_land(mid) @cities[mid].land end
  attr_reader :lords, :cities
  #def change_lord(lid, rid) @lords[mid] = rid end
end

class Game_Party
  alias :kyon_lords_gm_pty_init :initialize
  def initialize
    kyon_lords_gm_pty_init
    set_leader_as_lord unless @actors.empty?
  end

  def set_player_as_lord
    $game_system.lord(1).name = @actors[0].name
  end
end

class KLordsSpriteset
  include KLords::Font
  def initialize
    map_id = $game_map.map_id
    map = MapData.map(map_id).name
    lord = MapData.lord(map_id).name
    @name = Sprite.new
    @name.x = 4
    @name.y = 8
    @name.bitmap = b = Bitmap.new(180, 24)
    b.font.name = MAP_NAME
    b.font.size = MAP_SIZE
    b.draw_text(0, 0, b.width, 24, map, 1)
    @lord_name = Sprite.new
    @lord_name.x = 4
    @lord_name.y = 36
    @lord_name.bitmap = b = Bitmap.new(180, 24)
    b.font.name = LORD_NAME
    b.font.size = LORD_SIZE
    b.draw_text(0, 0, b.width, 24, lord, 1)
  end

  def dispose
    @lord_name.dispose
    @name.dispose
  end
end

class KLordsMapScene < Scene_Map
  def initialize(pos) @index = pos end
  def main
    @running = true
    @backdrop = Sprite.new
    @backdrop.bitmap = RPG::Cache.title(KLords::BACKDROPS[@index])
    @tileset = Spriteset_Map.new
    @spriteset = KLordsSpriteset.new
    Graphics.transition
    while @running
      Graphics.update
      Input.update
      update
    end
    Graphics.freeze
    @spriteset.dispose
    @tileset.dispose
    @backdrop.dispose
  end

  def update
    if Input.trigger?(Input::B)
      $game_sytem.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return @running = nil
    elsif Input.trigger?(Input::C)
      $game_sytem.se_play($data_system.decision_se)
    end
  end
end
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
Lately I didn't improve the KLords of XP script code because I got busy watching some anime and a DC animated movie.
Happy with a sweat I know, I've been slacking but you know me, I'm lazy after all! Laughing

Besides I noticed that I wasn't achieving my goal to let the menu look as Lords-ish as it should have been so I replaced labels with icons and I saved a lot of space on the GUI thanks to this design change. You won't notice how much the code has changed for there were few minimal cosmetic changes being implemented there. Most of the rewritten lines of code belong to "low level" code that had the purpose of making the script as modular as possible. Indifferent Yeah, you're right. That's not impressive at all but it proved to be quite helpful indeed. Still, I do think encapsulation makes things more confusing every so often. Confused Even so you'd get bored of analyzing code if I pushed it all into the menu's main scene script. Tongue sticking out

Code:
# * KLords of XP
#   Scripter : Kyonides Arkanthes
#   2021-05

# This is a free adaptation of Lords of the Realm 2 game for RMXP. The goal of
# this script is to partially replicate some of its features.

# * Script Calls * #

# $scene = KLords::MapScene.new(MapID)
# $game_system.lords
# $game_system.lord(LordID)
# $game_system.lord_name(LordID)
# $game_system.lord_shires(LordID)
# $game_system.lord_allies(LordID)
# $game_system.lord_lands(LordID)
# $game_system.shires
# $game_system.shire(MapID)
# $game_system.shire_land_id(MapID)
# $game_system.shire_lord_id(MapID)
# $game_party.set_leader_as_lord
# # #MapData.change_lord(MapID, RulerID)

module KLords
 # List of Icons representing the player and the rest of the nobles
 NOBLE_ICONS = ["",""]
 BUILDING_ICONS = ["keep01","keep03","castle01","castle01"]
 DEFENSE_ICONS = ["keep02", "keep04", "castle02","castle03"]
 ENV_ICONS = ["tree01","tree02","wood"]
 BGM = ["menu01","menu02"]
 class Texts
   attr_accessor :lord, :title, :wood, :stone, :gold, :iron
   attr_accessor :population, :tax, :happiness
 end
 LABELS = Texts.new
 LABELS.lord = "Current Lord"
 LABELS.title = "Stockpiles"
 LABELS.wood = "Wood"
 LABELS.stone = "Stone"
 LABELS.gold = "Gold"
 LABELS.iron = "Iron"
 LABELS.population = "Pop."
 LABELS.tax = "Tax"
 LABELS.happiness = "Happy"
 SHIRES = {}
 # MapID => ["Land Backdrop", Lord's ID, "Lord's Name"], etc.
 DATA = { 2 => ["",0,"Independent"] }
 DATA.default = ["",0,"Independent"]
 module FontSetup
   # [ "Font Name", Size, Bold ]
   SHIRE = ["Arial", 24, false]
   SHIRE_LABELS = ["Arial", 20, true]
   SHIRE_STATS = ["Arial", 22, false]
   MAP = ["Arial", 20, true]
   WHICH_LORD = ["Arial", 22, false]
   THIS_LORD = ["Arial", 22, false]
 end
end

module MapData
 @infos = load_data("Data/MapInfos.rxdata")
 @infos.default = RPG::MapInfo.new
 def self.map(mid) @infos[mid] end
end

module KLords
 class Acre
   def initialize() @usage = :fallow end
   attr_accessor :usage
 end

 class Resources
   def initialize
     @acres = []
     @wood = 0
     @stone = 0
     @iron = 0
     @gold = 0
     @ale = 0
     @medicines = 0
   end
   def resize_acres(total) @acres = Array.new(total){ Acre.new } end
   def acres_total() @acres.size end
   def land_usage(pos) @acres[pos].usage end
   def change_land_usage(pos, mode) @acres[pos].usage = mode end
   attr_accessor :acres, :wood, :stone, :iron, :gold, :ale, :medicines
 end

 class MapObject
   def initialize(moid)
     @id = moid
     @resources = Resources.new
   end
   attr_accessor :id, :name
   attr_reader :resources
 end
 
 class Lord < MapObject
   def initialize(lid)
     super(lid)
     @name = "Unknown"
     @shires = 0
     @lands = 0
     @title = "Civil Servant"
     @gold = 0
     @allies = []
   end
   attr_accessor :shires, :lands, :title, :gold, :allies
 end

 class Shire < MapObject
   def initialize(sid)
     super(sid)
     @name = "Lost Shire"
     @land_id = 0
     @lord_id = 0
     @tax = 0
     @happiness = 50
     @health = 50
     @population = 10
     @threats = []
   end
   attr_accessor :land_id, :lord_id, :tax, :happiness, :health, :population
   attr_reader :threats
 end

 class IconLabel
   def initialize(nx, ny, type)
     filename = case type
     when :popul then "population"
     when :tax then ""
     when :happy then "heart"
     end
     @icon = Sprite.new
     @icon.set_xy(nx, ny)
     @icon.bitmap = RPG::Cache.icon(filename)
     @label = Sprite.new
     @label.set_xy(nx + 28, ny)
     @label.bitmap = Bitmap.new(60, 24)
   end

   def set_text(text)
     b = @label.bitmap
     b.clear
     b.font.set FontSetup::SHIRE_LABELS
     b.draw_text(0, 0, b.width, 24, text, 1)
   end

   def dispose
     @icon.bitmap.dispose
     @icon.dispose
     @label.bitmap.dispose
     @label.dispose
   end
 end
 extend self
 attr_accessor :lord, :shire
end

class Font
 def set(ary)
   self.name = ary[0]
   self.size = ary[1] || 22
   self.bold = ary[2] || false
 end
end

class Sprite
 def set_xy(nx, ny) self.x, self.y = nx, ny end
end

class Game_System
 alias :kyon_lords_gm_sys_init :initialize
 def initialize
   kyon_lords_gm_sys_init
   @lords = {}
   @shires = {}
   data = KLords::DATA
   data.keys.each do |k|
     bd, lid, lname = data[k]
     @shires[k] = shire = KLords::Shire.new(k)
     shire.lord_id = lid
     @lords[lid] = lord = KLords::Lord.new(lid)
     lord.name = lname
   end
 end
 def bgm_replay() bgm_play(@playing_bgm) end
 def lord(lid) @lords[lid] end
 def lord_name(lid) @lords[lid].name end
 def lord_shires(lid) @lords[lid].shires end
 def lord_lands(lid) @lords[lid].lands end
 def lord_allies(lid) @lords[lid].allies end
 def lord_resources(lid) @lords[lid].resources end
 def shire(mid) @shires[mid] end
 def shire_land_id(mid) @shires[mid].land_id end
 def shire_lord_id(mid) @shires[mid].lord_id end
 def shire_tax(mid) @shires[mid].tax end
 attr_reader :lords, :shires
 #def change_lord(lid, rid) @lords[mid] = rid end
end

class Game_Party
 alias :kyon_lords_gm_pty_init :initialize
 def initialize
   kyon_lords_gm_pty_init
   set_leader_as_lord unless @actors.empty?
 end

 def set_player_as_lord
   $game_system.lord(1).name = @actors[0].name
 end
end

class KLords::MapSpriteset < Spriteset_Map
 def initialize
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   7.times do |i|
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   backdrop = KLords::DATA[$game_map.map_id][0]
   @panorama.bitmap = RPG::Cache.panorama(backdrop, 0)
   @character_sprites = []
   $game_map.events.keys.sort.each do |i|
     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
     @character_sprites << sprite
   end
   @picture_sprites = []
   for i in 1..50
     sprite = Sprite_Picture.new(@viewport2, $game_screen.pictures[i])
     @picture_sprites << sprite
   end
 end

 def dispose
   @tilemap.tileset.dispose
   7.times{|i| @tilemap.autotiles[i].dispose }
   @tilemap.dispose
   @panorama.dispose
   @character_sprites.each{|sprite| sprite.dispose }
   @picture_sprites.each{|sprite| sprite.dispose }
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
 end
end

class KLords::Spriteset
 include KLords
 def initialize(map_id)
   @map_id = map_id
   @shire = $game_system.shire(@map_id)
   KLords.lord = $game_system.lord(@shire.lord_id)
   make_shire_name
   make_stats
   refresh_shire_name
   refresh_stats
   @sprites = [@shire_name]
 end

 def make_shire_name
   @shire_name = Sprite.new
   @shire_name.set_xy(4, 4)
   @shire_name.bitmap = Bitmap.new(180, 24)
 end

 def make_stats
   @population = IconLabel.new(4, 32, :popul)
   @tax = IconLabel.new(4, 60, :tax)
   @happy = IconLabel.new(92, 32, :happy)
 end

 def refresh_shire_name
   b = @shire_name.bitmap
   b.clear
   b.font.set FontSetup::SHIRE
   b.draw_text(0, 0, b.width, 24, @shire.name, 1)
 end

 def refresh_stats
   @population.set_text(@shire.population.to_s)
   @tax.set_text(@shire.tax.to_s + "%")
   @happy.set_text(@shire.happiness.to_s + "%")
 end
#make_map_name make_which_lord make_lord_name@name@which_lord@lord_name
 def make_map_name
   map = MapData.map(@map_id).name
   @name = Sprite.new
   @name.set_xy(4, 8)
   @name.bitmap = b = Bitmap.new(180, 24)
   b.font.set MAP
   b.draw_text(0, 0, b.width, 24, map, 1)
 end

 def make_which_lord
   @which_lord = Sprite.new
   @which_lord.set_xy(4, 64)
   @which_lord.bitmap = b = Bitmap.new(180, 24)
   b.font.set WHICH_LORD
   b.draw_text(0, 0, b.width, 24, LABELS.lord)
 end

 def make_lord_name
   @lord_name = Sprite.new
   @lord_name.set_xy(4, 92)
   @lord_name.bitmap = b = Bitmap.new(180, 24)
   b.font.set THIS_LORD
   b.draw_text(0, 0, b.width, 24, KLords.lord.name, 1)
 end

 def dispose
   @sprites.each do |s|
     s.bitmap.dispose
     s.dispose
   end
   @population.dispose
   @tax.dispose
   @happy.dispose
 end
 attr_reader :shire
end

class KLords::MapScene < Scene_Map
 include KLords
 def initialize(map_id) @map_id = map_id end
 def main
   old_map_id = $game_map.map_id
   different_map = old_map_id != @map_id
   $game_map.setup(@map_id) if different_map
   Audio.bgm_stop
   path = "Audio/BGM/" + BGM[0]
   Audio.bgm_play(path)
   @running = true
   @tileset = MapSpriteset.new
   @spriteset = Spriteset.new(@map_id)
   Graphics.transition
   while @running
     Graphics.update
     Input.update
     update
   end
   Graphics.freeze
   @spriteset.dispose
   @tileset.dispose
   $game_system.bgm_replay
   $game_map.setup(old_map_id) if different_map
 end

 def update
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return @running = nil
   elsif Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
   end
 end
end
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
Still working on a ' custom hybrid menu request' , and its means of choosing or removal of equipment required a completely different item-equiping scenario. The old equip method in the Game_Actor class is basically moot. I was working on both it and the stats display system in tandem, but found the current means to show stat increase/decreases caused issue with the actual item-equiping system.

I just rewrote the item-equiping system, fresh and clean and devoid of the stats display. Soon, I will begin working on the stats next.

The requester is liking that he can now show as many stats he would like, not the default three of just ATK, MDEF, PDEF.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
I've attached a recent screenshot of my reinterpretation of Lords of the Realm 2 for XP. I know, it looks quite empty right now because I've only recently begun working on the GUI instead of the API exposed to the game developers.
Happy with a sweat To be honest with you guys, you're supposed to use the map as you would do with any other map. You still can use some sort of panorama if you like to represent the actual territory that comprises a given shire or region.

P.S.

Rumor Crowns is the so called medieval term for money there.
The icon sporting "ten pounds" written on it is a symbol of taxes not Cash


Attached Files
.jpg   klordsofxp01.jpg (Size: 72.11 KB / Downloads: 1)
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
Yeap, I've come back with another report on the development stage of KLords of XP! Grinning

This time I've changed lots of lines of code that you'd rarely use in game and I had to rewrite lots of methods and add a few methods or even a new class like the Spy Spy class! Shocked

So if you don't own that shire or pretend you do Laughing that's not a problem, you'd just send a spy to get as much info as possible! Grinning
That doesn't mean the Spy spy isn't some sort of double agent like Ninja ninjas might be!
Happy with a sweat Of course, that's just the button. Its API isn't finished, yet. Tongue sticking out

Code:
# * KLords of XP - Alpha Release
#   Scripter : Kyonides Arkanthes
#   2021-05-12

=begin
This is a free adaptation of Lords of the Realm 2 game for RMXP. The goal of
this script is to partially replicate some of its features.
The king is dead! The war of succession has just begun!
This game places you as a feudal lord or knight in charge of a shire or county
and you are a candidate to become the next king. The game is divided by turns
corresponding to the annual seasons.

* Reserved Lord ID's
0 - Independent Shires
1 - The Player!

# * Script Calls * #

* Open the KLords of XP Scene OR the Player's Name Scene if needed
- Later on it will automatically open the KLords of XP Scene
open_klords_map

* Open the KLords of XP Scene (No Player's Name Setup Needed)
$scene = KLords::MapScene.new

* Set Current Party Leader as Lord (alias the Player) - In Game
$game_party.leader_as_lord

* Select the Next Map of Shires to be ruled by the lords - In Game
$game_system.next_shires_map

* Set a New Season and Year - In Game
$game_system.new_calendar(season, year)

* Retrieve All Lords You Have Configured
$game_system.lords
$game_system.lord(LordID)
$game_system.lord_name(LordID)
$game_system.lord_shires(LordID)
$game_system.lord_allies(LordID)

* Retrieve How Many Crowns (Gold) a given Lord has earned so far
$game_system.lord_crowns(LordID)
$game_system.lord_gain_crowns(LordID)
$game_system.lord_lose_crowns(LordID)

* Retrieve All Shires (Regions) You Have Configured
$game_system.shires
$game_system.shire(ShireID)
$game_system.shire_land_id(ShireID)
$game_system.shire_lord_id(ShireID)
$game_system.shire_change_lord(ShireID, LordID)
=end

module KLords
 # Include an * asterisk at the end of the base filename
 SHIRES_TEMP_BASENAME = "KLords/ShiresMap*"
 SHIRES_DATA_FILENAME = "Data/ShiresMapInfos.rxdata"
 BASIC_DATA_FILENAME = "Data/KLordsXP.rxdata"
 # Initial Player's Options
 # :need_name - true (open name scene) or false
 # :name - "Name" or nil if not using it
 # :no_lord_name - "Name" If the shire has no ruler, pick this label instead
 # :chars - Character Limit
 PLAYER_SETUP = {
   :need_name => true,
   :name => "Gawain",
   :no_lord_name => "Independent",
   :chars => 16
 }
 # Initial Mini Game Date Setup: seasons 1 through 4
 DATE = { :season => 1, :year => 750 }
 TROOP_TYPE_MAX = 8
 # Picture used as some sort of Menu Bar
 RIBBON = "ribbon"
 # List of Icons representing the player and the rest of the nobles
 NOBLE_ICONS = ["",""]
 BUILDING_ICONS = ["keep01","keep03","castle01","castle01"]
 DEFENSE_ICONS = ["keep02", "keep04", "castle02","castle03"]
 ENV_ICONS = ["tree01","tree02","woodstock"]
 # KLords Main Menu BGM
 BGM = ["menu01","menu02"]
 class Texts
   attr_accessor :winter, :spring, :summer, :autumn, :lord, :title
   attr_accessor :crowns, :not_ruler, :autonomous, :send_spy
   attr_accessor :wood, :stone, :gold, :iron, :population, :tax
 end
 LABELS = Texts.new
 LABELS.winter = "Winter"
 LABELS.spring = "Spring"
 LABELS.summer = "Summer"
 LABELS.autumn = "Autumn"
 LABELS.lord = "Current Lord"
 LABELS.title = "Stockpiles"
 LABELS.crowns = "Crowns"
 LABELS.not_ruler = "Sovereign land of"
 LABELS.autonomous = "Self Governed"
 LABELS.send_spy = "Send Spy"
 LABELS.wood = "Wood"
 LABELS.stone = "Stone"
 LABELS.gold = "Gold"
 LABELS.iron = "Iron"
 LABELS.population = "Pop."
 LABELS.tax = "Tax"
 ICONS = {
   :people => "population", :tax => "tax",
   :happy => "heart", :health => "health",
   :cattle => "cattle", :grain => "wheat", :wood => "wood"
 }
 ICONS.default = "" # Do Not Edit This Line!
 # MapID => "Land Backdrop", etc.
 MAPDATA = { 2 => "" }
 MAPDATA.default = ""
 module SpyData
   BASIC_INCOME = 250
   INCOME_INCREASE_STEP = 50
   # SpyID => { :vary => Percent, :quality => Integer }, etc.
   # Integer can be 0+, the higher the better the pay the spy will get
   FEATURES = { 1 => { :vary => 50, :quality => 1 } }
   FEATURES.default = { :vary => 0, :quality => 0 }
   def self.salary(spy_id)
     BASIC_INCOME + FEATURES[spy_id][:quality] * INCOME_INCREASE_STEP
   end
 end

 module FontSetup
 # Font Color is optional, Options: none - white, :black, :gray or some
 # R,G,B or R,G,B,A list of Integers 0..255
   # SECTION = [ "Font Name", Size, Bold, Color ]
   SEASON = ["Blackwood Castle", 20, false, :black]
   SHIRE = ["Blackwood Castle", 30, false, :gray]
   NOT_SAME_LORD = ["Blackwood Castle", 26, false]
   SEND_SPY = ["Blackwood Castle", 25, false]
   SHIRE_LABELS = ["Arial", 20, true, 40, 255, 60]
   SHIRE_STATS = ["Arial", 22, false, 40, 255, 60]
   MAP = ["Arial", 20, true, 0, 255, 60]
   WHICH_LORD = ["Arial", 22, false]
   THIS_LORD = ["Arial", 22, false]
 end
end

class Array
 def to_color
   Color.new(shift, shift || 255, shift || 255, shift || 255)
 end
end

class String
 def scan_int() scan(/\d+/)[0].to_i end
end

class Font
 def self.find_color(sym)
   case sym
   when :black
     Color.new(0, 0, 0, 255)
   when :gray
     Color.new(60, 60, 60, 255)
   else
     Color.new(255, 255, 255)
   end
 end

 def set(ary)
   ary = ary.dup
   self.name = ary.shift
   self.size = ary.shift || 22
   self.bold = ary.shift || false
   return if ary.empty?
   self.color = ary.size == 1 ? Font.find_color(ary.shift) : ary.to_color
 end
end

class Sprite
 def set_xy(nx, ny)
   self.x = nx
   self.y = ny
 end
end

module KLords
 extend self
 attr_accessor :lord, :shire
 module MapData
   @infos = load_data("Data/MapInfos.rxdata")
   @infos[0] = RPG::MapInfo.new
   extend self
   attr_accessor :map_list, :shires_infos
   def map(mid) @infos[mid] end
   def shires_map(mid) @shires_infos[mid] end

   def load_shires_map_infos
     @map_list = load_data(BASIC_DATA_FILENAME)
     @shires_infos = load_data(SHIRES_DATA_FILENAME)
   end

   def create_shire(map_id, lines)
     map = @shires_infos[map_id]
     shire_id = map.shires.size + 1
     shire = Shire.new(shire_id)
     @shires_infos[map_id].shires << shire
     shire.name = lines.shift.sub(/name: /i, "").chomp
     shire.lord_id = lines.shift.scan_int
     shire.size = lines.shift.sub(/size: /i, "").downcase.to_sym
     stats = shire.stats
     stats.population = lines.shift.scan_int
     stats.tax = lines.shift.scan_int
     stats.health = lines.shift.scan_int
     stats.happiness = lines.shift.scan_int
     n, f, c, g = lines.shift.scan(/\d+/).map{|d| d.to_i }
     shire.resources.change_acres_usage(n, f, c, g)
     lines.shift
   end

   def parse_shires(filename)
     lines = File.readlines(filename)
     map_id = filename.scan_int
     emap_id = lines.shift.scan_int
     @map_list << emap_id
     @shires_infos[map_id] = Map.new(map_id, emap_id)
     lines.shift
     shires_max = lines.size / 8
     shires_max.times{ create_shire(map_id, lines) }
   end

   def parse_shires_map_data
     unless $DEBUG
       load_shires_map_infos
       return
     end
     @map_list = [nil]
     @shires_infos = [nil]
     files = Dir[SHIRES_TEMP_BASENAME].sort
     if files.empty?
       dir = SHIRES_TEMP_BASENAME.split("/")[0]
       raise IOError, "No temporal file was found at " + dir + " directory!"
     end
     files.each{|file| parse_shires(file) }
     save_data(@map_list, BASIC_DATA_FILENAME)
     save_data(@shires_infos, SHIRES_DATA_FILENAME)
   end
 end

 class Setup
   def initialize
     @need_name = PLAYER_SETUP[:need_name]
     @temp_name = PLAYER_SETUP[:name]
     @pos = 0
   end
   attr_accessor :need_name, :temp_name, :pos
 end
 
 class Kalender
   def initialize(pos, year)
     self.season = pos
     @year = year
   end
   def next_season() @season = (@season + 1) % 4 end
   def season=(ns) @season = (ns - 1) % 4 end
   def season() @season end
   attr_accessor :year
 end

 class Acre
   def initialize
     @usage = :fallow
     @results = 0
   end
   def fallow?() @usage == :fallow end
   def producing?() @usage == :cattle or @usage == :grain end
   attr_accessor :usage, :results
 end

 class Resources
   def initialize
     @cattle = 0
     @grain = 0
     @wood = 0
     @stone = 0
     @iron = 0
     @gold = 0
     @ale = 0
     @medicines = 0
   end

   def change_acres_usage(n, f, c, g)
     setup_acres(n + f + c + g)
     pos = 0
     n.times do
       @acres[pos].usage = nil
       pos += 1
     end
     f.times do
       @acres[pos].usage = :fallow
       pos += 1
     end
     c.times do
       @acres[pos].usage = :cattle
       pos += 1
     end
     g.times do
       @acres[pos].usage = :grain
       pos += 1
     end
   end

   def setup_acres(total)
     @acres_max = total
     @acres = Array.new(total){ Acre.new }
   end
   def acres_fallow() @acres.select{|a| a.fallow? }.size end
   def acres_used() @acres.select{|a| a.producing? }.size end
   def land_usage(pos) @acres[pos].usage end
   def change_land_usage(pos, mode) @acres[pos].usage = mode end
   attr_accessor :acres, :acres_max, :cattle, :grain, :wood, :stone
   attr_accessor :iron, :gold, :ale, :medicines
 end

 class MapObject
   def initialize(moid) @id = moid end
   attr_accessor :id, :name
 end
 
 class Lord < MapObject
   def initialize(lid)
     super(lid)
     @name = "Unknown"
     @shires = []
     @lands = 0
     @title = "Civil Servant"
     @crowns = 0
     @allies = []
     @armies = []
     @victories = -1
   end

   def add_shire(sid)
     @shires << sid
     @shires = @shires.uniq.sort
   end

   def lose_shire(sid)
     @shires.delete(sid)
   end

   def join_armies(t1, t2)
     @armies[t1].join_army(@armies[t2])
     @armies.delete_at(t2)
     @armies[t1]
   end
   attr_accessor :shires, :lands, :title, :crowns, :allies, :armies, :victories
 end

 class ShireStats
   def initialize
     @tax = 0
     @happiness = 50
     @health = 50
     @population = 10
   end
   attr_accessor :tax, :happiness, :health, :population
 end

 class Shire < MapObject
   def initialize(sid)
     super(sid)
     @name = "Lost Shire"
     @land_id = 0
     @lord_id = 0
     @stats = ShireStats.new
     @resources = Resources.new
     @size = :medium
     @has_spies = false
     @threats = []
   end
   attr_accessor :land_id, :lord_id, :stats, :size, :has_spies
   attr_reader :resources, :threats
 end

 class Army
   def initialize
     @name = ""
     @troops = Array.new(TROOP_TYPE_MAX, 0)
   end

   def join_army(army)
     TROOP_TYPE_MAX.times{|n| @troops[n] += army.troops[n] }
   end
   attr_accessor :name
   attr_reader :troops
 end

 class Map
   def initialize(mid, editor_map_id)
     @id = mid
     @editor_map_id = editor_map_id
     @shires = []
   end
   attr_accessor :shires
   attr_reader :id, :editor_map_id
 end

 class Spy
   include SpyData
   def initialize(spy_id, shire)
     features = FEATURES[spy_id]
     @variance = FEATURES[spy_id][:vary]
     @shire_id = shire
     @wage = SpyData.salary(spy_id)
     @data = Resources.new
     @stats = ShireStats.new
     @armies = []
     @targets = []
   end
   attr_accessor :shire_id, :variance, :wage, :data, :stats, :armies, :targets
 end
# * End of Data Classes #
 class NameEditWindow < Window_NameEdit
   def initialize(actor, max_char)
     super
     self.contents = Bitmap.new(width - 32, height - 32)
     @actor = actor
     name = actor.name
     @max_char = max_char
     name_array = name.split(//)[0...@max_char]
     @name = ""
     name_array.size.times{|i| @name += name_array[i] }
     @default_name = @name
     @index = name_array.size
     refresh
     update_cursor_rect
   end

   def refresh
     self.contents.clear
     name_array = @name.split(//)
     @max_char.times do |i|
       c = name_array[i] || " "
       x = 320 - @max_char * 14 + i * 28
       self.contents.draw_text(x, 32, 28, 32, c, 1)
     end
     #draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80)
   end
 end

 class NameScene < Scene_Name
   def main
     @actor = $game_system.lords[1]
     @edit_window = NameEditWindow.new(@actor, PLAYER_SETUP[:chars])
     @input_window = Window_NameInput.new
     Graphics.transition
     loop do
       Graphics.update
       Input.update
       update
       break if $scene != self
     end
     Graphics.freeze
     @edit_window.dispose
     @input_window.dispose
   end

   def check_name
     @edit_window.restore_default
     no_name = @edit_window.name.empty?
     se = no_name ? $data_system.decision_se : $data_system.buzzer_se
     $game_system.se_play(se)
   end

   def update
     @edit_window.update
     @input_window.update
     if Input.repeat?(Input::B)
       return if @edit_window.index == 0
       $game_system.se_play($data_system.cancel_se)
       @edit_window.back
       return
     elsif Input.trigger?(Input::C)
       if @input_window.character == nil
         return check_name if @edit_window.name == ""
         @actor.name = @edit_window.name
         $game_system.se_play($data_system.decision_se)
         return $scene = KLords::MapScene.new
       end
       if @edit_window.index == $game_temp.name_max_char or
          @input_window.character == ""
         return $game_system.se_play($data_system.buzzer_se)
       end
       $game_system.se_play($data_system.decision_se)
       @edit_window.add(@input_window.character)
     end
   end
 end

 class IconLabel
   def initialize(nx, ny, type, w=68)
     @icon = Sprite.new
     @icon.set_xy(nx, ny)
     @icon.bitmap = RPG::Cache.icon(ICONS[type])
     @label = Sprite.new
     @label.set_xy(nx + 28, ny + 2)
     @label.bitmap = Bitmap.new(w, 24)
   end

   def set_text(text)
     b = @label.bitmap
     b.clear
     b.font.set FontSetup::SHIRE_LABELS
     b.draw_text(0, 0, b.width, 24, text, 1)
   end

   def visible=(bool)
     @icon.visible = bool
     @label.visible = bool
   end

   def dispose
     @icon.bitmap.dispose
     @icon.dispose
     @label.bitmap.dispose
     @label.dispose
   end
 end

 def season_name(season)
   case season
   when 0 then LABELS.winter
   when 1 then LABELS.spring
   when 2 then LABELS.summer
   when 3 then LABELS.autumn
   end
 end

 class MapSpriteset < Spriteset_Map
   def initialize
     @viewport1 = Viewport.new(0, 0, 640, 480)
     @viewport2 = Viewport.new(0, 0, 640, 480)
     @viewport2.z = 200
     @tilemap = Tilemap.new(@viewport1)
     @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
     7.times do |i|
       autotile_name = $game_map.autotile_names[i]
       @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
     end
     @tilemap.map_data = $game_map.data
     @tilemap.priorities = $game_map.priorities
     @panorama = Plane.new(@viewport1)
     @panorama.z = -1000
     backdrop = MAPDATA[$game_map.map_id][0]
     #@panorama.bitmap = RPG::Cache.panorama(backdrop, 0)
     @character_sprites = []
     $game_map.events.keys.sort.each do |i|
       sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
       @character_sprites << sprite
     end
     @picture_sprites = []
     for i in 1..50
       sprite = Sprite_Picture.new(@viewport2, $game_screen.pictures[i])
       @picture_sprites << sprite
     end
   end

   def dispose
     @tilemap.tileset.dispose
     7.times{|i| @tilemap.autotiles[i].dispose }
     @tilemap.dispose
     #@panorama.dispose
     @character_sprites.each{|sprite| sprite.dispose }
     @picture_sprites.each{|sprite| sprite.dispose }
     @viewport1.dispose
     @viewport2.dispose
   end
 end

 class Spriteset
   BAR_WIDTH = 200
   def initialize
     @map_id = MapData.map_list[$game_system.map_id]
     @shire = $game_system.last_shire
     @lord = $game_system.lord(@shire.lord_id)
     @baseh = 4 + @shire.lord_id == 1 ? 0 : 48
     @lineh = 28
     @ribbon = Sprite.new
     @ribbon.bitmap = RPG::Cache.picture(RIBBON)
     make_general_data
     make_not_same_lord
     make_stats
     make_send_spy
     refresh_calendar
     refresh_crowns
     refresh_shire_name
     if @shire.lord_id == 1
       @not_lord.visible = false
       refresh_stats
     else
       show_icon_labels(false)
       refresh_not_ruler
       @send_spy.visible = !@shire.has_spies
     end
   end

   def make_general_data
     @calendar = Sprite.new
     @calendar.set_xy(4, 2)
     @calendar.bitmap = Bitmap.new(120, 24)
     @crowns = Sprite.new
     @crowns.set_xy(132, 2)
     @crowns.bitmap = Bitmap.new(BAR_WIDTH, 24)
     @shire_name = Sprite.new
     @shire_name.set_xy(4, 2 + @lineh)
     @shire_name.bitmap = Bitmap.new(BAR_WIDTH, 24)
   end

   def make_not_same_lord
     @not_lord = Sprite.new
     @not_lord.set_xy(4, 64)
     @not_lord.bitmap = Bitmap.new(BAR_WIDTH, 48)
   end

   def make_stats
     @people = IconLabel.new(4, @baseh + @lineh * 2, :people)
     @happy = IconLabel.new(104, @baseh + @lineh * 2, :happy)
     @tax = IconLabel.new(4, @baseh + @lineh * 3, :tax)
     @health = IconLabel.new(104, @baseh + @lineh * 3, :health)
     @cattle = IconLabel.new(4, @baseh + @lineh * 4, :cattle)
     @grain = IconLabel.new(4, @baseh + @lineh * 5, :grain)
     @wood = IconLabel.new(104, @baseh + @lineh * 4, :wood)
     @icon_labels = [@people, @happy, @tax, @health, @cattle, @grain, @wood]
   end

   def make_send_spy
     @send_spy = Sprite.new
     @send_spy.visible = false
     @send_spy.set_xy(20, 148)
     @send_spy.bitmap = b = Bitmap.new(160, 32)
     b.font.set FontSetup::SEND_SPY
     b.fill_rect(b.rect, Font.find_color(:gray))
     b.draw_text(0, 0, b.width, 32, LABELS.send_spy, 1)
     @sprites = [@ribbon, @calendar, @crowns, @shire_name, @send_spy]
   end

   def refresh_calendar
     calendar = $game_system.calendar
     year = calendar.year.to_s
     season = KLords.season_name(calendar.season)
     b = @calendar.bitmap
     b.clear
     yw = b.text_size(year).width
     b.font.set FontSetup::SEASON
     b.draw_text(0, 0, yw, 24, year)
     b.draw_text(yw + 8, 0, b.width - yw - 8, 24, season)
   end

   def refresh_crowns
     gold = @lord.crowns.to_s
     b = @crowns.bitmap
     b.clear
     gw = b.text_size(gold).width
     b.font.set FontSetup::SEASON
     b.draw_text(0, 0, b.width, 24, gold)
     b.draw_text(gw + 4, 0, b.width - gw - 4, 24, LABELS.crowns)
   end

   def refresh_shire_name
     b = @shire_name.bitmap
     b.clear
     b.font.set FontSetup::SHIRE
     b.draw_text(0, 0, b.width, 24, @shire.name, 1)
   end

   def refresh_not_ruler
     b = @not_lord.bitmap
     b.clear
     b.font.set FontSetup::NOT_SAME_LORD
     text = @shire.lord_id == 0 ? LABELS.autonomous : LABELS.not_ruler
     b.draw_text(0, 0, b.width, 24, text, 1)
     @not_lord.visible = true
   end

   def refresh_stats
     stats = @shire.stats
     res = @shire.resources
     @people.set_text(stats.population.to_s)
     @happy.set_text(stats.happiness.to_s + "%")
     @tax.set_text(stats.tax.to_s + "%")
     @health.set_text(stats.health.to_s + "%")
     @cattle.set_text(res.cattle.to_s)
     @grain.set_text(res.grain.to_s)
     @wood.set_text(res.wood.to_s)
   end
 #make_map_name make_which_lord make_lord_name@name@which_lord@lord_name
   def make_map_name
     map = MapData.map(@map_id).name
     @name = Sprite.new
     @name.y = 8
     @name.bitmap = b = Bitmap.new(BAR_WIDTH, 24)
     b.font.set MAP
     b.draw_text(0, 0, b.width, 24, map, 1)
   end

   def make_which_lord
     @which_lord = Sprite.new
     @which_lord.y = 64
     @which_lord.bitmap = b = Bitmap.new(BAR_WIDTH, 24)
     b.font.set WHICH_LORD
     b.draw_text(0, 0, b.width, 24, LABELS.lord)
   end

   def make_lord_name
     @lord_name = Sprite.new
     @lord_name.y = 92
     @lord_name.bitmap = b = Bitmap.new(BAR_WIDTH, 24)
     b.font.set THIS_LORD
     b.draw_text(0, 0, b.width, 24, KLords.lord.name, 1)
   end

   def dispose
     @not_lord.bitmap.dispose
     @not_lord.dispose
     @sprites.each do |s|
       s.bitmap.dispose
       s.dispose
     end
     @icon_labels.each{|s| s.dispose }
     @sprites.clear
     @icon_labels.clear
   end
   def show_icon_labels(bool) @icon_labels.each{|lbl| lbl.visible = bool } end
   attr_reader :shire, :lord
 end

 class MapScene < Scene_Map
   def main
     KLords.lord = $game_system.lord(1)
     map_id = MapData.map_list[$game_system.map_id]
     old_map_id = $game_map.map_id
     different_map = old_map_id != map_id
     $game_map.setup(map_id) if different_map
     Audio.bgm_stop
     path = "Audio/BGM/" + BGM[0]
     Audio.bgm_play(path)
     @open = true
     @tileset = MapSpriteset.new
     @spriteset = Spriteset.new
     Graphics.transition
     while @open
       Graphics.update
       Input.update
       update
     end
     Graphics.freeze
     @spriteset.dispose
     @tileset.dispose
     $game_system.bgm_replay
     $game_map.setup(old_map_id) if different_map
   end

   def update
     if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Map.new
       return @open = nil
     elsif Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
     end
   end
 end
 MapData.parse_shires_map_data
end

class Game_System
 alias :kyon_lords_gm_sys_init :initialize
 def initialize
   kyon_lords_gm_sys_init
   setup_klords
   next_shires_map
 end

 def setup_klords
   @klords_setup = KLords::Setup.new
   @lords = { 0 => KLords::Lord.new(0), 1 => KLords::Lord.new(1) }
   @lords[1].name = @klords_setup.temp_name if @klords_setup.need_name
   data = KLords::DATE
   new_calendar(data[:season], data[:year])
 end

 def next_shires_map
   @last_shire_id = nil
   @klords_setup.pos += 1
   @shires_map = KLords::MapData.shires_map(@klords_setup.pos)
   @shires = @shires_map.shires.dup
 end

 def new_calendar(season, year)
   @calendar = KLords::Kalender.new(season, year)
 end

 def shire_change_lord(sid, lid)
   @shires[sid].lord_id = lid
   @lords[lid].add_shire(sid)
 end
 def last_shire() @last_shire_id ? @shires[@last_shire_id] : @shires[0] end
 def bgm_replay() bgm_play(@playing_bgm) end
 def map_id() @klords_setup.pos end
 def lord(lid) @lords[lid] end
 def lord_name(lid) @lords[lid].name end
 def lord_shires(lid) @lords[lid].shires end
 def lord_allies(lid) @lords[lid].allies end
 def lord_crowns(lid) @lords[lid].crowns end
 def lord_gain_crowns(lid, n) @lords[lid].crowns += n end
 def lord_lose_crowns(lid, n) @lords[lid].crowns -= n end
 def lord_resources(lid) @lords[lid].resources end
 def lord_player_victory!() @lords[1].victories += 1 end
 def shire(sid) @shires[sid] end
 def shire_land_id(sid) @shires[sid].land_id end
 def shire_lord_id(sid) @shires[sid].lord_id end
 def shire_tax(sid) @shires[sid].tax end
 def need_player_name?() @klords_setup.need_name end
 def has_player_name!() @klords_setup.need_name = nil end
 attr_reader :calendar, :lords, :shires, :shire_id, :last_shire_id
 #def change_lord(lid, rid) @lords[mid] = rid end
end

class Game_Party
 def leader_as_lord() $game_system.lord(1).name = @actors[0].name end
end

class Interpreter
 def open_klords_map(map_id)
   if $game_system.need_player_name?
     $game_system.has_player_name!
     $scene = KLords::NameScene.new
   else
     $scene = KLords::MapScene.new
   end
 end
end
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Just some scripts I've already published on the board...
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I'm currently playing Divinity: Original Sin II and it's possible to save the game in the middle of a battle there.
So I'm thinking if it's possible to have such a feature in a RPG Maker XP game. I think it would require a massive revision of the save and loading processes.

What do you think?
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