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		<title><![CDATA[Save-Point - All Forums]]></title>
		<link>https://www.save-point.org/</link>
		<description><![CDATA[Save-Point - https://www.save-point.org]]></description>
		<pubDate>Sat, 13 Jun 2026 14:02:22 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Hello everyone]]></title>
			<link>https://www.save-point.org/thread-13592.html</link>
			<pubDate>Sat, 13 Jun 2026 09:56:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=9522">alexncf125</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13592.html</guid>
			<description><![CDATA[Hello! I'm new to RPGMaker VX Ace, and game development in general. <br />
i came across this forum while looking for vx ace scripts... having access to such large archive and other resources would be awesome. <br />
my english isn’t very good so i mostly just lurk sorry...I hope you are all well.<br />
<br />
Edit: Excuse me, I'd like to change my username to alexncf125. Could an administrator please help me change it in the control panel?]]></description>
			<content:encoded><![CDATA[Hello! I'm new to RPGMaker VX Ace, and game development in general. <br />
i came across this forum while looking for vx ace scripts... having access to such large archive and other resources would be awesome. <br />
my english isn’t very good so i mostly just lurk sorry...I hope you are all well.<br />
<br />
Edit: Excuse me, I'd like to change my username to alexncf125. Could an administrator please help me change it in the control panel?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Prepare For Increased Forum Activity]]></title>
			<link>https://www.save-point.org/thread-13591.html</link>
			<pubDate>Sat, 13 Jun 2026 02:48:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=4621">DoubleX</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13591.html</guid>
			<description><![CDATA[As the offical RPG Maker Web forum's going down soon, I'll expect more and more users to archive contents in RMW to here, and some of them will probably treat here as their new home:<br />
<a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/page-2#posts" target="_blank" rel="noopener" class="mycode_url">Welcome To RPG Maker Guild</a><br />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/" target="_blank" rel="noopener" class="mycode_url">RPG Maker Web Forum Closure FAQ</a><br />
I'm already promoting this forum as an alternative of RMW, to hope that more and more RMW members at least knows this site :)]]></description>
			<content:encoded><![CDATA[As the offical RPG Maker Web forum's going down soon, I'll expect more and more users to archive contents in RMW to here, and some of them will probably treat here as their new home:<br />
<a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/page-2#posts" target="_blank" rel="noopener" class="mycode_url">Welcome To RPG Maker Guild</a><br />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/" target="_blank" rel="noopener" class="mycode_url">RPG Maker Web Forum Closure FAQ</a><br />
I'm already promoting this forum as an alternative of RMW, to hope that more and more RMW members at least knows this site :)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RMW Refugee is here (1)]]></title>
			<link>https://www.save-point.org/thread-13589.html</link>
			<pubDate>Fri, 12 Jun 2026 13:23:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=9518">TroyZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13589.html</guid>
			<description><![CDATA[hi there, TroyZ here, been on another rpg maker forums since rpg revolution days. and now trying to find another cozy home to stay, because RMW forums is now ticking it's time bomb in the next 6 months. i'm rgss3 scripter in the old days, and now trying to learn again because of long hiatus<br />
<br />
looking forward to your advice]]></description>
			<content:encoded><![CDATA[hi there, TroyZ here, been on another rpg maker forums since rpg revolution days. and now trying to find another cozy home to stay, because RMW forums is now ticking it's time bomb in the next 6 months. i'm rgss3 scripter in the old days, and now trying to learn again because of long hiatus<br />
<br />
looking forward to your advice]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[KEnemy Slain ACE]]></title>
			<link>https://www.save-point.org/thread-13587.html</link>
			<pubDate>Fri, 12 Jun 2026 03:54:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=1471">kyonides</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13587.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">KEnemy Slain ACE</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">by Kyonides</span></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Introduction</span><br />
<br />
This scriptlet allows you to set custom enemy defeated messages.<br />
<br />
Just leave a note in the DB Enemy's notebox:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&lt;defeat&gt; cried out loud!&lt;/defeat&gt;</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">WARNING:</span> The string should always begin with an empty space.<br />
<br />
It will display the message without the &lt;defeat&gt; tags on screen.<br />
<br />
By default the scriptlet uses the Battle Log here known as :log .<br />
You can set it to :window to display the message window instead.<br />
<br />
And you can call it to change the current display mode ingame!<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>EnemySlain.message_mode = :log<br />
EnemySlain.message_mode = :window</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">The Script</span></span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># * KEnemy Slain ACE * #<br />
#  Scripter : Kyonides<br />
#  2026-06-11<br />
<br />
# This scriptlet allows you to set custom enemy defeated messages.<br />
# Just leave a note in the DB Enemy's notebox:<br />
# WARNING: The string should always begin with an empty space.<br />
# &lt;defeat&gt; cried out loud!&lt;/defeat&gt;<br />
<br />
# By default the scriptlet uses the Battle Log here known as :log<br />
# You can set it to :window to display the message window instead.<br />
# And you can call it to change the current display mode ingame.<br />
#  EnemySlain.message_mode = :log *OR* :window<br />
<br />
module KEnemySlain<br />
  @message_mode = :log<br />
  extend self<br />
  attr_accessor :message_mode, :show_window<br />
  attr_reader :text<br />
  def log?<br />
    @message_mode == :log<br />
  end<br />
<br />
  def window?<br />
    @message_mode == :window<br />
  end<br />
<br />
  def set(string)<br />
    @show_window = true<br />
    @text = string<br />
  end<br />
<br />
  def clear<br />
    @text = @show_window = nil<br />
  end<br />
end<br />
<br />
module RPG<br />
  class Enemy<br />
    def process_collapse_note<br />
      @note[/&lt;defeat&gt;(.*)&lt;&#92;/defeat&gt;/i]<br />
      line = &#36;1 || ""<br />
    end<br />
<br />
    def collapse_note<br />
      @collapse_note ||= process_collapse_note<br />
    end<br />
  end<br />
end<br />
<br />
class Game_Enemy<br />
  def collapse_note<br />
    enemy.collapse_note<br />
  end<br />
end<br />
<br />
class Window_BattleLog<br />
  def display_added_states(target)<br />
    target.result.added_state_objects.each do |state|<br />
      slain = nil<br />
      if target.actor?<br />
        state_msg = state.message1<br />
      else<br />
        state_msg = state.message2<br />
        is_enemy = true<br />
      end<br />
      if state.id == target.death_state_id<br />
        if is_enemy<br />
          collapsed = target.collapse_note<br />
          state_msg = collapsed unless collapsed.empty?<br />
          slain = true<br />
        end<br />
        target.perform_collapse_effect<br />
      end<br />
      next if state_msg.empty?<br />
      if slain and KEnemySlain.window?<br />
        KEnemySlain.set(target.name + state_msg)<br />
        next<br />
      else<br />
        replace_text(target.name + state_msg)<br />
        wait<br />
        wait_for_effect<br />
      end<br />
    end<br />
  end<br />
end<br />
<br />
class Scene_Battle<br />
  alias :kyon_enm_slain_scn_btl_app_itm_fx :apply_item_effects<br />
  alias :kyon_enm_slain_scn_btl_inv_cntr_atk :invoke_counter_attack<br />
  def apply_item_effects(target, item)<br />
    kyon_enm_slain_scn_btl_app_itm_fx(target, item)<br />
    return unless KEnemySlain.show_window<br />
    &#36;game_message.add(KEnemySlain.text)<br />
    KEnemySlain.clear<br />
  end<br />
<br />
  def invoke_counter_attack(target, item)<br />
    kyon_enm_slain_scn_btl_inv_cntr_atk(target, item)<br />
    return unless KEnemySlain.show_window<br />
    &#36;game_message.add(KEnemySlain.text)<br />
    KEnemySlain.clear<br />
  end<br />
end</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Terms &amp; Conditions</span></span><br />
<br />
Free as in <img src="https://www.save-point.org/images/smilies/ejlol/beer.gif" alt="Beer" title="Beer" class="smilie smilie_189" /> beer.<br />
Mention me in your game credits.<br />
Optionally, you can mention this forum as well.<br />
That's it! <img src="https://www.save-point.org/images/smilies/ejlol/tongue.gif" alt="Tongue sticking out" title="Tongue sticking out" class="smilie smilie_24" />]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">KEnemy Slain ACE</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">by Kyonides</span></span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Introduction</span><br />
<br />
This scriptlet allows you to set custom enemy defeated messages.<br />
<br />
Just leave a note in the DB Enemy's notebox:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&lt;defeat&gt; cried out loud!&lt;/defeat&gt;</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">WARNING:</span> The string should always begin with an empty space.<br />
<br />
It will display the message without the &lt;defeat&gt; tags on screen.<br />
<br />
By default the scriptlet uses the Battle Log here known as :log .<br />
You can set it to :window to display the message window instead.<br />
<br />
And you can call it to change the current display mode ingame!<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>EnemySlain.message_mode = :log<br />
EnemySlain.message_mode = :window</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">The Script</span></span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># * KEnemy Slain ACE * #<br />
#  Scripter : Kyonides<br />
#  2026-06-11<br />
<br />
# This scriptlet allows you to set custom enemy defeated messages.<br />
# Just leave a note in the DB Enemy's notebox:<br />
# WARNING: The string should always begin with an empty space.<br />
# &lt;defeat&gt; cried out loud!&lt;/defeat&gt;<br />
<br />
# By default the scriptlet uses the Battle Log here known as :log<br />
# You can set it to :window to display the message window instead.<br />
# And you can call it to change the current display mode ingame.<br />
#  EnemySlain.message_mode = :log *OR* :window<br />
<br />
module KEnemySlain<br />
  @message_mode = :log<br />
  extend self<br />
  attr_accessor :message_mode, :show_window<br />
  attr_reader :text<br />
  def log?<br />
    @message_mode == :log<br />
  end<br />
<br />
  def window?<br />
    @message_mode == :window<br />
  end<br />
<br />
  def set(string)<br />
    @show_window = true<br />
    @text = string<br />
  end<br />
<br />
  def clear<br />
    @text = @show_window = nil<br />
  end<br />
end<br />
<br />
module RPG<br />
  class Enemy<br />
    def process_collapse_note<br />
      @note[/&lt;defeat&gt;(.*)&lt;&#92;/defeat&gt;/i]<br />
      line = &#36;1 || ""<br />
    end<br />
<br />
    def collapse_note<br />
      @collapse_note ||= process_collapse_note<br />
    end<br />
  end<br />
end<br />
<br />
class Game_Enemy<br />
  def collapse_note<br />
    enemy.collapse_note<br />
  end<br />
end<br />
<br />
class Window_BattleLog<br />
  def display_added_states(target)<br />
    target.result.added_state_objects.each do |state|<br />
      slain = nil<br />
      if target.actor?<br />
        state_msg = state.message1<br />
      else<br />
        state_msg = state.message2<br />
        is_enemy = true<br />
      end<br />
      if state.id == target.death_state_id<br />
        if is_enemy<br />
          collapsed = target.collapse_note<br />
          state_msg = collapsed unless collapsed.empty?<br />
          slain = true<br />
        end<br />
        target.perform_collapse_effect<br />
      end<br />
      next if state_msg.empty?<br />
      if slain and KEnemySlain.window?<br />
        KEnemySlain.set(target.name + state_msg)<br />
        next<br />
      else<br />
        replace_text(target.name + state_msg)<br />
        wait<br />
        wait_for_effect<br />
      end<br />
    end<br />
  end<br />
end<br />
<br />
class Scene_Battle<br />
  alias :kyon_enm_slain_scn_btl_app_itm_fx :apply_item_effects<br />
  alias :kyon_enm_slain_scn_btl_inv_cntr_atk :invoke_counter_attack<br />
  def apply_item_effects(target, item)<br />
    kyon_enm_slain_scn_btl_app_itm_fx(target, item)<br />
    return unless KEnemySlain.show_window<br />
    &#36;game_message.add(KEnemySlain.text)<br />
    KEnemySlain.clear<br />
  end<br />
<br />
  def invoke_counter_attack(target, item)<br />
    kyon_enm_slain_scn_btl_inv_cntr_atk(target, item)<br />
    return unless KEnemySlain.show_window<br />
    &#36;game_message.add(KEnemySlain.text)<br />
    KEnemySlain.clear<br />
  end<br />
end</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Terms &amp; Conditions</span></span><br />
<br />
Free as in <img src="https://www.save-point.org/images/smilies/ejlol/beer.gif" alt="Beer" title="Beer" class="smilie smilie_189" /> beer.<br />
Mention me in your game credits.<br />
Optionally, you can mention this forum as well.<br />
That's it! <img src="https://www.save-point.org/images/smilies/ejlol/tongue.gif" alt="Tongue sticking out" title="Tongue sticking out" class="smilie smilie_24" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Henlo Everyone!]]></title>
			<link>https://www.save-point.org/thread-13583.html</link>
			<pubDate>Fri, 12 Jun 2026 00:08:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=9517">MuyoPopHoneyNutFemios</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13583.html</guid>
			<description><![CDATA[I'm HoneyNutFemios and I'm mainly a fledgling RPGMaker MZ dev/artist hoping to branch out more in other engines in the near future. <br />
<br />
Here is my Itch.io page for those curious: <a href="https://honeynutfemios93.itch.io" target="_blank" rel="noopener" class="mycode_url">https://honeynutfemios93.itch.io</a><br />
<br />
I actually am fairly new to this forum but was invited by Rose-Guardian after seeing RPGMaker Web's forums go a plunder! <br />
<br />
Here's how I color my art for extra reference too:<br />
<a href="https://youtu.be/r3d4wMro0BM?si=Pbj-n0kJTEcVgu7j" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/r3d4wMro0BM?si=Pbj-n0kJTEcVgu7j</a>]]></description>
			<content:encoded><![CDATA[I'm HoneyNutFemios and I'm mainly a fledgling RPGMaker MZ dev/artist hoping to branch out more in other engines in the near future. <br />
<br />
Here is my Itch.io page for those curious: <a href="https://honeynutfemios93.itch.io" target="_blank" rel="noopener" class="mycode_url">https://honeynutfemios93.itch.io</a><br />
<br />
I actually am fairly new to this forum but was invited by Rose-Guardian after seeing RPGMaker Web's forums go a plunder! <br />
<br />
Here's how I color my art for extra reference too:<br />
<a href="https://youtu.be/r3d4wMro0BM?si=Pbj-n0kJTEcVgu7j" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/r3d4wMro0BM?si=Pbj-n0kJTEcVgu7j</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ahoy-hoy fine forum folks]]></title>
			<link>https://www.save-point.org/thread-13582.html</link>
			<pubDate>Fri, 12 Jun 2026 00:05:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=9516">CrimeRobot</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13582.html</guid>
			<description><![CDATA[Howdy folks, just here to find a place to discuss RPG Makerin' what with RMW on the way out.  Niche old school forums are very much my preferred online speed, as reddit seems too big to really "participate" (apart from the Frisky Dingo sub) and facebook is too "real" and stressful, so I'm looking forward to dipping my toe in here, and that I'll get some motivation to really start hitting my RM project hard  <img src="https://www.save-point.org/images/smilies/ejlol/verycheery.gif" alt="Very cheery" title="Very cheery" class="smilie smilie_32" />]]></description>
			<content:encoded><![CDATA[Howdy folks, just here to find a place to discuss RPG Makerin' what with RMW on the way out.  Niche old school forums are very much my preferred online speed, as reddit seems too big to really "participate" (apart from the Frisky Dingo sub) and facebook is too "real" and stressful, so I'm looking forward to dipping my toe in here, and that I'll get some motivation to really start hitting my RM project hard  <img src="https://www.save-point.org/images/smilies/ejlol/verycheery.gif" alt="Very cheery" title="Very cheery" class="smilie smilie_32" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hello, Save-Point! Savayone here!]]></title>
			<link>https://www.save-point.org/thread-13517.html</link>
			<pubDate>Thu, 11 Jun 2026 16:25:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=9515">Savayone</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13517.html</guid>
			<description><![CDATA[Hello, Save-Point!<br />
<br />
I'm Savayone, a beginner artist, writer, and game developer. While I've made some small games before, I'm now looking forward to socializing and collaborating with others here and elsewhere. As of right now, I'm getting re-acquainted with forums, and I'm in the works of designing my own games.<br />
<br />
In any case, I'm glad to meet you all!   <img src="https://www.save-point.org/images/smilies/ejlol/veryhappytongue.gif" alt="Very happy + Tongue sticking out" title="Very happy + Tongue sticking out" class="smilie smilie_21" />]]></description>
			<content:encoded><![CDATA[Hello, Save-Point!<br />
<br />
I'm Savayone, a beginner artist, writer, and game developer. While I've made some small games before, I'm now looking forward to socializing and collaborating with others here and elsewhere. As of right now, I'm getting re-acquainted with forums, and I'm in the works of designing my own games.<br />
<br />
In any case, I'm glad to meet you all!   <img src="https://www.save-point.org/images/smilies/ejlol/veryhappytongue.gif" alt="Very happy + Tongue sticking out" title="Very happy + Tongue sticking out" class="smilie smilie_21" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Maker Web is Closing]]></title>
			<link>https://www.save-point.org/thread-13499.html</link>
			<pubDate>Thu, 11 Jun 2026 12:18:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13499.html</guid>
			<description><![CDATA[Dear Friends, <br />
<br />
This is not a joke, nor a bluff.  The announcement only appeared last night at roughly  8:49pm EST, and the contents to their post appear as such:<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-size: x-large;" class="mycode_size"><a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/unread" target="_blank" rel="noopener" class="mycode_url">Welcome to RPG MAKER GUILD</a></span><br />
<span style="font-size: x-small;" class="mycode_size">By <a href="https://forums.rpgmakerweb.com/members/rpgmakerdev.229050/" target="_blank" rel="noopener" class="mycode_url">RPGMakerDev</a>  <a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/post-1558969" target="_blank" rel="noopener" class="mycode_url">Yesterday at 8:49 PM</a></span><br />
Today, we're excited to announce the launch of RPG MAKER GUILD, the new official RPG Maker forum operated by Gotcha Gotcha Games Inc..<br />
Our goal is to provide a welcoming space where RPG Maker creators can connect, share projects, exchange ideas, and continue growing the community together. We look forward to building on the creativity, knowledge, and passion that have made the RPG Maker community so special over the years.<br />
■Visit RPG MAKER GUILD:<br />
<a href="https://guild.rpgmakerofficial.com/" target="_blank" rel="noopener" class="mycode_url">https://guild.rpgmakerofficial.com/</a><br />
To support the transition to the new forum, new account registrations have been disabled as of today. Beginning on June 18th, 2026 JST, posting and account-related features will be disabled and the forum will become read-only. The forum will remain accessible in read-only mode until December 11th, 2026 JST.<br />
For details regarding the transition schedule, account information, forum data, and frequently asked questions, please see the FAQ below.<br />
■Forum Closure FAQ:<br />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/" target="_blank" rel="noopener" class="mycode_url">https://forums.rpgmakerweb.com/threads/r...aq.183960/</a><br />
<hr class="mycode_hr" />
<br />
Thank You from KOMODO<br />
First and foremost, we would like to thank everyone who has contributed to the forum over the years. From creators sharing their games and resources to community members helping one another, your passion and support have helped make the RPG Maker community what it is today.<br />
We are grateful to have been part of this journey and are excited to see the community continue to grow in its new home.<br />
Thank you for your support and contributions throughout the years.<br />
— The KOMODO Team<br />
<hr class="mycode_hr" />
<hr class="mycode_hr" />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/unread" target="_blank" rel="noopener" class="mycode_url"><span style="font-size: x-large;" class="mycode_size">RPG Maker Web Forum Closure FAQ</span></a><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">About the Closure</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Why is the forum shutting down?</span><br />
As part of upcoming changes to the community management structure, the official RPG Maker forum will transition to a new platform operated by Gotcha Gotcha Games Inc..<br />
This transition is intended to support the continued growth of the RPG Maker community under the new forum, and the current forum will be retired as part of that process.<br />
<span style="font-weight: bold;" class="mycode_b">When will the current forum shut down?</span><br />
The current forum is scheduled to close on Dec 11th, 2026 (JST).<br />
Please note that certain forum features will be disabled prior to the closure date as part of the transition process.<br />
<span style="font-weight: bold;" class="mycode_b">Will there be an archive or backup of the forum?</span><br />
No. There are currently no plans to provide a public archive or backup of the current forum once it has been closed.<br />
We encourage users to save any posts, guides, resources, or other content they wish to keep before the forum closure. Content that you would like to continue sharing with the community may be reposted on the new forum.<br />
<span style="font-weight: bold;" class="mycode_b">What happens to the KOMODO Store Purchases and where will we find support for them?</span><br />
There will be no changes to KOMODO Store purchases or product support as a result of the forum transition.<br />
For assistance with purchases, orders, or product-related inquiries, please continue to use the usual support channels and FAQ resources.<br />
<span style="font-weight: bold;" class="mycode_b">How long will the current forum remain available, and what changes will occur before it closes?</span><br />
As part of the forum transition, the current forum will gradually phase out its functionality according to the schedule below:<br />
・June 11th, 2026 (JST) – New account registrations will be disabled.<br />
・June 18th, 2026 (JST) – Posting and account activity will be disabled, and the forum will become read-only.<br />
・Dec. 11th, 2026 (JST) – The forum will be permanently closed and will no longer be accessible.<br />
If there is any content you would like to keep, please make sure to save it before the forum closes.<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Account &amp; Data</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Can I use my current account on the new forum?</span><br />
No. The new forum is a separate platform, and you will need to create a new account to participate there.<br />
<span style="font-weight: bold;" class="mycode_b">What will happen to my current account information, posts, and forum data?</span><br />
Your current account information, posts, attachments, and other forum data will not be transferred to the new forum.<br />
As the current forum will be retired, this data will be deleted when the forum closes. If there is any content you would like to keep, please make sure to save it beforehand.<br />
<span style="font-weight: bold;" class="mycode_b">What should I do if there are posts I want to keep?</span><br />
If there are guides, tutorials, or other posts you would like to preserve, please save them before the current forum closes.<br />
You are also welcome to repost your content on the new forum if you would like to continue sharing it with the community.<br />
<span style="font-weight: bold;" class="mycode_b">Will attachments and images also be deleted?</span><br />
Yes. Attachments and images are part of the current forum data and will no longer be accessible once the forum is permanently closed.<br />
If there are any files you would like to keep, please download them before the forum closes.<br />
<span style="font-weight: bold;" class="mycode_b">Will private messages also be deleted?</span><br />
Yes. Private messages will not be transferred to the new forum and will be deleted when the current forum is permanently closed.<br />
If there are any messages you would like to keep, please save them before the forum closes.<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">RPG Maker &amp; Store Support</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Will KOMODO stop supporting RPG Maker products?</span><br />
No. The forum transition does not affect RPG Maker products.<br />
KOMODO will continue to support store-related services for products purchased through the KOMODO store, including purchases, payments, and product delivery.<br />
Support for individual RPG Maker products is provided by their respective developers and publishers.<br />
<span style="font-weight: bold;" class="mycode_b">Who should users contact for inquiries?</span><br />
For inquiries regarding the current forum and its closure, please contact KOMODO:<br />
 <br />
<hr class="mycode_hr" />
<hr class="mycode_hr" />
<br />
 <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Forum</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where is the new official forum?<br />
</span><br />
The new official RPG Maker forum "「RPG MAKER GUILD」" will be operated by Gotcha Gotcha Games.<br />
<br />
We encourage community members to visit and participate in the new forum using the link below:<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://us1.discourse-cdn.com/flex002/uploads/rpgmaker_community/original/2X/b/bdaf6cac609fa35d26502adec7f98ec68665fca7.png" loading="lazy"  alt="[Image: bdaf6cac609fa35d26502adec7f98ec68665fca7.png]" class="mycode_img" /></div>
<a href="https://guild.rpgmakerofficial.com/" target="_blank" rel="noopener" class="mycode_url">RPG MAKER GUILD</a><br />
The Official Community for Gotcha Gotcha Games Products<br />
<img src="https://us1.discourse-cdn.com/flex002/uploads/rpgmaker_community/optimized/2X/b/bdaf6cac609fa35d26502adec7f98ec68665fca7_2_32x32.png" loading="lazy"  alt="[Image: bdaf6cac609fa35d26502adec7f98ec68665fca7_2_32x32.png]" class="mycode_img" /> guild.rpgmakerofficial.com<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Who will operate the new forum?</span><br />
Gotcha Gotcha Games Inc. will operate the new official RPG Maker forum.<br />
<br />
For inquiries regarding the new forum, please contact Gotcha Gotcha Games using the support resources available on the new forum.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I need to create a new account?</span><br />
Yes. The new forum is a separate platform, and you will need to create a new account to participate.</blockquote>
<br />
So indeed, the site will be closed, attachments will be unavailable, all graphics unavailable.  And none of which transferred to the new site.]]></description>
			<content:encoded><![CDATA[Dear Friends, <br />
<br />
This is not a joke, nor a bluff.  The announcement only appeared last night at roughly  8:49pm EST, and the contents to their post appear as such:<br />
<br />
<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-size: x-large;" class="mycode_size"><a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/unread" target="_blank" rel="noopener" class="mycode_url">Welcome to RPG MAKER GUILD</a></span><br />
<span style="font-size: x-small;" class="mycode_size">By <a href="https://forums.rpgmakerweb.com/members/rpgmakerdev.229050/" target="_blank" rel="noopener" class="mycode_url">RPGMakerDev</a>  <a href="https://forums.rpgmakerweb.com/threads/welcome-to-rpg-maker-guild.183984/post-1558969" target="_blank" rel="noopener" class="mycode_url">Yesterday at 8:49 PM</a></span><br />
Today, we're excited to announce the launch of RPG MAKER GUILD, the new official RPG Maker forum operated by Gotcha Gotcha Games Inc..<br />
Our goal is to provide a welcoming space where RPG Maker creators can connect, share projects, exchange ideas, and continue growing the community together. We look forward to building on the creativity, knowledge, and passion that have made the RPG Maker community so special over the years.<br />
■Visit RPG MAKER GUILD:<br />
<a href="https://guild.rpgmakerofficial.com/" target="_blank" rel="noopener" class="mycode_url">https://guild.rpgmakerofficial.com/</a><br />
To support the transition to the new forum, new account registrations have been disabled as of today. Beginning on June 18th, 2026 JST, posting and account-related features will be disabled and the forum will become read-only. The forum will remain accessible in read-only mode until December 11th, 2026 JST.<br />
For details regarding the transition schedule, account information, forum data, and frequently asked questions, please see the FAQ below.<br />
■Forum Closure FAQ:<br />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/" target="_blank" rel="noopener" class="mycode_url">https://forums.rpgmakerweb.com/threads/r...aq.183960/</a><br />
<hr class="mycode_hr" />
<br />
Thank You from KOMODO<br />
First and foremost, we would like to thank everyone who has contributed to the forum over the years. From creators sharing their games and resources to community members helping one another, your passion and support have helped make the RPG Maker community what it is today.<br />
We are grateful to have been part of this journey and are excited to see the community continue to grow in its new home.<br />
Thank you for your support and contributions throughout the years.<br />
— The KOMODO Team<br />
<hr class="mycode_hr" />
<hr class="mycode_hr" />
<a href="https://forums.rpgmakerweb.com/threads/rpg-maker-web-forum-closure-faq.183960/unread" target="_blank" rel="noopener" class="mycode_url"><span style="font-size: x-large;" class="mycode_size">RPG Maker Web Forum Closure FAQ</span></a><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">About the Closure</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Why is the forum shutting down?</span><br />
As part of upcoming changes to the community management structure, the official RPG Maker forum will transition to a new platform operated by Gotcha Gotcha Games Inc..<br />
This transition is intended to support the continued growth of the RPG Maker community under the new forum, and the current forum will be retired as part of that process.<br />
<span style="font-weight: bold;" class="mycode_b">When will the current forum shut down?</span><br />
The current forum is scheduled to close on Dec 11th, 2026 (JST).<br />
Please note that certain forum features will be disabled prior to the closure date as part of the transition process.<br />
<span style="font-weight: bold;" class="mycode_b">Will there be an archive or backup of the forum?</span><br />
No. There are currently no plans to provide a public archive or backup of the current forum once it has been closed.<br />
We encourage users to save any posts, guides, resources, or other content they wish to keep before the forum closure. Content that you would like to continue sharing with the community may be reposted on the new forum.<br />
<span style="font-weight: bold;" class="mycode_b">What happens to the KOMODO Store Purchases and where will we find support for them?</span><br />
There will be no changes to KOMODO Store purchases or product support as a result of the forum transition.<br />
For assistance with purchases, orders, or product-related inquiries, please continue to use the usual support channels and FAQ resources.<br />
<span style="font-weight: bold;" class="mycode_b">How long will the current forum remain available, and what changes will occur before it closes?</span><br />
As part of the forum transition, the current forum will gradually phase out its functionality according to the schedule below:<br />
・June 11th, 2026 (JST) – New account registrations will be disabled.<br />
・June 18th, 2026 (JST) – Posting and account activity will be disabled, and the forum will become read-only.<br />
・Dec. 11th, 2026 (JST) – The forum will be permanently closed and will no longer be accessible.<br />
If there is any content you would like to keep, please make sure to save it before the forum closes.<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Account &amp; Data</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Can I use my current account on the new forum?</span><br />
No. The new forum is a separate platform, and you will need to create a new account to participate there.<br />
<span style="font-weight: bold;" class="mycode_b">What will happen to my current account information, posts, and forum data?</span><br />
Your current account information, posts, attachments, and other forum data will not be transferred to the new forum.<br />
As the current forum will be retired, this data will be deleted when the forum closes. If there is any content you would like to keep, please make sure to save it beforehand.<br />
<span style="font-weight: bold;" class="mycode_b">What should I do if there are posts I want to keep?</span><br />
If there are guides, tutorials, or other posts you would like to preserve, please save them before the current forum closes.<br />
You are also welcome to repost your content on the new forum if you would like to continue sharing it with the community.<br />
<span style="font-weight: bold;" class="mycode_b">Will attachments and images also be deleted?</span><br />
Yes. Attachments and images are part of the current forum data and will no longer be accessible once the forum is permanently closed.<br />
If there are any files you would like to keep, please download them before the forum closes.<br />
<span style="font-weight: bold;" class="mycode_b">Will private messages also be deleted?</span><br />
Yes. Private messages will not be transferred to the new forum and will be deleted when the current forum is permanently closed.<br />
If there are any messages you would like to keep, please save them before the forum closes.<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">RPG Maker &amp; Store Support</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Will KOMODO stop supporting RPG Maker products?</span><br />
No. The forum transition does not affect RPG Maker products.<br />
KOMODO will continue to support store-related services for products purchased through the KOMODO store, including purchases, payments, and product delivery.<br />
Support for individual RPG Maker products is provided by their respective developers and publishers.<br />
<span style="font-weight: bold;" class="mycode_b">Who should users contact for inquiries?</span><br />
For inquiries regarding the current forum and its closure, please contact KOMODO:<br />
 <br />
<hr class="mycode_hr" />
<hr class="mycode_hr" />
<br />
 <span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">New Forum</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where is the new official forum?<br />
</span><br />
The new official RPG Maker forum "「RPG MAKER GUILD」" will be operated by Gotcha Gotcha Games.<br />
<br />
We encourage community members to visit and participate in the new forum using the link below:<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://us1.discourse-cdn.com/flex002/uploads/rpgmaker_community/original/2X/b/bdaf6cac609fa35d26502adec7f98ec68665fca7.png" loading="lazy"  alt="[Image: bdaf6cac609fa35d26502adec7f98ec68665fca7.png]" class="mycode_img" /></div>
<a href="https://guild.rpgmakerofficial.com/" target="_blank" rel="noopener" class="mycode_url">RPG MAKER GUILD</a><br />
The Official Community for Gotcha Gotcha Games Products<br />
<img src="https://us1.discourse-cdn.com/flex002/uploads/rpgmaker_community/optimized/2X/b/bdaf6cac609fa35d26502adec7f98ec68665fca7_2_32x32.png" loading="lazy"  alt="[Image: bdaf6cac609fa35d26502adec7f98ec68665fca7_2_32x32.png]" class="mycode_img" /> guild.rpgmakerofficial.com<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Who will operate the new forum?</span><br />
Gotcha Gotcha Games Inc. will operate the new official RPG Maker forum.<br />
<br />
For inquiries regarding the new forum, please contact Gotcha Gotcha Games using the support resources available on the new forum.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I need to create a new account?</span><br />
Yes. The new forum is a separate platform, and you will need to create a new account to participate.</blockquote>
<br />
So indeed, the site will be closed, attachments will be unavailable, all graphics unavailable.  And none of which transferred to the new site.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Weekly Gazette 6-07-2026]]></title>
			<link>https://www.save-point.org/thread-13498.html</link>
			<pubDate>Mon, 08 Jun 2026 04:12:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13498.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">
<img src="https://save-point.org/images/Gazette.png" loading="lazy"  alt="[Image: Gazette.png]" class="mycode_img" /><br />
</div>
<div style="text-align: right;" class="mycode_align">(June 1 to June 7, 2026)<br />
<br />
<a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<br />
Welcome dear readers to the latest issue of the Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself<br />
<br />
<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Official Area</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> General Chat</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> <div style="height: 150px; border:1px solid; padding:4px; margin:1px; overflow:auto;">When it comes to Iran, take your choice of what articles to read within the <a href="showthread.php?tid=7628"><span class="highlight">News of the World</span></a>, whether it be IRGC targeting US vessels in the Strait of Hormuz, Israel's targeting Hezbollah leaders in reprisal to missile attacks coming from Lebanon followed by Iran's declared for Support for Hezbollah and Iran's subequent missile salvos targeting Israel this weekend. On an odd note, Democrats shot down a resolution by fellow Congresswoman Tlaib over Lebanon where the US is not even engaged.<br />
<br />
Russia again launched attacks on Ukraine, either in major cities or striking nuclear storage facilities near Chernobyl. Russia's President Puten rebuffed Ukraine Zelensky's call for a meeting for a ceasefire as Putin seeks all invasion goals while Ukraine drones cripple more Russian infrastructure. And despite Russia's own experts calling the invasion a lost cause, propaganda is convincing young Russians to still sign up. Meanwhile, France intercepted another Shadow Fleet Tanker linked to Russian Oil, and an underwater drones exploded at a Romanian Black Sea port not one week after Russian drones previously caused damage in Romania.<br />
<br />
China, in an attempt to claim more and more territory, sent a flotilla of warships to waters east of Taiwan ahead of talks between Japan and the Phillippines over ensured and recognized maritime boundaries.  In an move to ellicit a reaction, China sent a vessel four miles off the Pratas Islands that Taiwan claims as their own. Meanwhile,  new concerns are building in Manila that China is building a base in the disputed reefs of the Scarborough Shoal's lagoon. As towards China's claim of Japan militarizing, that claim has been rebuked as Defense Minister Shinjirō Koizumi countered that all their defense is open, and still carry no nuclear arsenal nor bombers. The US asked their partners in the South Pacific to increase defense spending to help build a front line of defence while creating a stronger intelligence sharing platform. And Taiwan is still set to purchase the US's &#36;14 Billion arms package.<br />
<br />
To quote Chris Tucker in Rush Hour, "Follow the Rich White Man". That is exactly what is happening in the United States as  the Department Of Justice indictment of the SPLC showed the organization funded &#36;4 million to the KKK, even for crosses to burn. And following all the fraud arrests by the DOJ, Minnesota's DHS began shut down of over 3,400 fraudulent Medicare providers. In elections, Graham Platner's accuser Lindsey Fifield gave an interview to the NY Times, but slammed the published story as having intentionally removed all claims from other women over rape charges. And Mamdani's campaign guru is now under fire for the bullying tactics he applied to Platner campaign staffer Genevieve McDonald over the sexting scandal. Meanwhile, the count is underway in California for both the Governor's house and the race for Mayor Karen Bass's seat. However, Election interference reigns as a voting site was vandalized and burned mail-in ballots were found in a drop box. Even as a terror suspect who threatened to kill Ivanka Trump and plotted to blow up a synagogue in New York City, a Navy Sailor was just caught in an ISIS plot to kill special forces troops with drones and grenades.<br />
<br />
Violence erupted in Europe, with six stabbed at the Arsenal's Premier League Victory Parade only hours after celebrations in Paris for PSG’s Champions League turned the Champs Élysées into a Fortnite map. However, there were miraculous discoveries as an ancient sanctuary was revealed by construction crews in Italy. And two hobbyist treasure hunters uncover the largest Viking Coin hoard just outside of Elverum in Southeast Norway. On the otherhand, Mexican authorities found a massive tunnel network that ran from Tijuana into the United States.<br />
<br />
The suspected Hamas terrorist busted for plot to bomb an Israeli cruise line, another &#36;3.5Billion signed off for California's decades old high-speed rail project, the Australian "ISIS Bride" renouncing the Islamic State in court following her arrest, the loss of US Actor James Handy (Top Gun: Maverick, Jumanji, NCIS) and London's Anthony Head (Buffy the Vampire Slayer, Merlin, Apple TV's Ted Lasso), and more hit this week's news.</div>
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Reduced from 33.3K words down to 683</span></span><br />
<br />
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Tech Talk</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The abuse and dangers of Artificial Intelligence led most of the <a href="showthread.php?tid=7678"><span class="highlight">News of the Cyber World</span></a>, be it the British lawsuit against GrokAI over fake sexualized images,  UC Berkeley students caught using AI to cheat on take-home exams and flunking, Amazon blasted by their own engineers for layoffs in favor of AI, political and election data given by AI found to be 90% wrong be it by bias or foreign interference, and AI endangering social life with chatbot simulated dates.  Concerns over facial recognition hit Meta when it was found that Facial Recognition content was in their smart glasses, and many think that system upgrades are designed to actively make devices obsolete and force customers to buy the new. And another case of a child predator targeting underage players on Roblox also hit this week's news along with much, much more.<br />
<br />
</div></div>
<br />
</div>
<br />
<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Games Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Development Discussion</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> For Remi-chan, the continued work on Fantasia is <a href="showthread.php?tid=395"><span class="highlight">What's up in RMing</span></a>, and she just finished her work to prevent her custom menu system from engaging when certain events are taking place, though she admits the safeguard might not be added everywhere. And with recent sprites and artwork she's received, she has been filling her world with more NPCs.  And in regards of spritework, she received a new chunky sprite of Yasondre, the mother of her three herones, and a couple of canines from Xiie (aka Rune).<br />
<br />
After receiving the doggo sprites from Xiie, Remi-chan took some time to replace the stock graphics and posted new shots of the pooches within  the<a href="showthread.php?tid=2870"><span class="highlight">Maps and Screenshots Thread</span></a>, the first a refugee from his home world while the second involved in deep conversation. After that, she shared some family time and then how she's updating shots and filling her world with more NPCs.<br />
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</div></div>
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Complete Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> It hasn't been long since the release of <a href="showthread.php?tid=7228"><span class="highlight">Rave Heart+</span></a>, the updated version of Rave Heart now published by Moz the Tiger, only  for a new Let's Play has appeared.  The Sisters from  All Ages of Geeks have taken a look and are entranced as they watch Klein go through a new practise mission while throwing some quips at the elder officer in charge.<br />
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</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Upcoming Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Just as a woman now greets a nameless assassin, we are greeted by some information about <a href="showthread.php?tid=6151"><span class="highlight">Memorie</span></a> by KDC.  He was able to retrieve maps from a previous build and the rework of the contents is going smoothly.  The woman within the screenshot he provided is the character you play, the mother of another within the story and one who has no idea what to do with all of the problems that have amassed.<br />
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</div></div>
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</div>
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Material Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Scripts Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> RPGMaker XP (RGSS) Engine</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> An old classic has returned as DerVVulfman posted the last version of the famous <a href="showthread.php?tid=13495"><span class="highlight">XRXS_MP 6. Ring Menu Implementation</span></a> script, noting the name of the author as Kazuki and that the original edition also included graphics work by Ouga Zaitou. For those who have used the western translations that were originally prominent at Creation Asylum, there are some subtle differences except in the base mechanics.<br />
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Based upon the XRXS original by Kazuki, DerVVulfman released <a href="showthread.php?tid=13496"><span class="highlight">Ring Menu Advanced</span></a>, his rendition of the XRXS Ring Menu. A major change from the original; along with placing all editable values within a single module, he included a means to change and even increase the number of main menu options beyond the base six from the default menu.  He later returned to update after discovery of an issue when returning from a prior menu such as Skill or Save, DerVVulfman updated the Ring Menu script with error preventing code and released a patch to allow for more accurate menu returns. <br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Resources Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> 2D Resources</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Once more has the forum entered the wastelands of sand as two more works appeared among the <a href="showthread.php?tid=11336"><span class="highlight">Various RMXP sprites by Ace_V</span></a>.  As requested by kyonides, two more versions of the Desert Dweller from last week has come, the first giving a look of suspicion across his face while the second similar but brandishing a small protective blade.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Creativity Section</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Music and Audio</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The music halls remain silent, waiting for her to step forward onto stage. This week, in keeping with her theme of blood and childhood stolen by undeath, <a href="showthread.php?tid=13452"><span class="highlight">Remi-Chan Sings As Best She Can!</span></a>.  Entitled "Take Up Your Brush, and Paint the World",  Remi uses reverb and phaser voice effects for an otherworldy sound as a slow plodding melody with death sighs is replaced with more kinetic refrains.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Art and Design</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The Museum of art within our forum has its gallry for <a href="showthread.php?tid=8230"><span class="highlight">Remi-chan's Neato Arty thread thing!</span></a> wide open as a new presentation has appeared.  It is a simple before and after, a birth and rebirth if you will, of a character from Remi-Chan's recent endeavor.  A maiden slain in her youth, cursed in her childhood, and burdened with a thirst. Garbed in scarlet as she leaves a trail of crimson in her wake, she reaches her arms out for embrace, an embrace from which which no one would return. Created just this past May, it too was one of the brisk renders she had created.with a speed draw that didn't last even ten minutes, a speed draw with vocals by the character's own vocal artist.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Literature</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Within the new pages of <a href="showthread.php?tid=8405"><span class="highlight">Remi-chan's Writing Snippets~</span></a>, a tale of tragedy appears, a tragedy that had brought forth venegeance and blood. A young girl who was at death's doorstep, one whose time it was to cross, was now thrust into violence against the physicians who threw accusations to her father.  And with undeath anew, there would be blood.<br />
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Well, that's it for this week.<br />
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“A learning experience is one of those things that says, 'You know that thing you just did? Don't do that.” - Douglas Adams (1952-2001)<br />
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<div style="background:#eebbff;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">PROSPECTIVE GAZETEERS!</span><br />
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<span style="font-style: italic;" class="mycode_i">If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette.  The Gazette accepts write-in announcements (which will be doublechecked).  Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.  <br />
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Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST. </span></div>
<div style="text-align: right;" class="mycode_align"><a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<span style="font-size: x-small;" class="mycode_size">Regularly posted  12am (EST) (between Sunday &amp; Monday) based on U.S. Daylight Savings,<br />
4am Monday (UTC), 10pm Sunday(CST/MDT), 6pm Sunday (HST), 6am Monday (CEST),  2pm Monday (AEST) observing daylight savings<br />
5am Monday (UTC), 11pm Sunday(CST), 6pm Sunday (HST), 7am Monday (CET),  3pm Monday (AEST) Not observing daylight savings</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">
<img src="https://save-point.org/images/Gazette.png" loading="lazy"  alt="[Image: Gazette.png]" class="mycode_img" /><br />
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<div style="text-align: right;" class="mycode_align">(June 1 to June 7, 2026)<br />
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<a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
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Welcome dear readers to the latest issue of the Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Official Area</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> General Chat</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> <div style="height: 150px; border:1px solid; padding:4px; margin:1px; overflow:auto;">When it comes to Iran, take your choice of what articles to read within the <a href="showthread.php?tid=7628"><span class="highlight">News of the World</span></a>, whether it be IRGC targeting US vessels in the Strait of Hormuz, Israel's targeting Hezbollah leaders in reprisal to missile attacks coming from Lebanon followed by Iran's declared for Support for Hezbollah and Iran's subequent missile salvos targeting Israel this weekend. On an odd note, Democrats shot down a resolution by fellow Congresswoman Tlaib over Lebanon where the US is not even engaged.<br />
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Russia again launched attacks on Ukraine, either in major cities or striking nuclear storage facilities near Chernobyl. Russia's President Puten rebuffed Ukraine Zelensky's call for a meeting for a ceasefire as Putin seeks all invasion goals while Ukraine drones cripple more Russian infrastructure. And despite Russia's own experts calling the invasion a lost cause, propaganda is convincing young Russians to still sign up. Meanwhile, France intercepted another Shadow Fleet Tanker linked to Russian Oil, and an underwater drones exploded at a Romanian Black Sea port not one week after Russian drones previously caused damage in Romania.<br />
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China, in an attempt to claim more and more territory, sent a flotilla of warships to waters east of Taiwan ahead of talks between Japan and the Phillippines over ensured and recognized maritime boundaries.  In an move to ellicit a reaction, China sent a vessel four miles off the Pratas Islands that Taiwan claims as their own. Meanwhile,  new concerns are building in Manila that China is building a base in the disputed reefs of the Scarborough Shoal's lagoon. As towards China's claim of Japan militarizing, that claim has been rebuked as Defense Minister Shinjirō Koizumi countered that all their defense is open, and still carry no nuclear arsenal nor bombers. The US asked their partners in the South Pacific to increase defense spending to help build a front line of defence while creating a stronger intelligence sharing platform. And Taiwan is still set to purchase the US's &#36;14 Billion arms package.<br />
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To quote Chris Tucker in Rush Hour, "Follow the Rich White Man". That is exactly what is happening in the United States as  the Department Of Justice indictment of the SPLC showed the organization funded &#36;4 million to the KKK, even for crosses to burn. And following all the fraud arrests by the DOJ, Minnesota's DHS began shut down of over 3,400 fraudulent Medicare providers. In elections, Graham Platner's accuser Lindsey Fifield gave an interview to the NY Times, but slammed the published story as having intentionally removed all claims from other women over rape charges. And Mamdani's campaign guru is now under fire for the bullying tactics he applied to Platner campaign staffer Genevieve McDonald over the sexting scandal. Meanwhile, the count is underway in California for both the Governor's house and the race for Mayor Karen Bass's seat. However, Election interference reigns as a voting site was vandalized and burned mail-in ballots were found in a drop box. Even as a terror suspect who threatened to kill Ivanka Trump and plotted to blow up a synagogue in New York City, a Navy Sailor was just caught in an ISIS plot to kill special forces troops with drones and grenades.<br />
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Violence erupted in Europe, with six stabbed at the Arsenal's Premier League Victory Parade only hours after celebrations in Paris for PSG’s Champions League turned the Champs Élysées into a Fortnite map. However, there were miraculous discoveries as an ancient sanctuary was revealed by construction crews in Italy. And two hobbyist treasure hunters uncover the largest Viking Coin hoard just outside of Elverum in Southeast Norway. On the otherhand, Mexican authorities found a massive tunnel network that ran from Tijuana into the United States.<br />
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The suspected Hamas terrorist busted for plot to bomb an Israeli cruise line, another &#36;3.5Billion signed off for California's decades old high-speed rail project, the Australian "ISIS Bride" renouncing the Islamic State in court following her arrest, the loss of US Actor James Handy (Top Gun: Maverick, Jumanji, NCIS) and London's Anthony Head (Buffy the Vampire Slayer, Merlin, Apple TV's Ted Lasso), and more hit this week's news.</div>
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Reduced from 33.3K words down to 683</span></span><br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Tech Talk</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The abuse and dangers of Artificial Intelligence led most of the <a href="showthread.php?tid=7678"><span class="highlight">News of the Cyber World</span></a>, be it the British lawsuit against GrokAI over fake sexualized images,  UC Berkeley students caught using AI to cheat on take-home exams and flunking, Amazon blasted by their own engineers for layoffs in favor of AI, political and election data given by AI found to be 90% wrong be it by bias or foreign interference, and AI endangering social life with chatbot simulated dates.  Concerns over facial recognition hit Meta when it was found that Facial Recognition content was in their smart glasses, and many think that system upgrades are designed to actively make devices obsolete and force customers to buy the new. And another case of a child predator targeting underage players on Roblox also hit this week's news along with much, much more.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Games Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Development Discussion</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> For Remi-chan, the continued work on Fantasia is <a href="showthread.php?tid=395"><span class="highlight">What's up in RMing</span></a>, and she just finished her work to prevent her custom menu system from engaging when certain events are taking place, though she admits the safeguard might not be added everywhere. And with recent sprites and artwork she's received, she has been filling her world with more NPCs.  And in regards of spritework, she received a new chunky sprite of Yasondre, the mother of her three herones, and a couple of canines from Xiie (aka Rune).<br />
<br />
After receiving the doggo sprites from Xiie, Remi-chan took some time to replace the stock graphics and posted new shots of the pooches within  the<a href="showthread.php?tid=2870"><span class="highlight">Maps and Screenshots Thread</span></a>, the first a refugee from his home world while the second involved in deep conversation. After that, she shared some family time and then how she's updating shots and filling her world with more NPCs.<br />
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</div></div>
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Complete Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> It hasn't been long since the release of <a href="showthread.php?tid=7228"><span class="highlight">Rave Heart+</span></a>, the updated version of Rave Heart now published by Moz the Tiger, only  for a new Let's Play has appeared.  The Sisters from  All Ages of Geeks have taken a look and are entranced as they watch Klein go through a new practise mission while throwing some quips at the elder officer in charge.<br />
<br />
</div></div>
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Upcoming Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Just as a woman now greets a nameless assassin, we are greeted by some information about <a href="showthread.php?tid=6151"><span class="highlight">Memorie</span></a> by KDC.  He was able to retrieve maps from a previous build and the rework of the contents is going smoothly.  The woman within the screenshot he provided is the character you play, the mother of another within the story and one who has no idea what to do with all of the problems that have amassed.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Material Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Scripts Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> RPGMaker XP (RGSS) Engine</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> An old classic has returned as DerVVulfman posted the last version of the famous <a href="showthread.php?tid=13495"><span class="highlight">XRXS_MP 6. Ring Menu Implementation</span></a> script, noting the name of the author as Kazuki and that the original edition also included graphics work by Ouga Zaitou. For those who have used the western translations that were originally prominent at Creation Asylum, there are some subtle differences except in the base mechanics.<br />
<br />
Based upon the XRXS original by Kazuki, DerVVulfman released <a href="showthread.php?tid=13496"><span class="highlight">Ring Menu Advanced</span></a>, his rendition of the XRXS Ring Menu. A major change from the original; along with placing all editable values within a single module, he included a means to change and even increase the number of main menu options beyond the base six from the default menu.  He later returned to update after discovery of an issue when returning from a prior menu such as Skill or Save, DerVVulfman updated the Ring Menu script with error preventing code and released a patch to allow for more accurate menu returns. <br />
<br />
</div></div>
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Resources Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> 2D Resources</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Once more has the forum entered the wastelands of sand as two more works appeared among the <a href="showthread.php?tid=11336"><span class="highlight">Various RMXP sprites by Ace_V</span></a>.  As requested by kyonides, two more versions of the Desert Dweller from last week has come, the first giving a look of suspicion across his face while the second similar but brandishing a small protective blade.<br />
<br />
</div></div>
</div></div>
<br />
</div>
<br />
<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Creativity Section</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Music and Audio</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The music halls remain silent, waiting for her to step forward onto stage. This week, in keeping with her theme of blood and childhood stolen by undeath, <a href="showthread.php?tid=13452"><span class="highlight">Remi-Chan Sings As Best She Can!</span></a>.  Entitled "Take Up Your Brush, and Paint the World",  Remi uses reverb and phaser voice effects for an otherworldy sound as a slow plodding melody with death sighs is replaced with more kinetic refrains.<br />
<br />
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Art and Design</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> The Museum of art within our forum has its gallry for <a href="showthread.php?tid=8230"><span class="highlight">Remi-chan's Neato Arty thread thing!</span></a> wide open as a new presentation has appeared.  It is a simple before and after, a birth and rebirth if you will, of a character from Remi-Chan's recent endeavor.  A maiden slain in her youth, cursed in her childhood, and burdened with a thirst. Garbed in scarlet as she leaves a trail of crimson in her wake, she reaches her arms out for embrace, an embrace from which which no one would return. Created just this past May, it too was one of the brisk renders she had created.with a speed draw that didn't last even ten minutes, a speed draw with vocals by the character's own vocal artist.<br />
<br />
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Literature</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Within the new pages of <a href="showthread.php?tid=8405"><span class="highlight">Remi-chan's Writing Snippets~</span></a>, a tale of tragedy appears, a tragedy that had brought forth venegeance and blood. A young girl who was at death's doorstep, one whose time it was to cross, was now thrust into violence against the physicians who threw accusations to her father.  And with undeath anew, there would be blood.<br />
<br />
</div></div>
<br />
</div>
<br />
Well, that's it for this week.<br />
<br />
“A learning experience is one of those things that says, 'You know that thing you just did? Don't do that.” - Douglas Adams (1952-2001)<br />
<br />
<br />
<div style="background:#eebbff;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">PROSPECTIVE GAZETEERS!</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette.  The Gazette accepts write-in announcements (which will be doublechecked).  Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.  <br />
<br />
Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST. </span></div>
<div style="text-align: right;" class="mycode_align"><a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<span style="font-size: x-small;" class="mycode_size">Regularly posted  12am (EST) (between Sunday &amp; Monday) based on U.S. Daylight Savings,<br />
4am Monday (UTC), 10pm Sunday(CST/MDT), 6pm Sunday (HST), 6am Monday (CEST),  2pm Monday (AEST) observing daylight savings<br />
5am Monday (UTC), 11pm Sunday(CST), 6pm Sunday (HST), 7am Monday (CET),  3pm Monday (AEST) Not observing daylight savings</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ring Menu Advanced]]></title>
			<link>https://www.save-point.org/thread-13496.html</link>
			<pubDate>Thu, 04 Jun 2026 22:37:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13496.html</guid>
			<description><![CDATA[<div align="center"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Ring Menu Advanced</span><br />
Based upon the <br />
XRXS Ring Menu Implementation<br />
by Kazuki (2007)</span><br />
<span style="font-size: medium;" class="mycode_size">Version: 1.1</span></div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
This is another Ring Menu based upon the classic. But with new options:<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Features</span></span><ul class="mycode_list"><li>All editable options now in a single configuration page<br />
</li>
<li>Customize the speed, size and options in the ring menu<br />
</li>
<li>Able to add and/or remove menu options by configuration<br />
</li>
<li>Flexible menu system that can begin with even 0(zero) options shown<br />
</li>
<li>Able to execute/switch-to custom scenes or common events<br />
</li>
<li>Able to use either the original or Dubealex-styled status window<br />
</li>
<li>Able to enable/disable a gold window, either XRXS or Dubealex-styled<br />
</li>
<li>Able to enable/disable a Dubealex-styled location window<br />
</li>
<li>Set the font, windowskin and opacity levels of most any window<br />
 <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">BONUS:</span>  The Targeted Return Patch included<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots</span></span><br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Yep... this time</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/4WN6QAW.jpg" loading="lazy"  alt="[Image: 4WN6QAW.jpg]" class="mycode_img" /><br />
<span style="font-size: small;" class="mycode_size">A typical Ring Menu for those familiar with Dubealex's version.<br />
It includes the Location and Gold window he designed and his version<br />
of the Party Select window replacing the Window_MenuStatus code.<br />
Note that Hilda is not present.</span><br />
 <br />
<img src="https://i.imgur.com/oAgYECw.jpg" loading="lazy"  alt="[Image: oAgYECw.jpg]" class="mycode_img" /><br />
<span style="font-size: small;" class="mycode_size">Oops? There are only five menu items?  Indeed.<br />
Hilda is still not around, and the menu is set to only show SKILLS when she's around.<br />
The Location window has been removed, and the default Gold Menu is in use.<br />
The Save Menu option is disabled.<br />
There is a faint haze of Golden Ember (or Gomashio Yellow) across the screen, Kazuki's color choice and not mine.<br />
And this time the Party Select window is Kazuki's</span></div>
</div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demo</span></span><br />
<br />
<a href="https://app.box.com/s/0ywqdknznk3bhbjwd1jieynrstg444gf" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Here it is!  <span style="color: #E82A1F;" class="mycode_color">A Box.Com</span> Link</span></a><br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
Completely within the demo.  The header page is dedicated to the instructions while compact instructions are in the configuration page.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">FAQ</span></span><br />
<br />
Believe it or not, I had this working with game windows larger than 640x480.<br />
I also added a nice and sporty little NOT/CANCEL icon.  Took like... 2 minutes to sprite?<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Compatibility</span></span><br />
<br />
This will overwrite Scene_Menu. And it uses its own Window_MenuStatus code.  So add-ons that affect the window in the main menu showing the party won't function.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits and Thanks</span></span><br />
<br />
My thanks to Kazuki who created the original version of the Ring Menu.  Thanks to Dubealex for the Location and Gold windows, and the center forced Menu command display. And thanks to Ouga Zaitou who provided some bitmap content for Kazuki's original work.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Terms and Conditions</span></span><br />
<br />
Though Kazuki ended support for the Ring Menu nearly two decades ago, actively placing this within an actual 'abandoned' script list, I ask for due credit for myself, Kazuki and Ouga Zaitou.]]></description>
			<content:encoded><![CDATA[<div align="center"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Ring Menu Advanced</span><br />
Based upon the <br />
XRXS Ring Menu Implementation<br />
by Kazuki (2007)</span><br />
<span style="font-size: medium;" class="mycode_size">Version: 1.1</span></div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
This is another Ring Menu based upon the classic. But with new options:<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Features</span></span><ul class="mycode_list"><li>All editable options now in a single configuration page<br />
</li>
<li>Customize the speed, size and options in the ring menu<br />
</li>
<li>Able to add and/or remove menu options by configuration<br />
</li>
<li>Flexible menu system that can begin with even 0(zero) options shown<br />
</li>
<li>Able to execute/switch-to custom scenes or common events<br />
</li>
<li>Able to use either the original or Dubealex-styled status window<br />
</li>
<li>Able to enable/disable a gold window, either XRXS or Dubealex-styled<br />
</li>
<li>Able to enable/disable a Dubealex-styled location window<br />
</li>
<li>Set the font, windowskin and opacity levels of most any window<br />
 <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">BONUS:</span>  The Targeted Return Patch included<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Screenshots</span></span><br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Yep... this time</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/4WN6QAW.jpg" loading="lazy"  alt="[Image: 4WN6QAW.jpg]" class="mycode_img" /><br />
<span style="font-size: small;" class="mycode_size">A typical Ring Menu for those familiar with Dubealex's version.<br />
It includes the Location and Gold window he designed and his version<br />
of the Party Select window replacing the Window_MenuStatus code.<br />
Note that Hilda is not present.</span><br />
 <br />
<img src="https://i.imgur.com/oAgYECw.jpg" loading="lazy"  alt="[Image: oAgYECw.jpg]" class="mycode_img" /><br />
<span style="font-size: small;" class="mycode_size">Oops? There are only five menu items?  Indeed.<br />
Hilda is still not around, and the menu is set to only show SKILLS when she's around.<br />
The Location window has been removed, and the default Gold Menu is in use.<br />
The Save Menu option is disabled.<br />
There is a faint haze of Golden Ember (or Gomashio Yellow) across the screen, Kazuki's color choice and not mine.<br />
And this time the Party Select window is Kazuki's</span></div>
</div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demo</span></span><br />
<br />
<a href="https://app.box.com/s/0ywqdknznk3bhbjwd1jieynrstg444gf" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Here it is!  <span style="color: #E82A1F;" class="mycode_color">A Box.Com</span> Link</span></a><br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
Completely within the demo.  The header page is dedicated to the instructions while compact instructions are in the configuration page.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">FAQ</span></span><br />
<br />
Believe it or not, I had this working with game windows larger than 640x480.<br />
I also added a nice and sporty little NOT/CANCEL icon.  Took like... 2 minutes to sprite?<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Compatibility</span></span><br />
<br />
This will overwrite Scene_Menu. And it uses its own Window_MenuStatus code.  So add-ons that affect the window in the main menu showing the party won't function.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits and Thanks</span></span><br />
<br />
My thanks to Kazuki who created the original version of the Ring Menu.  Thanks to Dubealex for the Location and Gold windows, and the center forced Menu command display. And thanks to Ouga Zaitou who provided some bitmap content for Kazuki's original work.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Terms and Conditions</span></span><br />
<br />
Though Kazuki ended support for the Ring Menu nearly two decades ago, actively placing this within an actual 'abandoned' script list, I ask for due credit for myself, Kazuki and Ouga Zaitou.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[XRXS_MP 6. Ring Menu Implementation]]></title>
			<link>https://www.save-point.org/thread-13495.html</link>
			<pubDate>Tue, 02 Jun 2026 21:09:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13495.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">XRXS_MP 6. Ring Menu Implementation</span></span><br />
<span style="font-size: medium;" class="mycode_size">Version:  1.2<br />
by Kazuki</span><br />
<span style="font-size: xx-small;" class="mycode_size">&copy; 2007<br />
Version 1.0 Release &copy; 2005</span><br />
<span style="font-style: italic;" class="mycode_i">Yes, the creator's name is Kazuki, NOT XRXS</span></div>
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
For years, I've seen the XRXS Ring Menu with additions by Dubealex and others.  But never a pure version of the original version. So I decided to use my lycanthropic werewolf hunting skills to track down a pure version untouched by western editors.<br />
<br />
And here it is.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Features</span></span><ul class="mycode_list"><li>Its a RING menu<br />
</li>
<li>Contains a compact actor menu when selecting choices like Equip or Skill<br />
</li>
<li>Able to customize the icons<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Script</span></span><br />
<br />
I am providing BOTH the original version 1.2 (circa 2007 which Kazuki stated was abandoned) and an English version thanks to an hour's worth of wolfish translation.<br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Japanese Original Version</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># ▼▲▼ XRXS_MP 6. リングメニュー導入 ver.1.2 ▼▲▼<br />
# by 和希<br />
<br />
#==============================================================================<br />
# □ カスタマイズポイント<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES =  20 # 初期アニメーションのフレーム数<br />
  MOVING_FRAMES  = &nbsp;&nbsp;5 # リングを回した時のフレーム数<br />
  RING_R       &nbsp;&nbsp;=  64 # リングの半径<br />
  SE_STARTUP  = "056-Right02" # メニューを開いたときに鳴らすSE<br />
  ICON_ITEM &nbsp;&nbsp;= RPG::Cache.icon("034-Item03") &nbsp;&nbsp;# 「 アイテム 」メニューのアイコン<br />
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")  # 「　スキル　」メニューのアイコン<br />
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # 「　 装備 　」メニューのアイコン<br />
  ICON_STATUS = RPG::Cache.icon("050-Skill07")  # 「ステータス」メニューのアイコン<br />
  ICON_SAVE &nbsp;&nbsp;= RPG::Cache.icon("038-Item07") &nbsp;&nbsp;# 「　セーブ　」メニューのアイコン<br />
  ICON_EXIT &nbsp;&nbsp;= RPG::Cache.icon("046-Skill03")  # 「　 終了 　」メニューのアイコン<br />
  ICON_DISABLE= RPG::Cache.icon("")           &nbsp;&nbsp;# 使用禁止項目に付くアイコン<br />
  BACKGROUND_COLOR = Color.new(0xcc,0x99,0x33,0x3f)<br />
end<br />
###############################################################################<br />
# リングメニュー導入スクリプト Ver. 1.2<br />
#               &nbsp;&nbsp;writen by 和希<br />
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
# ▽導入<br />
# &nbsp;&nbsp;０．先に XRXL 2. ビットマップ/アイコン描写 を入れて置いてください。<br />
# &nbsp;&nbsp;１．このスクリプトをMainセクションの上に作った新しいセクションにコピーする<br />
# &nbsp;&nbsp;２．Window_RingMenuの上部にある７つの RPG::Cache.icon("") の "" の中に<br />
#     &nbsp;&nbsp;右の説明に書いてあるコマンド用のアイコン名を書く。<br />
#     &nbsp;&nbsp;(一番下の使用禁止は選べないメニューに重ねるアイコンです。<br />
#        こんなのがいいかも→ φ )<br />
# &nbsp;&nbsp;３．アイコン設定のすぐ下にある SE_STARTUP = "" の "" の中にメニューを<br />
#     &nbsp;&nbsp;開いたときに鳴らしたいのSEの名前を書く。<br />
# ▽スクリプト触れる人へ<br />
# &nbsp;&nbsp;とりあえず動く物を目標に作ったものなので(志低いｗ)、座標の調整などが不完全です。<br />
# &nbsp;&nbsp;より正確にアクターの画面座標を取得する処理を追加したり、アクター一覧の位置を<br />
# &nbsp;&nbsp;変えたり、文字表示などなどを調整するといい感じに仕上がる気がします。<br />
###############################################################################<br />
<br />
#==============================================================================<br />
# ■ Window_RingMenu<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # ○ クラス定数<br />
  #--------------------------------------------------------------------------<br />
  MODE_START = 1 # スタートアップアニメーション<br />
  MODE_WAIT  = 2 # 待機<br />
  MODE_MOVER = 3 # 時計回り回転アニメーション<br />
  MODE_MOVEL = 4 # 反時計回り回転アニメーション<br />
  #--------------------------------------------------------------------------<br />
  # ○ アクセサ<br />
  #--------------------------------------------------------------------------<br />
  attr_accessor :index<br />
  attr_reader :commands<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #--------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(-16, -16, 640+32, 480+32)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;data_system.words.item<br />
    s2 = &#36;data_system.words.skill<br />
    s3 = &#36;data_system.words.equip<br />
    s4 = "ステータス"<br />
    s5 = "セーブ"<br />
    s6 = "ゲーム終了"<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x<br />
    @cy = center_y<br />
    setup_move_start<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 画面再描画<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    # 背景描画<br />
    if BACKGROUND_COLOR.alpha &gt; 0<br />
      self.contents.fill_rect(0,0,640,480,BACKGROUND_COLOR)<br />
    end<br />
    # アイコンを描画<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(初期化時)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(待機時)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(回転時)<br />
  #  mode : 0=反時計回り 1=時計回り<br />
  #--------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 項目の描画<br />
  #   &nbsp;&nbsp;x : <br />
  #   &nbsp;&nbsp;y : <br />
  #   &nbsp;&nbsp;i : 項目番号<br />
  #--------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    x -= rect.width/2<br />
    y -= rect.height/2<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 項目を無効にする<br />
  #   &nbsp;&nbsp;index : 項目番号<br />
  #--------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 初期化アニメーションの準備<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 回転アニメーションの準備<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ アニメーション中かどうか<br />
  #--------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Window_MenuStatus<br />
#------------------------------------------------------------------------------<br />
# 　メニュー画面でパーティメンバーのステータスを表示するウィンドウです。<br />
#==============================================================================<br />
<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
  attr_reader :max_index<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #--------------------------------------------------------------------------<br />
  def initialize<br />
    @max_index = &#36;game_party.actors.size - 1<br />
    h = 32 * (@max_index + 1) + 32<br />
    h = 416 if h &gt; 416<br />
    x = 0<br />
    x = 456 if &#36;game_player.screen_x &lt; 200 + Window_RingMenu::RING_R<br />
    super(x, 64, 184, h)<br />
    self.contents = Bitmap.new(width - 32, &#36;game_party.actors.size * 32)<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● リフレッシュ<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 32<br />
      y = 32 * i<br />
      actor = &#36;game_party.actors[i]<br />
      self.contents.draw_facesquare(actor.character_name, actor.character_hue,<br />
                                    4, y + 4 )<br />
      draw_actor_name(actor, x, y)<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Scene_Menu<br />
#------------------------------------------------------------------------------<br />
# 　メニュー画面の処理を行うクラスです。<br />
#==============================================================================<br />
<br />
class Scene_Menu<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #   &nbsp;&nbsp;menu_index : コマンドのカーソル初期位置<br />
  #--------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● メイン処理<br />
  #--------------------------------------------------------------------------<br />
  def main<br />
    # スプライトセットを作成<br />
    @spriteset = Spriteset_Map.new<br />
    # コマンドウィンドウを作成<br />
    bmp = RPG::Cache.character(&#36;game_party.actors[0].character_name, 0)<br />
    px = &#36;game_player.screen_x<br />
    py = &#36;game_player.screen_y - bmp.rect.height / 4 / 2<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    # パーティ人数が 0 人の場合<br />
    if &#36;game_party.actors.size == 0<br />
      # アイテム、スキル、装備、ステータスを無効化<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    # セーブ禁止の場合<br />
    if &#36;game_system.save_disabled<br />
      # セーブを無効にする<br />
      @command_window.disable_item(4)<br />
    end<br />
    # ステータスウィンドウを作成<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.z = 200<br />
    @status_window.visible = false<br />
    # ヘルプウィンドウを作成<br />
    @help_window = Window_Help.new<br />
    @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
    # トランジション実行<br />
    Graphics.transition<br />
    # メインループ<br />
    loop do<br />
      # ゲーム画面を更新<br />
      Graphics.update<br />
      # 入力情報を更新<br />
      Input.update<br />
      # フレーム更新<br />
      update<br />
      # 画面が切り替わったらループを中断<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    # トランジション準備<br />
    Graphics.freeze<br />
    # スプライトセットを解放<br />
    @spriteset.dispose<br />
    # ウィンドウを解放<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
    @help_window.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    # ウィンドウを更新<br />
    @command_window.update<br />
    @status_window.update<br />
    @help_window.update<br />
    # コマンドウィンドウがアクティブの場合: update_command を呼ぶ<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    # ステータスウィンドウがアクティブの場合: update_status を呼ぶ<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新 (コマンドウィンドウがアクティブの場合)<br />
  #--------------------------------------------------------------------------<br />
  def update_command<br />
    # B ボタンが押された場合<br />
    if Input.trigger?(Input::B)<br />
      # キャンセル SE を演奏<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # マップ画面に切り替え<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    # C ボタンが押された場合<br />
    if Input.trigger?(Input::C)<br />
      # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        # ブザー SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      # コマンドウィンドウのカーソル位置で分岐<br />
      case @command_window.index<br />
      when 0  # アイテム<br />
        # 決定  SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # アイテム画面に切り替え<br />
        &#36;scene = Scene_Item.new<br />
      when 1  # スキル<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 2  # 装備<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 3  # ステータス<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 4  # セーブ<br />
        # セーブ禁止の場合<br />
        if &#36;game_system.save_disabled<br />
          # ブザー SE を演奏<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # セーブ画面に切り替え<br />
        &#36;scene = Scene_Save.new<br />
      when 5  # ゲーム終了<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ゲーム終了画面に切り替え<br />
        &#36;scene = Scene_End.new<br />
      end<br />
      return<br />
    end<br />
    # アニメーション中ならカーソルの処理を行わない<br />
    return if @command_window.animation?<br />
    # ↑or← ボタンが押された場合<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
    # ↓or→ ボタンが押された場合<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新 (ステータスウィンドウがアクティブの場合)<br />
  #--------------------------------------------------------------------------<br />
  def update_status<br />
    # B ボタンが押された場合<br />
    if Input.trigger?(Input::B)<br />
      # キャンセル SE を演奏<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # コマンドウィンドウをアクティブにする<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    # C ボタンが押された場合<br />
    if Input.trigger?(Input::C)<br />
      # コマンドウィンドウのカーソル位置で分岐<br />
      case @command_window.index<br />
      when 1  # スキル<br />
        # このアクターの行動制限が 2 以上の場合<br />
        if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
          # ブザー SE を演奏<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # スキル画面に切り替え<br />
        &#36;scene = Scene_Skill.new(@status_window.index)<br />
      when 2  # 装備<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # 装備画面に切り替え<br />
        &#36;scene = Scene_Equip.new(@status_window.index)<br />
      when 3  # ステータス<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータス画面に切り替え<br />
        &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ◇ 外部ライブラリ<br />
#==============================================================================<br />
class Bitmap<br />
# ▼▲▼ XRXL 1. ライン・図形描写 ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● ライン描画 by 桜雅 在土<br />
  #--------------------------------------------------------------------------<br />
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)<br />
    # 描写距離の計算。大きめに直角時の長さ。<br />
    distance = (start_x - end_x).abs + (start_y - end_y).abs<br />
    # 描写開始<br />
    if end_color == start_color<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        if width == 1<br />
          self.set_pixel(x, y, start_color) <br />
        else<br />
          self.fill_rect(x, y, width, width, start_color) <br />
        end<br />
      end<br />
    else<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        r = start_color.red &nbsp;&nbsp;* (distance-i)/distance + end_color.red &nbsp;&nbsp;* i/distance<br />
        g = start_color.green * (distance-i)/distance + end_color.green * i/distance<br />
        b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance<br />
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance<br />
        if width == 1<br />
          self.set_pixel(x, y, Color.new(r, g, b, a))<br />
        else<br />
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) <br />
        end<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 多角形の描画(塗りつぶしなし) by 和希<br />
  #    peaks    : 頂点座標の配列 [[x1,y1],[x2,y2],[x3,y3], ... ]<br />
  #    color    : 線の色<br />
  #    width    : 線の幅<br />
  #--------------------------------------------------------------------------<br />
  def draw_polygon(peaks, color, width = 1)<br />
    # 辺(=頂点)の個数分だけ辺を描く<br />
    for i in 0 ... (peaks.size - 1)<br />
      # 頂点同士を線で結ぶ<br />
      draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width )<br />
    end<br />
    # 最後の頂点と最初の頂点を結ぶ<br />
    draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width )<br />
  end<br />
# ▼▲▼ XRXL 2. ビットマップ/アイコン描写 ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● 顔＆枠の描画 by 桜雅 在土<br />
  #   &nbsp;&nbsp;character_name : 描写に利用するキャラクターグラフィック<br />
  #   &nbsp;&nbsp;character_hue  : 描写の色合い<br />
  #   &nbsp;&nbsp;x     &nbsp;&nbsp;: 描画先 X 座標<br />
  #   &nbsp;&nbsp;y     &nbsp;&nbsp;: 描画先 Y 座標<br />
  #--------------------------------------------------------------------------<br />
  def draw_facesquare(character_name, character_hue, x, y, size = 24)<br />
    bitmap = RPG::Cache.character(character_name, character_hue)<br />
    src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size)<br />
    self.blt(x, y, bitmap, src_rect)<br />
    self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128))<br />
  end<br />
end</code></div></div></div>
		</div>
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<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># ▼▲▼ XRXS_MP 6. Ring Menu Implementation ver.1.2 ▼▲▼<br />
# By Kazuki<br />
<br />
#==============================================================================<br />
# □ Customization Points<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES =  20 # Number of frames in the initial animation<br />
  MOVING_FRAMES  = &nbsp;&nbsp;5 # The number of frames when rotating the ring<br />
  RING_R       &nbsp;&nbsp;=  64 # Radius of the ring<br />
  SE_STARTUP  = "056-Right02" # The sound effect played when opening the menu<br />
  ICON_ITEM &nbsp;&nbsp;= RPG::Cache.icon("034-Item03") &nbsp;&nbsp;# Icons in the "Items" Menu<br />
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")  # Icons in the "Skills" Menu<br />
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # "Equipment" Menu Icon<br />
  ICON_STATUS = RPG::Cache.icon("050-Skill07")  # "Status" Menu Icons<br />
  ICON_SAVE &nbsp;&nbsp;= RPG::Cache.icon("038-Item07") &nbsp;&nbsp;# "Save" Menu Icon<br />
  ICON_EXIT &nbsp;&nbsp;= RPG::Cache.icon("046-Skill03")  # "Exit" Menu Icon<br />
  ICON_DISABLE= RPG::Cache.icon("")           &nbsp;&nbsp;# Icons for Prohibited Items<br />
  BACKGROUND_COLOR = Color.new(0xcc,0x99,0x33,0x3f)<br />
end<br />
###############################################################################<br />
# Ring Menu Implementation Script Ver. 1.2<br />
#               &nbsp;&nbsp;writen by Kazuki<br />
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
# ▽ Introduction<br />
# &nbsp;&nbsp;0. Please install "XRXL 2. Bitmap/Icon Rendering" beforehand.<br />
# &nbsp;&nbsp;1. Copy this script into a new section created above the Main section.<br />
# &nbsp;&nbsp;2. Inside the double quotas (`""`) of the sevenRPG::Cache.icon("") entries<br />
#      located at the top of `Window_RingMenu, enter the icon for each command.<br />
#      Follow as they are described in the comments to the right.<br />
#      The "Disabled" icon at the bottom is an icon that overlays atop the<br />
#      menu icons that cannot be selected. Recommended is something like: φ<br />
# &nbsp;&nbsp;3. Inside the "" of the TSE_STARTUP value, place the sound effect that you<br />
#      want to sound when the menu opens<br />
# ▽ For those comfortable working with scripts<br />
# &nbsp;&nbsp;Since I built this with the sole goal of getting something—anything—up and<br />
# &nbsp;&nbsp;running (yeah, I set the bar pretty low!), the coordinate alignment and<br />
# &nbsp;&nbsp;similar details are still incomplete.<br />
# &nbsp;&nbsp;We added a process to obtain the actor's screen coordinates more accurately,<br />
# &nbsp;&nbsp;and the position of the actor list.<br />
# &nbsp;&nbsp;I feel like if you tweak things—such as making changes or adjusting the text<br />
# &nbsp;&nbsp;display—it will turn out really nicely.<br />
###############################################################################<br />
<br />
#==============================================================================<br />
# ■ Window_RingMenu<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # ○ Class Constants<br />
  #--------------------------------------------------------------------------<br />
  MODE_START = 1 # Startup Animation<br />
  MODE_WAIT  = 2 # Stand By<br />
  MODE_MOVER = 3 # Clockwise Rotation Animation<br />
  MODE_MOVEL = 4 # Counter-clockwise Rotation Animation<br />
  #--------------------------------------------------------------------------<br />
  # ○ Public Instance Variables<br />
  #--------------------------------------------------------------------------<br />
  attr_accessor :index<br />
  attr_reader :commands<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #--------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(-16, -16, 640+32, 480+32)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;data_system.words.item<br />
    s2 = &#36;data_system.words.skill<br />
    s3 = &#36;data_system.words.equip<br />
    s4 = "Status"<br />
    s5 = "Save"<br />
    s6 = "Game Over"<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x<br />
    @cy = center_y<br />
    setup_move_start<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    # Draw background<br />
    if BACKGROUND_COLOR.alpha &gt; 0<br />
      self.contents.fill_rect(0,0,640,480,BACKGROUND_COLOR)<br />
    end<br />
    # Draw Icon<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen redraw (at initialization)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen redraw (standby)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen Redraw (on Rotation)<br />
  #  mode : 0=Counter-clockwise 1=Clockwise<br />
  #--------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Draw Item<br />
  #   &nbsp;&nbsp;x : <br />
  #   &nbsp;&nbsp;y : <br />
  #   &nbsp;&nbsp;i : Item number<br />
  #--------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    x -= rect.width/2<br />
    y -= rect.height/2<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Disable Item<br />
  #   &nbsp;&nbsp;index : Item number<br />
  #--------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Preparing the Initialization Animation<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Preparing the Rotation Animation<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Whether currently animating<br />
  #--------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Window_MenuStatus<br />
#------------------------------------------------------------------------------<br />
# 　This window displays party member status on the menu screen.<br />
#==============================================================================<br />
<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
  attr_reader :max_index<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #--------------------------------------------------------------------------<br />
  def initialize<br />
    @max_index = &#36;game_party.actors.size - 1<br />
    h = 32 * (@max_index + 1) + 32<br />
    h = 416 if h &gt; 416<br />
    x = 0<br />
    x = 456 if &#36;game_player.screen_x &lt; 200 + Window_RingMenu::RING_R<br />
    super(x, 64, 184, h)<br />
    self.contents = Bitmap.new(width - 32, &#36;game_party.actors.size * 32)<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 32<br />
      y = 32 * i<br />
      actor = &#36;game_party.actors[i]<br />
      self.contents.draw_facesquare(actor.character_name, actor.character_hue,<br />
                                    4, y + 4 )<br />
      draw_actor_name(actor, x, y)<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Scene_Menu<br />
#------------------------------------------------------------------------------<br />
# 　This class performs menu screen processing.<br />
#==============================================================================<br />
<br />
class Scene_Menu<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #   &nbsp;&nbsp;menu_index : command cursor's initial position<br />
  #--------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Main Processing<br />
  #--------------------------------------------------------------------------<br />
  def main<br />
    # Make spriteset<br />
    @spriteset = Spriteset_Map.new<br />
    # Make command window<br />
    bmp = RPG::Cache.character(&#36;game_party.actors[0].character_name, 0)<br />
    px = &#36;game_player.screen_x<br />
    py = &#36;game_player.screen_y - bmp.rect.height / 4 / 2<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    # If number of party members is 0<br />
    if &#36;game_party.actors.size == 0<br />
      # Disable items, skills, equipment, and status<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    # If save is forbidden<br />
    if &#36;game_system.save_disabled<br />
      # Disable save<br />
      @command_window.disable_item(4)<br />
    end<br />
    # Make status window<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.z = 200<br />
    @status_window.visible = false<br />
    # Make help window<br />
    @help_window = Window_Help.new<br />
    @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
    # Execute transition<br />
    Graphics.transition<br />
    # Main loop<br />
    loop do<br />
      # Update game screen<br />
      Graphics.update<br />
      # Update input information<br />
      Input.update<br />
      # Frame update<br />
      update<br />
      # Abort loop if screen is changed<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    # Prepare for transition<br />
    Graphics.freeze<br />
    # Dispose of spriteset<br />
    @spriteset.dispose<br />
    # Dispose of windows<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
    @help_window.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    # Update windows<br />
    @command_window.update<br />
    @status_window.update<br />
    @help_window.update<br />
    # If command window is active: call update_command<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    # If status window is active: call update_status<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update (when command window is active)<br />
  #--------------------------------------------------------------------------<br />
  def update_command<br />
    # If B button was pressed<br />
    if Input.trigger?(Input::B)<br />
      # Play cancel SE<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # Switch to map screen<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    # If C button was pressed<br />
    if Input.trigger?(Input::C)<br />
      # If command other than save or end game, and party members = 0<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        # Play buzzer SE<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      # Branch by command window cursor position<br />
      case @command_window.index<br />
      when 0  # item<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to item screen<br />
        &#36;scene = Scene_Item.new<br />
      when 1  # skill<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 2  # equipment<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 3  # status<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 4  # save<br />
        # If saving is forbidden<br />
        if &#36;game_system.save_disabled<br />
          # Play buzzer SE<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to save screen<br />
        &#36;scene = Scene_Save.new<br />
      when 5  # Game Over<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to end game screen<br />
        &#36;scene = Scene_End.new<br />
      end<br />
      return<br />
    end<br />
    # Do not process the cursor while an animation is in progress.<br />
    return if @command_window.animation?<br />
    # ↑or← ボタンが押された場合<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
    # If the ↓ or → button is pressed<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update (when status window is active)<br />
  #--------------------------------------------------------------------------<br />
  def update_status<br />
    # If B button was pressed<br />
    if Input.trigger?(Input::B)<br />
      # Play cancel SE<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # Make command window active<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    # If C button was pressed<br />
    if Input.trigger?(Input::C)<br />
      # Branch by command window cursor position<br />
      case @command_window.index<br />
      when 1  # skill<br />
        # If this actor's action limit is 2 or more<br />
        if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
          # Play buzzer SE<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to skill screen<br />
        &#36;scene = Scene_Skill.new(@status_window.index)<br />
      when 2  # equipment<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to equipment screen<br />
        &#36;scene = Scene_Equip.new(@status_window.index)<br />
      when 3  # status<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to status screen<br />
        &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ◇ External Libraries<br />
#==============================================================================<br />
class Bitmap<br />
# ▼▲▼ XRXL 1. Line and Shape Drawing ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● Line drawing by Ouga Zaitou<br />
  #--------------------------------------------------------------------------<br />
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)<br />
    # Calculation of rendering distance. A generous estimate for the length at a right angle.<br />
    distance = (start_x - end_x).abs + (start_y - end_y).abs<br />
    # Start drawing<br />
    if end_color == start_color<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        if width == 1<br />
          self.set_pixel(x, y, start_color) <br />
        else<br />
          self.fill_rect(x, y, width, width, start_color) <br />
        end<br />
      end<br />
    else<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        r = start_color.red &nbsp;&nbsp;* (distance-i)/distance + end_color.red &nbsp;&nbsp;* i/distance<br />
        g = start_color.green * (distance-i)/distance + end_color.green * i/distance<br />
        b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance<br />
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance<br />
        if width == 1<br />
          self.set_pixel(x, y, Color.new(r, g, b, a))<br />
        else<br />
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) <br />
        end<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Drawing a Polygon (Unfilled) by Kazuki<br />
  #    peaks    : Array of vertex coordinates [[x1,y1],[x2,y2],[x3,y3], ... ]<br />
  #    color    : Line Color<br />
  #    width    : Line width<br />
  #--------------------------------------------------------------------------<br />
  def draw_polygon(peaks, color, width = 1)<br />
    # Draw a number of edges equal to the number of edges (or vertices).<br />
    for i in 0 ... (peaks.size - 1)<br />
      # Connect the vertices with lines.<br />
      draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width )<br />
    end<br />
    # Connect the last vertex to the first vertex.<br />
    draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width )<br />
  end<br />
# ▼▲▼ XRXL 2. Bitmap/Icon Rendering ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● Face and frame drawing by Ouga Zaitou<br />
  #   &nbsp;&nbsp;character_name : Character Graphics Used for Depiction<br />
  #   &nbsp;&nbsp;character_hue  : The Hue of the Character<br />
  #   &nbsp;&nbsp;x     &nbsp;&nbsp;: Drawing Destination X-Coordinate<br />
  #   &nbsp;&nbsp;y     &nbsp;&nbsp;: Drawing Destination Y-Coordinate<br />
  #--------------------------------------------------------------------------<br />
  def draw_facesquare(character_name, character_hue, x, y, size = 24)<br />
    bitmap = RPG::Cache.character(character_name, character_hue)<br />
    src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size)<br />
    self.blt(x, y, bitmap, src_rect)<br />
    self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128))<br />
  end<br />
end</code></div></div></div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
From the translation:<ul class="mycode_list"><li>Please install "XRXL 2. Bitmap/Icon Rendering" beforehand.<br />
</li>
<li>Copy this script into a new section created above the Main section.<br />
</li>
<li>Inside the double quotas (`""`) of the sevenRPG::Cache.icon("") entries located at the top of `Window_RingMenu, enter the icon for each command.<ul class="mycode_list"><li>Follow as they are described in the comments to the right.<br />
</li>
<li>The "Disabled" icon at the bottom is an icon that overlays atop the menu icons that cannot be selected. Recommended is something like: φ<br />
</li>
</ul>
</li>
<li>Inside the "" of the TSE_STARTUP value, place the sound effect that you want to sound when the menu opens<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits and Thanks</span></span><br />
<br />
Code courtesy of Kazuki, the creator of the XRXS script.<br />
Line Drawing and Face and frame drawing by Ouga Zaitou]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">XRXS_MP 6. Ring Menu Implementation</span></span><br />
<span style="font-size: medium;" class="mycode_size">Version:  1.2<br />
by Kazuki</span><br />
<span style="font-size: xx-small;" class="mycode_size">&copy; 2007<br />
Version 1.0 Release &copy; 2005</span><br />
<span style="font-style: italic;" class="mycode_i">Yes, the creator's name is Kazuki, NOT XRXS</span></div>
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
For years, I've seen the XRXS Ring Menu with additions by Dubealex and others.  But never a pure version of the original version. So I decided to use my lycanthropic werewolf hunting skills to track down a pure version untouched by western editors.<br />
<br />
And here it is.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Features</span></span><ul class="mycode_list"><li>Its a RING menu<br />
</li>
<li>Contains a compact actor menu when selecting choices like Equip or Skill<br />
</li>
<li>Able to customize the icons<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Script</span></span><br />
<br />
I am providing BOTH the original version 1.2 (circa 2007 which Kazuki stated was abandoned) and an English version thanks to an hour's worth of wolfish translation.<br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> Japanese Original Version</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># ▼▲▼ XRXS_MP 6. リングメニュー導入 ver.1.2 ▼▲▼<br />
# by 和希<br />
<br />
#==============================================================================<br />
# □ カスタマイズポイント<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES =  20 # 初期アニメーションのフレーム数<br />
  MOVING_FRAMES  = &nbsp;&nbsp;5 # リングを回した時のフレーム数<br />
  RING_R       &nbsp;&nbsp;=  64 # リングの半径<br />
  SE_STARTUP  = "056-Right02" # メニューを開いたときに鳴らすSE<br />
  ICON_ITEM &nbsp;&nbsp;= RPG::Cache.icon("034-Item03") &nbsp;&nbsp;# 「 アイテム 」メニューのアイコン<br />
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")  # 「　スキル　」メニューのアイコン<br />
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # 「　 装備 　」メニューのアイコン<br />
  ICON_STATUS = RPG::Cache.icon("050-Skill07")  # 「ステータス」メニューのアイコン<br />
  ICON_SAVE &nbsp;&nbsp;= RPG::Cache.icon("038-Item07") &nbsp;&nbsp;# 「　セーブ　」メニューのアイコン<br />
  ICON_EXIT &nbsp;&nbsp;= RPG::Cache.icon("046-Skill03")  # 「　 終了 　」メニューのアイコン<br />
  ICON_DISABLE= RPG::Cache.icon("")           &nbsp;&nbsp;# 使用禁止項目に付くアイコン<br />
  BACKGROUND_COLOR = Color.new(0xcc,0x99,0x33,0x3f)<br />
end<br />
###############################################################################<br />
# リングメニュー導入スクリプト Ver. 1.2<br />
#               &nbsp;&nbsp;writen by 和希<br />
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
# ▽導入<br />
# &nbsp;&nbsp;０．先に XRXL 2. ビットマップ/アイコン描写 を入れて置いてください。<br />
# &nbsp;&nbsp;１．このスクリプトをMainセクションの上に作った新しいセクションにコピーする<br />
# &nbsp;&nbsp;２．Window_RingMenuの上部にある７つの RPG::Cache.icon("") の "" の中に<br />
#     &nbsp;&nbsp;右の説明に書いてあるコマンド用のアイコン名を書く。<br />
#     &nbsp;&nbsp;(一番下の使用禁止は選べないメニューに重ねるアイコンです。<br />
#        こんなのがいいかも→ φ )<br />
# &nbsp;&nbsp;３．アイコン設定のすぐ下にある SE_STARTUP = "" の "" の中にメニューを<br />
#     &nbsp;&nbsp;開いたときに鳴らしたいのSEの名前を書く。<br />
# ▽スクリプト触れる人へ<br />
# &nbsp;&nbsp;とりあえず動く物を目標に作ったものなので(志低いｗ)、座標の調整などが不完全です。<br />
# &nbsp;&nbsp;より正確にアクターの画面座標を取得する処理を追加したり、アクター一覧の位置を<br />
# &nbsp;&nbsp;変えたり、文字表示などなどを調整するといい感じに仕上がる気がします。<br />
###############################################################################<br />
<br />
#==============================================================================<br />
# ■ Window_RingMenu<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # ○ クラス定数<br />
  #--------------------------------------------------------------------------<br />
  MODE_START = 1 # スタートアップアニメーション<br />
  MODE_WAIT  = 2 # 待機<br />
  MODE_MOVER = 3 # 時計回り回転アニメーション<br />
  MODE_MOVEL = 4 # 反時計回り回転アニメーション<br />
  #--------------------------------------------------------------------------<br />
  # ○ アクセサ<br />
  #--------------------------------------------------------------------------<br />
  attr_accessor :index<br />
  attr_reader :commands<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #--------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(-16, -16, 640+32, 480+32)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;data_system.words.item<br />
    s2 = &#36;data_system.words.skill<br />
    s3 = &#36;data_system.words.equip<br />
    s4 = "ステータス"<br />
    s5 = "セーブ"<br />
    s6 = "ゲーム終了"<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x<br />
    @cy = center_y<br />
    setup_move_start<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 画面再描画<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    # 背景描画<br />
    if BACKGROUND_COLOR.alpha &gt; 0<br />
      self.contents.fill_rect(0,0,640,480,BACKGROUND_COLOR)<br />
    end<br />
    # アイコンを描画<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(初期化時)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(待機時)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 画面再描画(回転時)<br />
  #  mode : 0=反時計回り 1=時計回り<br />
  #--------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 項目の描画<br />
  #   &nbsp;&nbsp;x : <br />
  #   &nbsp;&nbsp;y : <br />
  #   &nbsp;&nbsp;i : 項目番号<br />
  #--------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    x -= rect.width/2<br />
    y -= rect.height/2<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 項目を無効にする<br />
  #   &nbsp;&nbsp;index : 項目番号<br />
  #--------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 初期化アニメーションの準備<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ 回転アニメーションの準備<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ アニメーション中かどうか<br />
  #--------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Window_MenuStatus<br />
#------------------------------------------------------------------------------<br />
# 　メニュー画面でパーティメンバーのステータスを表示するウィンドウです。<br />
#==============================================================================<br />
<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
  attr_reader :max_index<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #--------------------------------------------------------------------------<br />
  def initialize<br />
    @max_index = &#36;game_party.actors.size - 1<br />
    h = 32 * (@max_index + 1) + 32<br />
    h = 416 if h &gt; 416<br />
    x = 0<br />
    x = 456 if &#36;game_player.screen_x &lt; 200 + Window_RingMenu::RING_R<br />
    super(x, 64, 184, h)<br />
    self.contents = Bitmap.new(width - 32, &#36;game_party.actors.size * 32)<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● リフレッシュ<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 32<br />
      y = 32 * i<br />
      actor = &#36;game_party.actors[i]<br />
      self.contents.draw_facesquare(actor.character_name, actor.character_hue,<br />
                                    4, y + 4 )<br />
      draw_actor_name(actor, x, y)<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Scene_Menu<br />
#------------------------------------------------------------------------------<br />
# 　メニュー画面の処理を行うクラスです。<br />
#==============================================================================<br />
<br />
class Scene_Menu<br />
  #--------------------------------------------------------------------------<br />
  # ● オブジェクト初期化<br />
  #   &nbsp;&nbsp;menu_index : コマンドのカーソル初期位置<br />
  #--------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● メイン処理<br />
  #--------------------------------------------------------------------------<br />
  def main<br />
    # スプライトセットを作成<br />
    @spriteset = Spriteset_Map.new<br />
    # コマンドウィンドウを作成<br />
    bmp = RPG::Cache.character(&#36;game_party.actors[0].character_name, 0)<br />
    px = &#36;game_player.screen_x<br />
    py = &#36;game_player.screen_y - bmp.rect.height / 4 / 2<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    # パーティ人数が 0 人の場合<br />
    if &#36;game_party.actors.size == 0<br />
      # アイテム、スキル、装備、ステータスを無効化<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    # セーブ禁止の場合<br />
    if &#36;game_system.save_disabled<br />
      # セーブを無効にする<br />
      @command_window.disable_item(4)<br />
    end<br />
    # ステータスウィンドウを作成<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.z = 200<br />
    @status_window.visible = false<br />
    # ヘルプウィンドウを作成<br />
    @help_window = Window_Help.new<br />
    @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
    # トランジション実行<br />
    Graphics.transition<br />
    # メインループ<br />
    loop do<br />
      # ゲーム画面を更新<br />
      Graphics.update<br />
      # 入力情報を更新<br />
      Input.update<br />
      # フレーム更新<br />
      update<br />
      # 画面が切り替わったらループを中断<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    # トランジション準備<br />
    Graphics.freeze<br />
    # スプライトセットを解放<br />
    @spriteset.dispose<br />
    # ウィンドウを解放<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
    @help_window.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    # ウィンドウを更新<br />
    @command_window.update<br />
    @status_window.update<br />
    @help_window.update<br />
    # コマンドウィンドウがアクティブの場合: update_command を呼ぶ<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    # ステータスウィンドウがアクティブの場合: update_status を呼ぶ<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新 (コマンドウィンドウがアクティブの場合)<br />
  #--------------------------------------------------------------------------<br />
  def update_command<br />
    # B ボタンが押された場合<br />
    if Input.trigger?(Input::B)<br />
      # キャンセル SE を演奏<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # マップ画面に切り替え<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    # C ボタンが押された場合<br />
    if Input.trigger?(Input::C)<br />
      # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        # ブザー SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      # コマンドウィンドウのカーソル位置で分岐<br />
      case @command_window.index<br />
      when 0  # アイテム<br />
        # 決定  SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # アイテム画面に切り替え<br />
        &#36;scene = Scene_Item.new<br />
      when 1  # スキル<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 2  # 装備<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 3  # ステータス<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータスウィンドウをアクティブにする<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 4  # セーブ<br />
        # セーブ禁止の場合<br />
        if &#36;game_system.save_disabled<br />
          # ブザー SE を演奏<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # セーブ画面に切り替え<br />
        &#36;scene = Scene_Save.new<br />
      when 5  # ゲーム終了<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ゲーム終了画面に切り替え<br />
        &#36;scene = Scene_End.new<br />
      end<br />
      return<br />
    end<br />
    # アニメーション中ならカーソルの処理を行わない<br />
    return if @command_window.animation?<br />
    # ↑or← ボタンが押された場合<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
    # ↓or→ ボタンが押された場合<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● フレーム更新 (ステータスウィンドウがアクティブの場合)<br />
  #--------------------------------------------------------------------------<br />
  def update_status<br />
    # B ボタンが押された場合<br />
    if Input.trigger?(Input::B)<br />
      # キャンセル SE を演奏<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # コマンドウィンドウをアクティブにする<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    # C ボタンが押された場合<br />
    if Input.trigger?(Input::C)<br />
      # コマンドウィンドウのカーソル位置で分岐<br />
      case @command_window.index<br />
      when 1  # スキル<br />
        # このアクターの行動制限が 2 以上の場合<br />
        if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
          # ブザー SE を演奏<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # スキル画面に切り替え<br />
        &#36;scene = Scene_Skill.new(@status_window.index)<br />
      when 2  # 装備<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # 装備画面に切り替え<br />
        &#36;scene = Scene_Equip.new(@status_window.index)<br />
      when 3  # ステータス<br />
        # 決定 SE を演奏<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # ステータス画面に切り替え<br />
        &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ◇ 外部ライブラリ<br />
#==============================================================================<br />
class Bitmap<br />
# ▼▲▼ XRXL 1. ライン・図形描写 ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● ライン描画 by 桜雅 在土<br />
  #--------------------------------------------------------------------------<br />
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)<br />
    # 描写距離の計算。大きめに直角時の長さ。<br />
    distance = (start_x - end_x).abs + (start_y - end_y).abs<br />
    # 描写開始<br />
    if end_color == start_color<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        if width == 1<br />
          self.set_pixel(x, y, start_color) <br />
        else<br />
          self.fill_rect(x, y, width, width, start_color) <br />
        end<br />
      end<br />
    else<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        r = start_color.red &nbsp;&nbsp;* (distance-i)/distance + end_color.red &nbsp;&nbsp;* i/distance<br />
        g = start_color.green * (distance-i)/distance + end_color.green * i/distance<br />
        b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance<br />
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance<br />
        if width == 1<br />
          self.set_pixel(x, y, Color.new(r, g, b, a))<br />
        else<br />
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) <br />
        end<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● 多角形の描画(塗りつぶしなし) by 和希<br />
  #    peaks    : 頂点座標の配列 [[x1,y1],[x2,y2],[x3,y3], ... ]<br />
  #    color    : 線の色<br />
  #    width    : 線の幅<br />
  #--------------------------------------------------------------------------<br />
  def draw_polygon(peaks, color, width = 1)<br />
    # 辺(=頂点)の個数分だけ辺を描く<br />
    for i in 0 ... (peaks.size - 1)<br />
      # 頂点同士を線で結ぶ<br />
      draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width )<br />
    end<br />
    # 最後の頂点と最初の頂点を結ぶ<br />
    draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width )<br />
  end<br />
# ▼▲▼ XRXL 2. ビットマップ/アイコン描写 ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● 顔＆枠の描画 by 桜雅 在土<br />
  #   &nbsp;&nbsp;character_name : 描写に利用するキャラクターグラフィック<br />
  #   &nbsp;&nbsp;character_hue  : 描写の色合い<br />
  #   &nbsp;&nbsp;x     &nbsp;&nbsp;: 描画先 X 座標<br />
  #   &nbsp;&nbsp;y     &nbsp;&nbsp;: 描画先 Y 座標<br />
  #--------------------------------------------------------------------------<br />
  def draw_facesquare(character_name, character_hue, x, y, size = 24)<br />
    bitmap = RPG::Cache.character(character_name, character_hue)<br />
    src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size)<br />
    self.blt(x, y, bitmap, src_rect)<br />
    self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128))<br />
  end<br />
end</code></div></div></div>
		</div>
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<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code># ▼▲▼ XRXS_MP 6. Ring Menu Implementation ver.1.2 ▼▲▼<br />
# By Kazuki<br />
<br />
#==============================================================================<br />
# □ Customization Points<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES =  20 # Number of frames in the initial animation<br />
  MOVING_FRAMES  = &nbsp;&nbsp;5 # The number of frames when rotating the ring<br />
  RING_R       &nbsp;&nbsp;=  64 # Radius of the ring<br />
  SE_STARTUP  = "056-Right02" # The sound effect played when opening the menu<br />
  ICON_ITEM &nbsp;&nbsp;= RPG::Cache.icon("034-Item03") &nbsp;&nbsp;# Icons in the "Items" Menu<br />
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")  # Icons in the "Skills" Menu<br />
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # "Equipment" Menu Icon<br />
  ICON_STATUS = RPG::Cache.icon("050-Skill07")  # "Status" Menu Icons<br />
  ICON_SAVE &nbsp;&nbsp;= RPG::Cache.icon("038-Item07") &nbsp;&nbsp;# "Save" Menu Icon<br />
  ICON_EXIT &nbsp;&nbsp;= RPG::Cache.icon("046-Skill03")  # "Exit" Menu Icon<br />
  ICON_DISABLE= RPG::Cache.icon("")           &nbsp;&nbsp;# Icons for Prohibited Items<br />
  BACKGROUND_COLOR = Color.new(0xcc,0x99,0x33,0x3f)<br />
end<br />
###############################################################################<br />
# Ring Menu Implementation Script Ver. 1.2<br />
#               &nbsp;&nbsp;writen by Kazuki<br />
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
# ▽ Introduction<br />
# &nbsp;&nbsp;0. Please install "XRXL 2. Bitmap/Icon Rendering" beforehand.<br />
# &nbsp;&nbsp;1. Copy this script into a new section created above the Main section.<br />
# &nbsp;&nbsp;2. Inside the double quotas (`""`) of the sevenRPG::Cache.icon("") entries<br />
#      located at the top of `Window_RingMenu, enter the icon for each command.<br />
#      Follow as they are described in the comments to the right.<br />
#      The "Disabled" icon at the bottom is an icon that overlays atop the<br />
#      menu icons that cannot be selected. Recommended is something like: φ<br />
# &nbsp;&nbsp;3. Inside the "" of the TSE_STARTUP value, place the sound effect that you<br />
#      want to sound when the menu opens<br />
# ▽ For those comfortable working with scripts<br />
# &nbsp;&nbsp;Since I built this with the sole goal of getting something—anything—up and<br />
# &nbsp;&nbsp;running (yeah, I set the bar pretty low!), the coordinate alignment and<br />
# &nbsp;&nbsp;similar details are still incomplete.<br />
# &nbsp;&nbsp;We added a process to obtain the actor's screen coordinates more accurately,<br />
# &nbsp;&nbsp;and the position of the actor list.<br />
# &nbsp;&nbsp;I feel like if you tweak things—such as making changes or adjusting the text<br />
# &nbsp;&nbsp;display—it will turn out really nicely.<br />
###############################################################################<br />
<br />
#==============================================================================<br />
# ■ Window_RingMenu<br />
#==============================================================================<br />
class Window_RingMenu &lt; Window_Base<br />
  #--------------------------------------------------------------------------<br />
  # ○ Class Constants<br />
  #--------------------------------------------------------------------------<br />
  MODE_START = 1 # Startup Animation<br />
  MODE_WAIT  = 2 # Stand By<br />
  MODE_MOVER = 3 # Clockwise Rotation Animation<br />
  MODE_MOVEL = 4 # Counter-clockwise Rotation Animation<br />
  #--------------------------------------------------------------------------<br />
  # ○ Public Instance Variables<br />
  #--------------------------------------------------------------------------<br />
  attr_accessor :index<br />
  attr_reader :commands<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #--------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(-16, -16, 640+32, 480+32)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;data_system.words.item<br />
    s2 = &#36;data_system.words.skill<br />
    s3 = &#36;data_system.words.equip<br />
    s4 = "Status"<br />
    s5 = "Save"<br />
    s6 = "Game Over"<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x<br />
    @cy = center_y<br />
    setup_move_start<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    # Draw background<br />
    if BACKGROUND_COLOR.alpha &gt; 0<br />
      self.contents.fill_rect(0,0,640,480,BACKGROUND_COLOR)<br />
    end<br />
    # Draw Icon<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen redraw (at initialization)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen redraw (standby)<br />
  #--------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Screen Redraw (on Rotation)<br />
  #  mode : 0=Counter-clockwise 1=Clockwise<br />
  #--------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Draw Item<br />
  #   &nbsp;&nbsp;x : <br />
  #   &nbsp;&nbsp;y : <br />
  #   &nbsp;&nbsp;i : Item number<br />
  #--------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    x -= rect.width/2<br />
    y -= rect.height/2<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Disable Item<br />
  #   &nbsp;&nbsp;index : Item number<br />
  #--------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Preparing the Initialization Animation<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Preparing the Rotation Animation<br />
  #--------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ○ Whether currently animating<br />
  #--------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Window_MenuStatus<br />
#------------------------------------------------------------------------------<br />
# 　This window displays party member status on the menu screen.<br />
#==============================================================================<br />
<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
  attr_reader :max_index<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #--------------------------------------------------------------------------<br />
  def initialize<br />
    @max_index = &#36;game_party.actors.size - 1<br />
    h = 32 * (@max_index + 1) + 32<br />
    h = 416 if h &gt; 416<br />
    x = 0<br />
    x = 456 if &#36;game_player.screen_x &lt; 200 + Window_RingMenu::RING_R<br />
    super(x, 64, 184, h)<br />
    self.contents = Bitmap.new(width - 32, &#36;game_party.actors.size * 32)<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Refresh<br />
  #--------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 32<br />
      y = 32 * i<br />
      actor = &#36;game_party.actors[i]<br />
      self.contents.draw_facesquare(actor.character_name, actor.character_hue,<br />
                                    4, y + 4 )<br />
      draw_actor_name(actor, x, y)<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ■ Scene_Menu<br />
#------------------------------------------------------------------------------<br />
# 　This class performs menu screen processing.<br />
#==============================================================================<br />
<br />
class Scene_Menu<br />
  #--------------------------------------------------------------------------<br />
  # ● Object Initialization<br />
  #   &nbsp;&nbsp;menu_index : command cursor's initial position<br />
  #--------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Main Processing<br />
  #--------------------------------------------------------------------------<br />
  def main<br />
    # Make spriteset<br />
    @spriteset = Spriteset_Map.new<br />
    # Make command window<br />
    bmp = RPG::Cache.character(&#36;game_party.actors[0].character_name, 0)<br />
    px = &#36;game_player.screen_x<br />
    py = &#36;game_player.screen_y - bmp.rect.height / 4 / 2<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    # If number of party members is 0<br />
    if &#36;game_party.actors.size == 0<br />
      # Disable items, skills, equipment, and status<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    # If save is forbidden<br />
    if &#36;game_system.save_disabled<br />
      # Disable save<br />
      @command_window.disable_item(4)<br />
    end<br />
    # Make status window<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.z = 200<br />
    @status_window.visible = false<br />
    # Make help window<br />
    @help_window = Window_Help.new<br />
    @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
    # Execute transition<br />
    Graphics.transition<br />
    # Main loop<br />
    loop do<br />
      # Update game screen<br />
      Graphics.update<br />
      # Update input information<br />
      Input.update<br />
      # Frame update<br />
      update<br />
      # Abort loop if screen is changed<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    # Prepare for transition<br />
    Graphics.freeze<br />
    # Dispose of spriteset<br />
    @spriteset.dispose<br />
    # Dispose of windows<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
    @help_window.dispose<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update<br />
  #--------------------------------------------------------------------------<br />
  def update<br />
    # Update windows<br />
    @command_window.update<br />
    @status_window.update<br />
    @help_window.update<br />
    # If command window is active: call update_command<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    # If status window is active: call update_status<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update (when command window is active)<br />
  #--------------------------------------------------------------------------<br />
  def update_command<br />
    # If B button was pressed<br />
    if Input.trigger?(Input::B)<br />
      # Play cancel SE<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # Switch to map screen<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    # If C button was pressed<br />
    if Input.trigger?(Input::C)<br />
      # If command other than save or end game, and party members = 0<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        # Play buzzer SE<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      # Branch by command window cursor position<br />
      case @command_window.index<br />
      when 0  # item<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to item screen<br />
        &#36;scene = Scene_Item.new<br />
      when 1  # skill<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 2  # equipment<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 3  # status<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Make status window active<br />
        @command_window.active = false<br />
        @status_window.active = true<br />
        @status_window.visible = true<br />
        @status_window.index = 0<br />
      when 4  # save<br />
        # If saving is forbidden<br />
        if &#36;game_system.save_disabled<br />
          # Play buzzer SE<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to save screen<br />
        &#36;scene = Scene_Save.new<br />
      when 5  # Game Over<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to end game screen<br />
        &#36;scene = Scene_End.new<br />
      end<br />
      return<br />
    end<br />
    # Do not process the cursor while an animation is in progress.<br />
    return if @command_window.animation?<br />
    # ↑or← ボタンが押された場合<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
    # If the ↓ or → button is pressed<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      @help_window.set_text(@command_window.commands[@command_window.index],1)<br />
      return<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Frame Update (when status window is active)<br />
  #--------------------------------------------------------------------------<br />
  def update_status<br />
    # If B button was pressed<br />
    if Input.trigger?(Input::B)<br />
      # Play cancel SE<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      # Make command window active<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    # If C button was pressed<br />
    if Input.trigger?(Input::C)<br />
      # Branch by command window cursor position<br />
      case @command_window.index<br />
      when 1  # skill<br />
        # If this actor's action limit is 2 or more<br />
        if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
          # Play buzzer SE<br />
          &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
          return<br />
        end<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to skill screen<br />
        &#36;scene = Scene_Skill.new(@status_window.index)<br />
      when 2  # equipment<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to equipment screen<br />
        &#36;scene = Scene_Equip.new(@status_window.index)<br />
      when 3  # status<br />
        # Play decision SE<br />
        &#36;game_system.se_play(&#36;data_system.decision_se)<br />
        # Switch to status screen<br />
        &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#==============================================================================<br />
# ◇ External Libraries<br />
#==============================================================================<br />
class Bitmap<br />
# ▼▲▼ XRXL 1. Line and Shape Drawing ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● Line drawing by Ouga Zaitou<br />
  #--------------------------------------------------------------------------<br />
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)<br />
    # Calculation of rendering distance. A generous estimate for the length at a right angle.<br />
    distance = (start_x - end_x).abs + (start_y - end_y).abs<br />
    # Start drawing<br />
    if end_color == start_color<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        if width == 1<br />
          self.set_pixel(x, y, start_color) <br />
        else<br />
          self.fill_rect(x, y, width, width, start_color) <br />
        end<br />
      end<br />
    else<br />
      for i in 1..distance<br />
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i<br />
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i<br />
        r = start_color.red &nbsp;&nbsp;* (distance-i)/distance + end_color.red &nbsp;&nbsp;* i/distance<br />
        g = start_color.green * (distance-i)/distance + end_color.green * i/distance<br />
        b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance<br />
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance<br />
        if width == 1<br />
          self.set_pixel(x, y, Color.new(r, g, b, a))<br />
        else<br />
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) <br />
        end<br />
      end<br />
    end<br />
  end<br />
  #--------------------------------------------------------------------------<br />
  # ● Drawing a Polygon (Unfilled) by Kazuki<br />
  #    peaks    : Array of vertex coordinates [[x1,y1],[x2,y2],[x3,y3], ... ]<br />
  #    color    : Line Color<br />
  #    width    : Line width<br />
  #--------------------------------------------------------------------------<br />
  def draw_polygon(peaks, color, width = 1)<br />
    # Draw a number of edges equal to the number of edges (or vertices).<br />
    for i in 0 ... (peaks.size - 1)<br />
      # Connect the vertices with lines.<br />
      draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width )<br />
    end<br />
    # Connect the last vertex to the first vertex.<br />
    draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width )<br />
  end<br />
# ▼▲▼ XRXL 2. Bitmap/Icon Rendering ▼▲▼<br />
  #--------------------------------------------------------------------------<br />
  # ● Face and frame drawing by Ouga Zaitou<br />
  #   &nbsp;&nbsp;character_name : Character Graphics Used for Depiction<br />
  #   &nbsp;&nbsp;character_hue  : The Hue of the Character<br />
  #   &nbsp;&nbsp;x     &nbsp;&nbsp;: Drawing Destination X-Coordinate<br />
  #   &nbsp;&nbsp;y     &nbsp;&nbsp;: Drawing Destination Y-Coordinate<br />
  #--------------------------------------------------------------------------<br />
  def draw_facesquare(character_name, character_hue, x, y, size = 24)<br />
    bitmap = RPG::Cache.character(character_name, character_hue)<br />
    src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size)<br />
    self.blt(x, y, bitmap, src_rect)<br />
    self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128))<br />
  end<br />
end</code></div></div></div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
From the translation:<ul class="mycode_list"><li>Please install "XRXL 2. Bitmap/Icon Rendering" beforehand.<br />
</li>
<li>Copy this script into a new section created above the Main section.<br />
</li>
<li>Inside the double quotas (`""`) of the sevenRPG::Cache.icon("") entries located at the top of `Window_RingMenu, enter the icon for each command.<ul class="mycode_list"><li>Follow as they are described in the comments to the right.<br />
</li>
<li>The "Disabled" icon at the bottom is an icon that overlays atop the menu icons that cannot be selected. Recommended is something like: φ<br />
</li>
</ul>
</li>
<li>Inside the "" of the TSE_STARTUP value, place the sound effect that you want to sound when the menu opens<br />
</li>
</ul>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits and Thanks</span></span><br />
<br />
Code courtesy of Kazuki, the creator of the XRXS script.<br />
Line Drawing and Face and frame drawing by Ouga Zaitou]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Weekly Gazette 5-31-2026]]></title>
			<link>https://www.save-point.org/thread-13494.html</link>
			<pubDate>Mon, 01 Jun 2026 04:11:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13494.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">
<img src="https://save-point.org/images/Gazette.png" loading="lazy"  alt="[Image: Gazette.png]" class="mycode_img" /><br />
</div>
<div style="text-align: right;" class="mycode_align">(May 25 to May 31, 2026)<br />
<br />
<a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<br />
Welcome dear readers to the latest issue of the Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself<br />
<br />
<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Official Area</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> General Chat</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> <div style="height: 150px; border:1px solid; padding:4px; margin:1px; overflow:auto;">Will there be a peace deal with Iran turning over all their nuclear material while ensuring the Strait of Hormuz is not mined? That is one of the questions asked in this week's <a href="showthread.php?tid=7628"><span class="highlight">News of the World</span></a>.  The US offered two paths towards peace, one even allowing Iran to heavily dilute their nuclear stockpiles. Howver, the US had to fire upon missile bases and fast boats attempting to once more establish mines in the Strait.<br />
<br />
Russia's invasion of Ukraine is taking its toll, this while a senior Kyiv commander suggested that the next six months will be vital to shred Moscow's ambitions while Russian troops are exhausted. Its toll may also be taking its toll on Russia's President Vladimir Putin as rumors of stand-ins during public appearances re-emerge when a fellow politician used another name when addressing the President. Ukraine's President Zelensky put out a request for more Patriot anti-missile batteries as he foresees more attacks in coming months, this just as roughly 300 more drones were sailed during a thunderous Russian air attack killing five civilians and wounding fourty more. But chaotic as Russia's attacks have been, Moscow has been constantly endangering neighboring NATO nations, now actively striking an apartment building in Romania. It was only late April that fragments of a Russian Drone were recovered in Moldavia after damaging a utility pole and part of a residencial building.<br />
<br />
In the US, 50,000 residents had to evacuate an area near a chemical plant in Orange County, California. US President Trump declared a Federal Emergency as there was a threat of a catastrophic explosion, though the Orange County Fire Authority states the threat of explosion has been eliminated, eliminated as a crack in the tank appeared relieving the massive pressure buildup. The EPA is currently in Orange County, providing air monitoring support. Though they haven't found anything in the residential areas, monitoring continues while they have closed roads leading up to the plant. The war against fraud continues as two in Minnesota, Shamso Ahmed Hassan and Hanaan Mursal Yusuf, both of Somalian heritage, were arrested for more than &#36;21 Million in theft of funds meant for Autism services. And for Democrats, the situation must be horrid when CNN itself blasts former First-Lady Jill Biden over her complete reversal of comments she made about her husband, Former President Biden and his health concerns. It is not just Graham Platner taking heat over the comments and his mass-deleted Reddit posts that insulted a Purple Heart recipient, but now Democrats Warren, Schumer, Sanders and Jeffries supporting Platner are being torn into.<br />
<br />
China is attempting to exert pressure in the pacific, restricting rare earth minerals to Japan in an attempt to halt the U.S. from supplying defense technology to Japan and to Taiwan which is required by the 1979 Taiwan Relations Act. China released video of a NATO warship from the Netherlands threatened by two CCP warships and a fighter in what the Dutch Frigate stated were international waters, yet China asserts as their territory as they continue to claim much of the South China sea including waters of other nearby nations. And in a response to China's encroachment, the US, the UK and Australia have unveiled a new joint project to develop advanced underwater drones as Chinese-linked vessels have been linked to incidents involving damaged undersea cables near Taiwan and in European waters.<br />
<br />
The Global emergency of Congo's Ebola outbreak complicated by militant groups vying for power and arson of treatment centers, Germany's taxpayer money given to charities tied to Islamic Relief Worldwide classified as a terror group in 2014 and the Muslim Brotherhood, the New York City man hired by the Iranian Regime sentenced for 10 years in a murder-for-hire plot to kill a human rights activist and journalist, &#36;26 Billion spent in Vladimir Putin's mission to live forever with 3D printed organ transplants, The bill going through the US House of Representatives requiring only native-born US citizens be members of congress, as others may actively have allegiance to their native borne lands, and more hit this week's news.</div>
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Reduced from 21.3K words down to 677</span></span><br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Games Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Development Discussion</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> For those wondering <a href="showthread.php?tid=395"><span class="highlight">What's up among fellow RMers</span></a>, Remi-chan has been touching up the text in her game, working throughout the 1st non-tutorial arc of her game, though has to contend with events that take place in and after the city of Brisbane. However, she also worked dilligently to finish the update to all the message popups since she overhauled the icons in play.<br />
<br />
Remi-chan ventured into the <a href="showthread.php?tid=2870"><span class="highlight">Maps and screenshots thread</span></a> to post scenes that have since been updated for her game, be they warnings not to go boom near aggregiously placed petrol pumps, looks of apprehension given to mere watercoolers, and remembrances of godly heal potions.<br />
<br />
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Upcoming Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Though it is the twilight of spring, romance still blooms. So hearken all to the world crafted by TsunamiJuria and her dark romance that is <a href="showthread.php?tid=13489"><span class="highlight">Haunted Divinity</span></a>.  Haunted Divinity is a visual novel that tells the tale of a fallen god and the novelist who found each other against all odds. With artwork and character designs by TsunamiJuria, Vespa and krisisnotcover, music by zachjohnfriesen and Jake 'The Voice' Parr, this first visual novel demo lasting 45 minutes is a solid way to end the season.<br />
<br />
It has been a while since kyondes worked upon <a href="showthread.php?tid=11177"><span class="highlight">Klans XP</span></a>, but his venture into creating a kingdom-building strategy game now improved the scouting system.  Coupled with a new means to transfer between maps and updates to allow animations hovering atop controleld NPCs, kyonides also worked out bugs that prevented clan data from being recorded.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Material Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Tools</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Another game design system has shown up, and not one by Enterbrain as it is surprisingly free to use unless you wish to actively go commercial.  It is called <a href="showthread.php?tid=13493"><span class="highlight">RPG Paper Maker</span></a> and this system supports Windows, Linux, and macOS. Even moreso, this system utilizes JavaScript for plugins and from all aspects supports 3D styled constructs.  The forums accessible at their website shows gemeral introductions dating as far back as November 2022, preceding RPG Maker Unity by a year. And yet is ahead of the next iteration RPGMaker u2u with map rotation.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Scripts Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> RPGMaker XP (RGSS) Engine</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> If you  are tired of using the default system to dictate what elements the members of your party have affinity with, kyonides released <a href="showthread.php?tid=13485"><span class="highlight">KustomElemState XP</span></a> which lets developers create a means to add elements and state ranks independently.<br />
<br />
A revision of a two-decades-old script has appeared with <a href="showthread.php?tid=13488"><span class="highlight">Reserve Party Tools</span></a>. Originally by RPG Advocate, the script allowed the player to swap their party members with a reserve roster of heroes, even allowing them to gain some percentage of experience points from battles they're not a part. However, much of the script contained massive rewrites to the default scripts. DerVVulfman's re-released edition worked to limit the number of rewritten scripts while performing some repairs or eliminating some issues.<br />
<br />
After discovering that the engine has always held this capability, DerVVulfman wrote <a href="showthread.php?tid=13490"><span class="highlight">MUSIC EFFECT FADE</span></a>, a small script that allows one to set a fade-out effect for melodies normally associated with battle victories, triggered treasure discoveries and the like. Useful if one has a longer-than-normal tune in use.<br />
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It was three years ago when kyonides released <a href="showthread.php?tid=8759"><span class="highlight">Skill Roulette XP</span></a>, a system that could let a magic user cast a spell at random. But now he has returned, and his virtual Wild-Magic-like system now adds a new available feature. Random skills may now be available based upon the user's level.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Resources Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> 2D Resources</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Having populated the city streets with criminals brazen enough to show their faces, the <a href="showthread.php?tid=11336"><span class="highlight">Various RMXP sprites by Ace_V</span></a> now appears focused upon drier climates, sand swept lands and the deep desert. In earthen colors accented by white and a turban to protect his head, the first of Ace_V's desert nomads has appeared.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Creativity Section</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Art and Design</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Another presentation has been announced within Save-Point's Museum of Art and once more the gallery dedicated to <a href="showthread.php?tid=8230"><span class="highlight">Remi-chan's Neato Arty thread thing!</span></a> has its doors flung wide. On display this week, a young girl beset against land and sky, both alien to her and yet still that of her home. The aptly named Lass of Steel is but a child, her lore describing this maiden with flowing locks of chocolate as not even a teenager and yet one who had put aside her own turmoil to give aid to those in need. Emerald eyes filled with heartache cannot hide behind her glasses. This was another of the quick-paced illustrations by Remi-chan, taking but half the time she usually spends, and a speed-draw less than 6 minutes demonstrates such.<br />
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</div></div>
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Literature</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Quiet is the forum's museum where tomes old and new may be discovered. Yet only this week, a new verse has been published and placed among <a href="showthread.php?tid=8405"><span class="highlight">Remi-chan's Writing Snippets~</span></a>. A child, not even in her teenage years, had known responcibilities for as long as she can remember. No mother nor father of her own, it was she who had to have the strength of parents to those younger than herself until what she thought was the end of days. But when the end of days indeed arrived, what came of her resolve?<br />
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</div></div>
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Well, that's it for this week.<br />
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"Learning without thinking is wasteful; thinking without learning is dangerous." - Confucius<br />
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<div style="background:#eebbff;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">PROSPECTIVE GAZETEERS!</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette.  The Gazette accepts write-in announcements (which will be doublechecked).  Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.  <br />
<br />
Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST. </span></div>
<div style="text-align: right;" class="mycode_align"><a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<span style="font-size: x-small;" class="mycode_size">Regularly posted  12am (EST) (between Sunday &amp; Monday) based on U.S. Daylight Savings,<br />
4am Monday (UTC), 10pm Sunday(CST/MDT), 6pm Sunday (HST), 6am Monday (CEST),  2pm Monday (AEST) observing daylight savings<br />
5am Monday (UTC), 11pm Sunday(CST), 6pm Sunday (HST), 7am Monday (CET),  3pm Monday (AEST) Not observing daylight savings</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">
<img src="https://save-point.org/images/Gazette.png" loading="lazy"  alt="[Image: Gazette.png]" class="mycode_img" /><br />
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<div style="text-align: right;" class="mycode_align">(May 25 to May 31, 2026)<br />
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<a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<br />
Welcome dear readers to the latest issue of the Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Official Area</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> General Chat</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> <div style="height: 150px; border:1px solid; padding:4px; margin:1px; overflow:auto;">Will there be a peace deal with Iran turning over all their nuclear material while ensuring the Strait of Hormuz is not mined? That is one of the questions asked in this week's <a href="showthread.php?tid=7628"><span class="highlight">News of the World</span></a>.  The US offered two paths towards peace, one even allowing Iran to heavily dilute their nuclear stockpiles. Howver, the US had to fire upon missile bases and fast boats attempting to once more establish mines in the Strait.<br />
<br />
Russia's invasion of Ukraine is taking its toll, this while a senior Kyiv commander suggested that the next six months will be vital to shred Moscow's ambitions while Russian troops are exhausted. Its toll may also be taking its toll on Russia's President Vladimir Putin as rumors of stand-ins during public appearances re-emerge when a fellow politician used another name when addressing the President. Ukraine's President Zelensky put out a request for more Patriot anti-missile batteries as he foresees more attacks in coming months, this just as roughly 300 more drones were sailed during a thunderous Russian air attack killing five civilians and wounding fourty more. But chaotic as Russia's attacks have been, Moscow has been constantly endangering neighboring NATO nations, now actively striking an apartment building in Romania. It was only late April that fragments of a Russian Drone were recovered in Moldavia after damaging a utility pole and part of a residencial building.<br />
<br />
In the US, 50,000 residents had to evacuate an area near a chemical plant in Orange County, California. US President Trump declared a Federal Emergency as there was a threat of a catastrophic explosion, though the Orange County Fire Authority states the threat of explosion has been eliminated, eliminated as a crack in the tank appeared relieving the massive pressure buildup. The EPA is currently in Orange County, providing air monitoring support. Though they haven't found anything in the residential areas, monitoring continues while they have closed roads leading up to the plant. The war against fraud continues as two in Minnesota, Shamso Ahmed Hassan and Hanaan Mursal Yusuf, both of Somalian heritage, were arrested for more than &#36;21 Million in theft of funds meant for Autism services. And for Democrats, the situation must be horrid when CNN itself blasts former First-Lady Jill Biden over her complete reversal of comments she made about her husband, Former President Biden and his health concerns. It is not just Graham Platner taking heat over the comments and his mass-deleted Reddit posts that insulted a Purple Heart recipient, but now Democrats Warren, Schumer, Sanders and Jeffries supporting Platner are being torn into.<br />
<br />
China is attempting to exert pressure in the pacific, restricting rare earth minerals to Japan in an attempt to halt the U.S. from supplying defense technology to Japan and to Taiwan which is required by the 1979 Taiwan Relations Act. China released video of a NATO warship from the Netherlands threatened by two CCP warships and a fighter in what the Dutch Frigate stated were international waters, yet China asserts as their territory as they continue to claim much of the South China sea including waters of other nearby nations. And in a response to China's encroachment, the US, the UK and Australia have unveiled a new joint project to develop advanced underwater drones as Chinese-linked vessels have been linked to incidents involving damaged undersea cables near Taiwan and in European waters.<br />
<br />
The Global emergency of Congo's Ebola outbreak complicated by militant groups vying for power and arson of treatment centers, Germany's taxpayer money given to charities tied to Islamic Relief Worldwide classified as a terror group in 2014 and the Muslim Brotherhood, the New York City man hired by the Iranian Regime sentenced for 10 years in a murder-for-hire plot to kill a human rights activist and journalist, &#36;26 Billion spent in Vladimir Putin's mission to live forever with 3D printed organ transplants, The bill going through the US House of Representatives requiring only native-born US citizens be members of congress, as others may actively have allegiance to their native borne lands, and more hit this week's news.</div>
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Reduced from 21.3K words down to 677</span></span><br />
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</div></div>
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</div>
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Games Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Development Discussion</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> For those wondering <a href="showthread.php?tid=395"><span class="highlight">What's up among fellow RMers</span></a>, Remi-chan has been touching up the text in her game, working throughout the 1st non-tutorial arc of her game, though has to contend with events that take place in and after the city of Brisbane. However, she also worked dilligently to finish the update to all the message popups since she overhauled the icons in play.<br />
<br />
Remi-chan ventured into the <a href="showthread.php?tid=2870"><span class="highlight">Maps and screenshots thread</span></a> to post scenes that have since been updated for her game, be they warnings not to go boom near aggregiously placed petrol pumps, looks of apprehension given to mere watercoolers, and remembrances of godly heal potions.<br />
<br />
</div></div>
<br />
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Upcoming Projects</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Though it is the twilight of spring, romance still blooms. So hearken all to the world crafted by TsunamiJuria and her dark romance that is <a href="showthread.php?tid=13489"><span class="highlight">Haunted Divinity</span></a>.  Haunted Divinity is a visual novel that tells the tale of a fallen god and the novelist who found each other against all odds. With artwork and character designs by TsunamiJuria, Vespa and krisisnotcover, music by zachjohnfriesen and Jake 'The Voice' Parr, this first visual novel demo lasting 45 minutes is a solid way to end the season.<br />
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It has been a while since kyondes worked upon <a href="showthread.php?tid=11177"><span class="highlight">Klans XP</span></a>, but his venture into creating a kingdom-building strategy game now improved the scouting system.  Coupled with a new means to transfer between maps and updates to allow animations hovering atop controleld NPCs, kyonides also worked out bugs that prevented clan data from being recorded.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Material Development</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Tools</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Another game design system has shown up, and not one by Enterbrain as it is surprisingly free to use unless you wish to actively go commercial.  It is called <a href="showthread.php?tid=13493"><span class="highlight">RPG Paper Maker</span></a> and this system supports Windows, Linux, and macOS. Even moreso, this system utilizes JavaScript for plugins and from all aspects supports 3D styled constructs.  The forums accessible at their website shows gemeral introductions dating as far back as November 2022, preceding RPG Maker Unity by a year. And yet is ahead of the next iteration RPGMaker u2u with map rotation.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Scripts Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> RPGMaker XP (RGSS) Engine</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> If you  are tired of using the default system to dictate what elements the members of your party have affinity with, kyonides released <a href="showthread.php?tid=13485"><span class="highlight">KustomElemState XP</span></a> which lets developers create a means to add elements and state ranks independently.<br />
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A revision of a two-decades-old script has appeared with <a href="showthread.php?tid=13488"><span class="highlight">Reserve Party Tools</span></a>. Originally by RPG Advocate, the script allowed the player to swap their party members with a reserve roster of heroes, even allowing them to gain some percentage of experience points from battles they're not a part. However, much of the script contained massive rewrites to the default scripts. DerVVulfman's re-released edition worked to limit the number of rewritten scripts while performing some repairs or eliminating some issues.<br />
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After discovering that the engine has always held this capability, DerVVulfman wrote <a href="showthread.php?tid=13490"><span class="highlight">MUSIC EFFECT FADE</span></a>, a small script that allows one to set a fade-out effect for melodies normally associated with battle victories, triggered treasure discoveries and the like. Useful if one has a longer-than-normal tune in use.<br />
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It was three years ago when kyonides released <a href="showthread.php?tid=8759"><span class="highlight">Skill Roulette XP</span></a>, a system that could let a magic user cast a spell at random. But now he has returned, and his virtual Wild-Magic-like system now adds a new available feature. Random skills may now be available based upon the user's level.<br />
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Resources Database</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> 2D Resources</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Having populated the city streets with criminals brazen enough to show their faces, the <a href="showthread.php?tid=11336"><span class="highlight">Various RMXP sprites by Ace_V</span></a> now appears focused upon drier climates, sand swept lands and the deep desert. In earthen colors accented by white and a turban to protect his head, the first of Ace_V's desert nomads has appeared.<br />
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<div style="background: #63B1BC url(images/4/color_blue/body_bg.png) top left repeat; border:4px ridge #001144;padding:2px;position:relative!important;"><div style="text-align: center;" class="mycode_align"><span style="font-family: Impact;" class="mycode_font"><font size="6"><span style="font-weight: bold;" class="mycode_b"> Creativity Section</span></font></span></div></div>
<div style="background: #CDE2DC  url(images/4/color_blue/container_bg.png) top left repeat; border:2px solid #000000;color: #000000;padding:4px;;position:relative!important;">
<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Art and Design</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Another presentation has been announced within Save-Point's Museum of Art and once more the gallery dedicated to <a href="showthread.php?tid=8230"><span class="highlight">Remi-chan's Neato Arty thread thing!</span></a> has its doors flung wide. On display this week, a young girl beset against land and sky, both alien to her and yet still that of her home. The aptly named Lass of Steel is but a child, her lore describing this maiden with flowing locks of chocolate as not even a teenager and yet one who had put aside her own turmoil to give aid to those in need. Emerald eyes filled with heartache cannot hide behind her glasses. This was another of the quick-paced illustrations by Remi-chan, taking but half the time she usually spends, and a speed-draw less than 6 minutes demonstrates such.<br />
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</div></div>
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<div style="background:#036492 url(images/4/color_blue/thead_bg.png) left repeat;border:2px outset #001122;color: #FFFFFF;-moz-border-radius: 6px; -webkit-border-radius: 6px; padding:2px;position:relative!important;"><font size="4">  <span style="font-weight: bold;" class="mycode_b"> Literature</span></font></div>
<div style="background:#EEF9F9;border:2px outset #001122;color: #000000;-moz-border-radius: 6px; -webkit-border-radius: 6px;margin-left: 40px; padding:6px;position:relative!important;"><div style="text-align: justify;" class="mycode_align"> Quiet is the forum's museum where tomes old and new may be discovered. Yet only this week, a new verse has been published and placed among <a href="showthread.php?tid=8405"><span class="highlight">Remi-chan's Writing Snippets~</span></a>. A child, not even in her teenage years, had known responcibilities for as long as she can remember. No mother nor father of her own, it was she who had to have the strength of parents to those younger than herself until what she thought was the end of days. But when the end of days indeed arrived, what came of her resolve?<br />
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Well, that's it for this week.<br />
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"Learning without thinking is wasteful; thinking without learning is dangerous." - Confucius<br />
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<div style="background:#eebbff;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">PROSPECTIVE GAZETEERS!</span><br />
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<span style="font-style: italic;" class="mycode_i">If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette.  The Gazette accepts write-in announcements (which will be doublechecked).  Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.  <br />
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Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST. </span></div>
<div style="text-align: right;" class="mycode_align"><a href="https://www.save-point.org/misc.php?action=help&amp;hid=11" target="_blank" rel="noopener" class="mycode_url"><img src="https://www.save-point.org/images/Kofi/KoFi_Support.png" loading="lazy"  alt="[Image: KoFi_Support.png]" class="mycode_img" /></a></div>
<span style="font-size: x-small;" class="mycode_size">Regularly posted  12am (EST) (between Sunday &amp; Monday) based on U.S. Daylight Savings,<br />
4am Monday (UTC), 10pm Sunday(CST/MDT), 6pm Sunday (HST), 6am Monday (CEST),  2pm Monday (AEST) observing daylight savings<br />
5am Monday (UTC), 11pm Sunday(CST), 6pm Sunday (HST), 7am Monday (CET),  3pm Monday (AEST) Not observing daylight savings</span>]]></content:encoded>
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			<title><![CDATA[RPG PAPER MAKER]]></title>
			<link>https://www.save-point.org/thread-13493.html</link>
			<pubDate>Sun, 31 May 2026 22:35:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13493.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://img.itch.zone/aW1nLzI2MTk2MTAyLnBuZw==/original/BJFTsu.png" loading="lazy"  alt="[Image: BJFTsu.png]" class="mycode_img" /></a></div>
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><span style="font-size: x-small;" class="mycode_size"><a href="https://rpg-paper-maker.com/" target="_blank" rel="noopener" class="mycode_url">Logo can be clicked for to visit the site</a></span></span></div>
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<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/downloads/" target="_blank" rel="noopener" class="mycode_url"><span style="background: #e86e04"> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: Verdana;" class="mycode_font">DOWNLOADS FOR DESKTOP </span></span></span></span></span></a><br />
<a href="https://rpg-paper-maker.com/play" target="_blank" rel="noopener" class="mycode_url"><span style="background: #666666"> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: Verdana;" class="mycode_font">TRY APP ONLINE FOR FREE </span></span></span></span></span></a></div>
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<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Why you should use RPG Paper Maker</span><br />
</span><span style="font-size: large;" class="mycode_size">RPG Paper Maker is a game making engine, free for non commercial use, allowing you to create a 3D game with 2D sprites and 3D objects with a very simple interface.</span><br />
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<div style="float:left; padding:3px; border:0px; border-top:0px; border-right:0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Multiple Types of Games</a></span><br />
Mainly tailored for J-RPGs, but you can create almost any type of game with it such as Action RPGs, Tactical RPGs, etc <br />
</div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Designed for Beginners</a></span><br />
The user friendly interface lets you build your game without worrying about complex stuff. </div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">And for Experienced Users</a></span><br />
Add your own plugins and game assets to your games to make it even more special! </div><div style="clear: both;;position:relative!important;"></div>
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<div style="float:left; padding:3px; border:0px; border-top:0px; border-right:0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Free</a></span><br />
As long as you don’t have any profit with your games, you can use RPG Paper Maker freely! Awesome! </div>
<div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Commercialize</a></span><br />
Any commercial game made with RPG Paper Maker will require a one time buy license for a team to be sold. No other fees. </div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">S<a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">ee More Features</a></span><br />
Click here to see more about RPG Paper Maker features! </div><div style="clear: both;;position:relative!important;"></div>
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Making 3D games is too hard? RPG Paper Maker will simplify your work</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/town-desert.png" loading="lazy"  alt="[Image: town-desert.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">RPG Paper Maker is a game engine, free for non-commercial use, that allows you to create a 3D universe with many 2D sprites and even 3D objects using a simple interface. It is available on all major platforms: Windows, Linux, and macOS.</span><br />
<span style="font-size: medium;" class="mycode_size"><br />
RPG Paper Maker gives you a way to create RPGs in a full 3D world as easily as in 2D! It also comes packed with cool retro-inspired graphic assets for you to use in your own projects.</span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Multiple types of games</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/battle.png" loading="lazy"  alt="[Image: battle.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">The engine is mainly tailored for J-RPGs, but you can create almost any type of game, such as Action RPGs and Tactical RPGs (plugin coming soon).</span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Designed for beginners...</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/dungeon.png" loading="lazy"  alt="[Image: dungeon.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">Our philosophy is simple: enabling you to create a 3D video game without any knowledge of:<br />
</span><ul class="mycode_list"><li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Programming</span></span></span></span><br />
</li>
<li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">3D modeling</span></span></span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #444444;" class="mycode_color">Pixel art</span></span></span></span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size">The user-friendly interface lets you build your game without worrying about complex details.</span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">...and for experienced users!</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/code.png" loading="lazy"  alt="[Image: code.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">If you have knowledge in programming and/or modeling, we've got you covered. You will be able to:</span><ul class="mycode_list"><li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font">Create or modify <span style="font-weight: bold;" class="mycode_b">JavaScript plugins</span></span></span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="color: #444444;" class="mycode_color">Import your own <span style="font-weight: bold;" class="mycode_b">3D models in .obj format</span></span></span></span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size">Combining your skills with RPG Paper Maker can make yo</span>ur games even more unique!<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Have fun with the 3D map editor</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/map-editor.png" loading="lazy"  alt="[Image: map-editor.png]" class="mycode_img" /> <br />
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<span style="font-size: medium;" class="mycode_size">Manage your 3D maps the same way you would in 2D games! This includes: floors, autotiles, sprites (fixed, face, double, quadra), walls, mountains, 3D objects, and objects (NPCs, chests, etc.).</span><br />
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<span style="font-size: medium;" class="mycode_size">Check out the basics here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/map-editor" target="_blank" rel="noopener" class="mycode_url">Map Editor Guide</a></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Play with the objects &amp; events system</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/objects-events.png" loading="lazy"  alt="[Image: objects-events.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">You can use the event system by adding objects to your maps that interact with others. Common examples include NPCs, chests, treasures, and doors.</span><br />
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<span style="font-size: medium;" class="mycode_size">Your hero is also an object, so you can customize how they react to the environment and player inputs.</span><br />
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<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/objects-and-events" target="_blank" rel="noopener" class="mycode_url">Objects &amp; Events Guide</a></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Manage collisions easily</span></span><br />
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<img src="https://rpg-paper-maker.com/uploads/collisions.png" loading="lazy"  alt="[Image: collisions.png]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">Collisions are easy to manage because they work similarly to 2D assets. Your 2D drawings are automatically converted into 3D bounding boxes.</span><br />
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<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/tilesets-and-collisions" target="_blank" rel="noopener" class="mycode_url">Tilesets &amp; Collisions Guide</a></span><br />
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<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Control the camera</span></span><br />
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<img src="https://585285814-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M363zQNw4J-oG6yFLFu-1703796690%2Fuploads%2F0H1i81Y5hXEYZiJX2r2r%2Fcamera.gif?alt=media&amp;token=1dad9ecf-b82f-454a-85cd-78a90fba0686" loading="lazy"  alt="[Image: spaces%2F-M363zQNw4J-oG6yFLFu-1703796690...a90fba0686]" class="mycode_img" /><br />
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<span style="font-size: medium;" class="mycode_size">Control the camera easily using the associated event commands. You can create amazing cutscenes!</span><br />
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<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/camera-control" target="_blank" rel="noopener" class="mycode_url">Camera Control Guide</a></span><br />
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<br />
<div style="text-align: center;" class="mycode_align"><font size="1">More at the website.</font></div>
<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/rpg-paper-maker-eula/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-small;" class="mycode_size">RPG PAPER MAKER EULA</span></span></a></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/" target="_blank" rel="noopener" class="mycode_url"><img src="https://img.itch.zone/aW1nLzI2MTk2MTAyLnBuZw==/original/BJFTsu.png" loading="lazy"  alt="[Image: BJFTsu.png]" class="mycode_img" /></a></div>
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><span style="font-size: x-small;" class="mycode_size"><a href="https://rpg-paper-maker.com/" target="_blank" rel="noopener" class="mycode_url">Logo can be clicked for to visit the site</a></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/downloads/" target="_blank" rel="noopener" class="mycode_url"><span style="background: #e86e04"> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: Verdana;" class="mycode_font">DOWNLOADS FOR DESKTOP </span></span></span></span></span></a><br />
<a href="https://rpg-paper-maker.com/play" target="_blank" rel="noopener" class="mycode_url"><span style="background: #666666"> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: Verdana;" class="mycode_font">TRY APP ONLINE FOR FREE </span></span></span></span></span></a></div>
<br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Why you should use RPG Paper Maker</span><br />
</span><span style="font-size: large;" class="mycode_size">RPG Paper Maker is a game making engine, free for non commercial use, allowing you to create a 3D game with 2D sprites and 3D objects with a very simple interface.</span><br />
<br />
<div style="float:left; padding:3px; border:0px; border-top:0px; border-right:0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Multiple Types of Games</a></span><br />
Mainly tailored for J-RPGs, but you can create almost any type of game with it such as Action RPGs, Tactical RPGs, etc <br />
</div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Designed for Beginners</a></span><br />
The user friendly interface lets you build your game without worrying about complex stuff. </div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">And for Experienced Users</a></span><br />
Add your own plugins and game assets to your games to make it even more special! </div><div style="clear: both;;position:relative!important;"></div>
<br />
<div style="float:left; padding:3px; border:0px; border-top:0px; border-right:0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Free</a></span><br />
As long as you don’t have any profit with your games, you can use RPG Paper Maker freely! Awesome! </div>
<div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b"><a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">Commercialize</a></span><br />
Any commercial game made with RPG Paper Maker will require a one time buy license for a team to be sold. No other fees. </div><div style="float:left; padding:3px; border:0px; border-bottom: 0px; width:30%;;position:relative!important;"><span style="font-weight: bold;" class="mycode_b">S<a href="https://rpg-paper-maker.com/#multiple-types-of-games" target="_blank" rel="noopener" class="mycode_url">ee More Features</a></span><br />
Click here to see more about RPG Paper Maker features! </div><div style="clear: both;;position:relative!important;"></div>
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Making 3D games is too hard? RPG Paper Maker will simplify your work</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/town-desert.png" loading="lazy"  alt="[Image: town-desert.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">RPG Paper Maker is a game engine, free for non-commercial use, that allows you to create a 3D universe with many 2D sprites and even 3D objects using a simple interface. It is available on all major platforms: Windows, Linux, and macOS.</span><br />
<span style="font-size: medium;" class="mycode_size"><br />
RPG Paper Maker gives you a way to create RPGs in a full 3D world as easily as in 2D! It also comes packed with cool retro-inspired graphic assets for you to use in your own projects.</span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Multiple types of games</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/battle.png" loading="lazy"  alt="[Image: battle.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">The engine is mainly tailored for J-RPGs, but you can create almost any type of game, such as Action RPGs and Tactical RPGs (plugin coming soon).</span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Designed for beginners...</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/dungeon.png" loading="lazy"  alt="[Image: dungeon.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">Our philosophy is simple: enabling you to create a 3D video game without any knowledge of:<br />
</span><ul class="mycode_list"><li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Programming</span></span></span></span><br />
</li>
<li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">3D modeling</span></span></span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #444444;" class="mycode_color">Pixel art</span></span></span></span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size">The user-friendly interface lets you build your game without worrying about complex details.</span><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">...and for experienced users!</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/code.png" loading="lazy"  alt="[Image: code.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">If you have knowledge in programming and/or modeling, we've got you covered. You will be able to:</span><ul class="mycode_list"><li><span style="color: #444444;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font">Create or modify <span style="font-weight: bold;" class="mycode_b">JavaScript plugins</span></span></span></span><br />
</li>
<li><span style="font-size: medium;" class="mycode_size"><span style="font-family: 'MS Sans Serif', Geneva, sans-serif;" class="mycode_font"><span style="color: #444444;" class="mycode_color">Import your own <span style="font-weight: bold;" class="mycode_b">3D models in .obj format</span></span></span></span><br />
</li>
</ul>
<span style="font-size: medium;" class="mycode_size">Combining your skills with RPG Paper Maker can make yo</span>ur games even more unique!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Have fun with the 3D map editor</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/map-editor.png" loading="lazy"  alt="[Image: map-editor.png]" class="mycode_img" /> <br />
<br />
<span style="font-size: medium;" class="mycode_size">Manage your 3D maps the same way you would in 2D games! This includes: floors, autotiles, sprites (fixed, face, double, quadra), walls, mountains, 3D objects, and objects (NPCs, chests, etc.).</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Check out the basics here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/map-editor" target="_blank" rel="noopener" class="mycode_url">Map Editor Guide</a></span><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Play with the objects &amp; events system</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/objects-events.png" loading="lazy"  alt="[Image: objects-events.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">You can use the event system by adding objects to your maps that interact with others. Common examples include NPCs, chests, treasures, and doors.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Your hero is also an object, so you can customize how they react to the environment and player inputs.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/objects-and-events" target="_blank" rel="noopener" class="mycode_url">Objects &amp; Events Guide</a></span><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Manage collisions easily</span></span><br />
<br />
<img src="https://rpg-paper-maker.com/uploads/collisions.png" loading="lazy"  alt="[Image: collisions.png]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">Collisions are easy to manage because they work similarly to 2D assets. Your 2D drawings are automatically converted into 3D bounding boxes.</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/tilesets-and-collisions" target="_blank" rel="noopener" class="mycode_url">Tilesets &amp; Collisions Guide</a></span><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Control the camera</span></span><br />
<br />
<img src="https://585285814-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M363zQNw4J-oG6yFLFu-1703796690%2Fuploads%2F0H1i81Y5hXEYZiJX2r2r%2Fcamera.gif?alt=media&amp;token=1dad9ecf-b82f-454a-85cd-78a90fba0686" loading="lazy"  alt="[Image: spaces%2F-M363zQNw4J-oG6yFLFu-1703796690...a90fba0686]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size">Control the camera easily using the associated event commands. You can create amazing cutscenes!</span><br />
<br />
<span style="font-size: medium;" class="mycode_size">Check out the guide here: <a href="https://rpg-paper-maker.gitbook.io/rpg-paper-maker/essentials/camera-control" target="_blank" rel="noopener" class="mycode_url">Camera Control Guide</a></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><font size="1">More at the website.</font></div>
<div style="text-align: center;" class="mycode_align"><a href="https://rpg-paper-maker.com/rpg-paper-maker-eula/" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-small;" class="mycode_size">RPG PAPER MAKER EULA</span></span></a></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MUSIC EFFECT FADE  (A small Scriptette)]]></title>
			<link>https://www.save-point.org/thread-13490.html</link>
			<pubDate>Fri, 29 May 2026 13:56:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13490.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">MUSIC EFFECT FADE</span></span><br />
<span style="font-size: medium;" class="mycode_size">Version: 1.0</span></div>
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
This simple scriptette takes advantage of a feature built into RPGMaker's built-in Audio module,  and allows you to  fade out music events  in much the same way as you could background music and ambient sound effects.<br />
<br />
Indeed, no alteration was made to the Audio class.  However, this feature has always  been available  despite no method  defined for it  within the Game_System class nor any map event akin to [Fade Out BGM] or the like.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Script</span></span><br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> I can't believe EnterBrain neglected to include THIS</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# ** MUSIC EFFECT FADE<br />
#------------------------------------------------------------------------------<br />
#    by DerVVulfman<br />
#    version 1.0<br />
#    05-29-2026 (mm/dd/yyyy)<br />
#    RGSS / RPGMaker XP<br />
#==============================================================================<br />
#<br />
#  INTRODUCTION:<br />
#<br />
#  This simple scriptette takes advantage of a feature built into RPGMaker's<br />
#  built-in Audio module,  and allows you to  fade out music events  in much<br />
#  the same way as you could background music and ambient sound effects.<br />
#<br />
#  Indeed, no alteration was made to the Audio class.  However, this feature<br />
#  has always  been available  despite no method  defined for it  within the<br />
#  Game_System class nor any map event akin to [Fade Out BGM] or the like.<br />
#<br />
#  To use upon an already playing ME/Music Event, run either script call:<br />
#<br />
#        * &#36;game_system.me_fade(time)<br />
#        * me_fade(time)<br />
#          - time : duration in seconds<br />
#<br />
#        EX: &#36;game_system.me_fade(0.5)<br />
#          - Fades out the currently playing ME in 1/2 a second<br />
#<br />
#  This is to be executed after music events are already playing, and inten-<br />
#  def for music events that are considered longer than normal.  Such longer<br />
#  music events would be akin to victory music from a Final Fantasy game.<br />
#<br />
#==============================================================================<br />
<br />
<br />
<br />
#==============================================================================<br />
# ** Game_System<br />
#------------------------------------------------------------------------------<br />
#  This class handles data surrounding the system. Backround music, etc.<br />
#  is managed here as well. Refer to "&#36;game_system" for the instance of <br />
#  this class.<br />
#==============================================================================<br />
<br />
class Game_System<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Fade Out Music Effect<br />
  #   &nbsp;&nbsp;time : fade-out time (in seconds)<br />
  #--------------------------------------------------------------------------<br />
  def me_fade(time)<br />
    Audio.me_fade(time * 1000)<br />
  end<br />
<br />
end<br />
<br />
<br />
<br />
#==============================================================================<br />
# ** Interpreter<br />
#------------------------------------------------------------------------------<br />
#  This interpreter runs event commands. This class is used within the<br />
#  Game_System class and the Game_Event class.<br />
#==============================================================================<br />
<br />
class Interpreter<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Fade Out Music Effect<br />
  #   &nbsp;&nbsp;time : fade-out time (in seconds)<br />
  #--------------------------------------------------------------------------<br />
  def me_fade(time)<br />
    &#36;game_system.me_fade(time)<br />
  end<br />
<br />
end</code></div></div></div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
Just paste this below Scene_Debug and above Main.  And use either script command noted in the script to fade out the music event effect.<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Compatibility</span></span><br />
<br />
ABSOLUTELY NO INCOMPATABILITIES!  I don't think anyone noticed this.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Author's Notes</span></span><br />
<br />
<span style="color: #B20080;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WHY HAD NO ONE NOTICED THIS!?!?</span></span></span>  <img src="https://www.save-point.org/images/smilies/ejlol/Thud.gif" alt="Head-desk Thud" title="Head-desk Thud" class="smilie smilie_56" /> <br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Terms and Conditions</span></span><br />
<br />
Yell at Enterbrainless for not including this in the base system even though I did no alteration to the Audio class itself.  THEY HAD THIS FEATURE POSSIBLE ALL THESE YEARS!!!]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">MUSIC EFFECT FADE</span></span><br />
<span style="font-size: medium;" class="mycode_size">Version: 1.0</span></div>
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span><br />
<br />
This simple scriptette takes advantage of a feature built into RPGMaker's built-in Audio module,  and allows you to  fade out music events  in much the same way as you could background music and ambient sound effects.<br />
<br />
Indeed, no alteration was made to the Audio class.  However, this feature has always  been available  despite no method  defined for it  within the Game_System class nor any map event akin to [Fade Out BGM] or the like.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Script</span></span><br />
<br />
<div class="tborder">
  			<div class="thead" style="padding:4px; margin:1px;"><input type="button" class="button" value="+" style="font-family:Monospace; padding:0px" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].style.display=='none'){ this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='';this.value='-';} else {this.parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.value='+';}"/> I can't believe EnterBrain neglected to include THIS</div>
  			<div class="trow2" style="display:none; padding:4px; margin:1px;">
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#==============================================================================<br />
# ** MUSIC EFFECT FADE<br />
#------------------------------------------------------------------------------<br />
#    by DerVVulfman<br />
#    version 1.0<br />
#    05-29-2026 (mm/dd/yyyy)<br />
#    RGSS / RPGMaker XP<br />
#==============================================================================<br />
#<br />
#  INTRODUCTION:<br />
#<br />
#  This simple scriptette takes advantage of a feature built into RPGMaker's<br />
#  built-in Audio module,  and allows you to  fade out music events  in much<br />
#  the same way as you could background music and ambient sound effects.<br />
#<br />
#  Indeed, no alteration was made to the Audio class.  However, this feature<br />
#  has always  been available  despite no method  defined for it  within the<br />
#  Game_System class nor any map event akin to [Fade Out BGM] or the like.<br />
#<br />
#  To use upon an already playing ME/Music Event, run either script call:<br />
#<br />
#        * &#36;game_system.me_fade(time)<br />
#        * me_fade(time)<br />
#          - time : duration in seconds<br />
#<br />
#        EX: &#36;game_system.me_fade(0.5)<br />
#          - Fades out the currently playing ME in 1/2 a second<br />
#<br />
#  This is to be executed after music events are already playing, and inten-<br />
#  def for music events that are considered longer than normal.  Such longer<br />
#  music events would be akin to victory music from a Final Fantasy game.<br />
#<br />
#==============================================================================<br />
<br />
<br />
<br />
#==============================================================================<br />
# ** Game_System<br />
#------------------------------------------------------------------------------<br />
#  This class handles data surrounding the system. Backround music, etc.<br />
#  is managed here as well. Refer to "&#36;game_system" for the instance of <br />
#  this class.<br />
#==============================================================================<br />
<br />
class Game_System<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Fade Out Music Effect<br />
  #   &nbsp;&nbsp;time : fade-out time (in seconds)<br />
  #--------------------------------------------------------------------------<br />
  def me_fade(time)<br />
    Audio.me_fade(time * 1000)<br />
  end<br />
<br />
end<br />
<br />
<br />
<br />
#==============================================================================<br />
# ** Interpreter<br />
#------------------------------------------------------------------------------<br />
#  This interpreter runs event commands. This class is used within the<br />
#  Game_System class and the Game_Event class.<br />
#==============================================================================<br />
<br />
class Interpreter<br />
<br />
  #--------------------------------------------------------------------------<br />
  # * Fade Out Music Effect<br />
  #   &nbsp;&nbsp;time : fade-out time (in seconds)<br />
  #--------------------------------------------------------------------------<br />
  def me_fade(time)<br />
    &#36;game_system.me_fade(time)<br />
  end<br />
<br />
end</code></div></div></div>
		</div>
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Instructions</span></span><br />
<br />
Just paste this below Scene_Debug and above Main.  And use either script command noted in the script to fade out the music event effect.<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Compatibility</span></span><br />
<br />
ABSOLUTELY NO INCOMPATABILITIES!  I don't think anyone noticed this.<br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Author's Notes</span></span><br />
<br />
<span style="color: #B20080;" class="mycode_color"><span style="font-family: Comic Sans MS;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">WHY HAD NO ONE NOTICED THIS!?!?</span></span></span>  <img src="https://www.save-point.org/images/smilies/ejlol/Thud.gif" alt="Head-desk Thud" title="Head-desk Thud" class="smilie smilie_56" /> <br />
<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Terms and Conditions</span></span><br />
<br />
Yell at Enterbrainless for not including this in the base system even though I did no alteration to the Audio class itself.  THEY HAD THIS FEATURE POSSIBLE ALL THESE YEARS!!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Haunted Divinity]]></title>
			<link>https://www.save-point.org/thread-13489.html</link>
			<pubDate>Thu, 28 May 2026 10:04:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5699">TsunamiJuria</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13489.html</guid>
			<description><![CDATA[<img src="https://img.itch.zone/aW1nLzI2MTQ3MjMxLnBuZw==/original/PMkGsl.png" loading="lazy"  alt="[Image: PMkGsl.png]" class="mycode_img" /><br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="color: #B20080;" class="mycode_color">Demo Download:</span> <a href="https://tsunamijuria.itch.io/haunted-divinity" target="_blank" rel="noopener" class="mycode_url">https://tsunamijuria.itch.io/haunted-divinity</a></span><br />
<br />
<span style="font-size: large;" class="mycode_size">Haunted Divinity is a narrative-driven visual novel centered on Venarok, a fallen god of poison and knowledge long feared for the monsters born of his sorrow.<br />
<br />
Secluded within a sanctum woven from venom and memory, Venarok has long abandoned mortal affairs—until an unexpected connection draws him back into a world he no longer understands. Through choice-driven storytelling, you will shape how he responds to intimacy, vulnerability, and the quiet pull of change.</span><br />
<br />
<img src="https://img.itch.zone/aW1nLzI1MTUyNjQ4LnBuZw==/original/Xo1pZE.png" loading="lazy"  alt="[Image: Xo1pZE.png]" class="mycode_img" /><br />
<br />
<div style="text-align: center;" class="mycode_align"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/1iEEKmnfV4s" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDc4MC5wbmc=/original/3n3f3d.png" loading="lazy"  alt="[Image: 3n3f3d.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDc5Ny5wbmc=/original/rCwp3R.png" loading="lazy"  alt="[Image: rCwp3R.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDgwMS5wbmc=/original/Z%2BmZ%2Bj.png" loading="lazy"  alt="[Image: Z%2BmZ%2Bj.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDgxMS5wbmc=/original/xosYPR.png" loading="lazy"  alt="[Image: xosYPR.png]" class="mycode_img" /></div>]]></description>
			<content:encoded><![CDATA[<img src="https://img.itch.zone/aW1nLzI2MTQ3MjMxLnBuZw==/original/PMkGsl.png" loading="lazy"  alt="[Image: PMkGsl.png]" class="mycode_img" /><br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="color: #B20080;" class="mycode_color">Demo Download:</span> <a href="https://tsunamijuria.itch.io/haunted-divinity" target="_blank" rel="noopener" class="mycode_url">https://tsunamijuria.itch.io/haunted-divinity</a></span><br />
<br />
<span style="font-size: large;" class="mycode_size">Haunted Divinity is a narrative-driven visual novel centered on Venarok, a fallen god of poison and knowledge long feared for the monsters born of his sorrow.<br />
<br />
Secluded within a sanctum woven from venom and memory, Venarok has long abandoned mortal affairs—until an unexpected connection draws him back into a world he no longer understands. Through choice-driven storytelling, you will shape how he responds to intimacy, vulnerability, and the quiet pull of change.</span><br />
<br />
<img src="https://img.itch.zone/aW1nLzI1MTUyNjQ4LnBuZw==/original/Xo1pZE.png" loading="lazy"  alt="[Image: Xo1pZE.png]" class="mycode_img" /><br />
<br />
<div style="text-align: center;" class="mycode_align"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/1iEEKmnfV4s" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDc4MC5wbmc=/original/3n3f3d.png" loading="lazy"  alt="[Image: 3n3f3d.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDc5Ny5wbmc=/original/rCwp3R.png" loading="lazy"  alt="[Image: rCwp3R.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDgwMS5wbmc=/original/Z%2BmZ%2Bj.png" loading="lazy"  alt="[Image: Z%2BmZ%2Bj.png]" class="mycode_img" /><br />
<img src="https://img.itch.zone/aW1hZ2UvNDIwMjU4NC8yNzQxNDgxMS5wbmc=/original/xosYPR.png" loading="lazy"  alt="[Image: xosYPR.png]" class="mycode_img" /></div>]]></content:encoded>
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