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Tobiroshiro Inuzuka
Topic Started: Jul 15 2010, 11:58 AM (186 Views)
[メンバKurt]

NAME
SUBTITLE
Tobiroshiro Inuzuka
Zero

Posted Image


Basic Information
SUBTITLE
Name: Tobiroshiro Inuzuka
Age: 13
Height: 5'0
Weight: 110
Sex: Male
Birthplace: Konohagakure no Sato
Birthdate: Jan. 31
Clan name: Inuzuka
Clan status: Active
Kekkei genkai: Inuzuka's ?
Clan loyalty: 90%
Registration number: 101101
Hidden village: Konohagakure no Sato
Ninja station: Genin
Ninja ranking: High C-Rank
Village loyalty: 70%
Aspires to be: Anbu Captain
Missions: 13 Successful, 0 Failed


Appearance
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Sets of clothing: Leather Jacket, Inuzuka Clan Paint, etc.


Personality
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Normally: Cocky, Calm, Likes to be alone with his dog: Jaaton.

In battle: Aggresive, Cocky, Goes for the quick kill, Adaptive.


Arsenal
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Inventory: Kunai, Kunai Net, Smoke bombs, Chains, Tanto.

Jutsu list:
Beast Human Clone
Dual Piercing Fang
Dual Wolf Fang
Four Legs Technique
Man Beast Combination Transformation: Double-Headed Wolf
Piercing Fang
Dual Piercing Fang
Four Legs Technique


Background
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Historical background: Born on a nice day, not a big deal. On Tobiroshiro's first birthday his mom was sent on a important mission to catch three theives that stole money from a Ramen Shop. Tobiroshiro's Mother's Dog was pregant at this time, and couldnt take part in the mission with her, so the mother left on her own. Worried the Dog followed her and arrived to see a battle 3 vs 1, Tobiroshiro's Mother was down and hurt, about 10 or 11 kunai was tossed at her at this time, and the Dog leaped in the way and took all the kunai. In raged by this Tobiroshiro's Mother killed the three theives quickly and came to her Dogs side, the Dog was barely alive and before she did die; she gave birth to a single puppy who could barely breathe since it was two weeks early. Tobiroshiros mother took this puppy home to Tobiroshiro, and gave it to him for his birthday. Since then Tobiroshiro's Mother died on a mission but Tobiroshiro and his Dog Jaaton grew up thriving to be the best and show why the name Inuzuka should be respected.

Additional information: Tobiroshiros Dogs name is Jaaton. Jaaton has a special abiltie to see peoples "True selves". Tobiroshiro although hes a Inuzuka, he loves to use chains and other weapons. Tobiroshiro wishes to be AnBu Captain because he heard there was never a Inuzuka in the AnBu.
Edited by Kurt, Jul 15 2010, 12:05 PM.
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[メンバGeorge_Boer]

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BOY IT SURE IS EASY TO MAKE CRAPPY RECOLORS AND TO PRETEND TO BE A NINJA WHEN YOU'RE A FAT NIGGER.

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[メンバGeorge_Boer]

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[メンバFursecution]

Private Sub Engine_AddToRenderList_Grh(ByRef RenderList() As RenderList, ByRef RenderListSize As Long, ByRef Index As Long, _
ByVal Grh As Long, ByVal X As Long, ByVal Y As Long, ByVal Z As Integer, ByVal Light0 As Long, ByVal Light1 As Long, ByVal Light2 As Long, _
ByVal Light3 As Long, ByVal Angle As Single, ByVal Center As Byte, ByVal Shadow As Byte)
'*****************************************************************
'Adds a Grh (such as a tile, Grh-based effect, projectile, etc) to the RenderList()
'More info: http://www.vbgore.com/GameClient.TileEngine.Engine_AddToRenderList_Grh
'*****************************************************************

'Increase the index
Index = Index + 1

'Increase array size if needed
If Index > RenderListSize Then
RenderListSize = RenderListSize + 50
ReDim Preserve RenderList(1 To RenderListSize)
End If

'Add the components
With RenderList(Index)
.Angle = Angle
.Center = Center
.Grh = Grh
.Light(0) = Light0
.Light(1) = Light1
.Light(2) = Light2
.Light(3) = Light3
.Shadow = Shadow
.X = X
.Y = Y
.Z = Z
End With

End Sub

Find:

Sub Engine_Render_Screen(ByVal TileX As Integer, ByVal TileY As Integer, ByVal PixelOffsetX As Integer, ByVal PixelOffsetY As Integer)

Replace sub with:

Sub Engine_Render_Screen(ByVal TileX As Integer, ByVal TileY As Integer, ByVal PixelOffsetX As Integer, ByVal PixelOffsetY As Integer)
'************************************************************
'Draw current visible to scratch area based on TileX and TileY
'More info: http://www.vbgore.com/GameClient.TileEngine.Engine_Render_Screen
'************************************************************
Dim RenderList() As RenderList
Dim RenderListSize As Long
Dim RenderListIndex As Long
Dim FrameUseMotionBlur As Boolean 'Lets us know if this frame is using motion blur so we don't have to leave support for it on
Dim LightOffset As Long
Dim Y As Long 'Keeps track of where on map we are
Dim X As Long
Dim j As Long
Dim Angle As Single
Dim Layer As Byte
Dim pList() As Integer
Dim ValueList() As Integer
Dim TempGrh As Grh

'Check for valid positions
If UserPos.X = 0 Then Exit Sub
If UserPos.Y = 0 Then Exit Sub
If UserCharIndex = 0 Then Exit Sub

'Check if we need to update the graphics
If TileX <> LastTileX Or TileY <> LastTileY Then

'Figure out Ends and Starts of screen
ScreenMinY = TileY - (WindowTileHeight \ 2)
ScreenMaxY = TileY + (WindowTileHeight \ 2)
ScreenMinX = TileX - (WindowTileWidth \ 2)
ScreenMaxX = TileX + (WindowTileWidth \ 2)
minY = ScreenMinY - TileBufferSize
maxY = ScreenMaxY + TileBufferSize
minX = ScreenMinX - TileBufferSize
maxX = ScreenMaxX + TileBufferSize

'Update the last position
LastTileX = TileX
LastTileY = TileY

'Re-create the tile layers
Engine_CreateTileLayers

End If

'Calculate the particle offset values
'Do NOT move this any farther down in the module or you will get "jumps" as the left/top borders on particles
ParticleOffsetX = (Engine_PixelPosX(ScreenMinX) - PixelOffsetX)
ParticleOffsetY = (Engine_PixelPosY(ScreenMinY) - PixelOffsetY)

'Check if we have the device
If D3DDevice.TestCooperativeLevel <> D3D_OK Then

'The worst we can do at this point is avoid an error we can't fix!
On Error Resume Next

'Do a loop while device is lost
If D3DDevice.TestCooperativeLevel = D3DERR_DEVICELOST Then Exit Sub

'Clear all the textures
LastTexture = -999
For j = 1 To NumGrhFiles
Set SurfaceDB(j) = Nothing
SurfaceTimer(j) = 0
SurfaceSize(j).X = 0
SurfaceSize(j).Y = 0
Next j

'Clear the D3DXSprite
If AlternateRenderDefault = 1 Or AlternateRenderMap = 1 Or AlternateRenderText = 1 Then
SpriteBegun = 0
Set Sprite = Nothing
Set Sprite = D3DX.CreateSprite(D3DDevice)
End If

Set DeviceBuffer = Nothing
Set DeviceStencil = Nothing
Set BlurStencil = Nothing
Set BlurTexture = Nothing
Set BlurSurf = Nothing

'Make sure the scene is ended
D3DDevice.EndScene

'Reset the device
D3DDevice.Reset D3DWindow

Set DeviceBuffer = D3DDevice.GetRenderTarget
Set DeviceStencil = D3DDevice.GetDepthStencilSurface
Set BlurStencil = D3DDevice.CreateDepthStencilSurface(BufferWidth, BufferHeight, D3DFMT_D16, D3DMULTISAMPLE_NONE)
Set BlurTexture = D3DX.CreateTexture(D3DDevice, BufferWidth, BufferHeight, 0, D3DUSAGE_RENDERTARGET, DispMode.Format, D3DPOOL_DEFAULT)
Set BlurSurf = BlurTexture.GetSurfaceLevel(0)

'Reset the render states
Engine_Init_RenderStates

'Load the particle textures
Engine_Init_ParticleEngine True

On Error GoTo 0

Else

'We have to bypass the present the first time through here or else we get an error
If NotFirstRender Then

'Close off the last sprite
If SpriteBegun Then
Sprite.End
SpriteBegun = 0
LastTexture = -101
End If

With D3DDevice

'End the rendering (scene)
.EndScene

'Flip the backbuffer to the screen
.Present ByVal 0, ByVal 0, 0, ByVal 0

End With

Else

'Set NotFirstRender to True so we can start displaying
NotFirstRender = True

End If

End If

'Check if running (turn on motion blur)
If UseMotionBlur Then
If UserCharIndex > 0 Then
If CharList(UserCharIndex).Moving = 1 And CharList(UserCharIndex).Running Then
BlurIntensity = 45
Else
If BlurIntensity < 255 Then
BlurIntensity = BlurIntensity + (ElapsedTime * 0.8)
If BlurIntensity > 255 Then BlurIntensity = 255
End If
End If
End If
End If

'Set the motion blur if needed
If UseMotionBlur Then
If BlurIntensity < 255 Or ZoomLevel > 0 Then
FrameUseMotionBlur = True
D3DDevice.SetRenderTarget BlurSurf, BlurStencil, 0
End If
End If

'Begin the scene
D3DDevice.BeginScene

'Clear the screen with a solid color (to prevent artifacts)
D3DDevice.Clear 0, ByVal 0, D3DCLEAR_TARGET, 0, 1#, 0

'********************************************************
'************ Update and draw layer 1 and 2 *************
'********************************************************

'Set the alternate rendering for the map on / off
AlternateRender = AlternateRenderMap

'Loop through the lower 2 layers
For Layer = 1 To 2
LightOffset = ((Layer - 1) * 4) + 1

'Loop through all the tiles we know we will draw for this layer
For j = 1 To TileLayer(Layer).NumTiles
With TileLayer(Layer).Tile(j)
Engine_UpdateGrh MapData(.TileX, .TileY).Graphic(Layer)

'Check if we have to draw with a shadow or not (slighty changes because we have to animate on the shadow, not the main render)
If MapData(.TileX, .TileY).Shadow(Layer) = 1 Then
Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 1, True, ShadowColor, ShadowColor, ShadowColor, ShadowColor, 1
Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 0, True, MapData(.TileX, .TileY).Light(LightOffset), MapData(.TileX, .TileY).Light(LightOffset + 1), MapData(.TileX, .TileY).Light(LightOffset + 2), MapData(.TileX, .TileY).Light(LightOffset + 3)
Else
Engine_Render_Grh MapData(.TileX, .TileY).Graphic(Layer), .PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, 0, 1, True, MapData(.TileX, .TileY).Light(LightOffset), MapData(.TileX, .TileY).Light(LightOffset + 1), MapData(.TileX, .TileY).Light(LightOffset + 2), MapData(.TileX, .TileY).Light(LightOffset + 3)
End If

End With
Next j

Next Layer

'Set the alternate rendering back to what it was before
AlternateRender = AlternateRenderDefault

'********************************************************
'********** Update and draw the ground objects **********
'********************************************************
For j = 1 To LastObj
If OBJList(j).Grh.GrhIndex Then
X = Engine_PixelPosX(OBJList(j).Pos.X - minX) + PixelOffsetX + OBJList(j).Offset.X + TileBufferOffset
Y = Engine_PixelPosY(OBJList(j).Pos.Y - minY) + PixelOffsetY + OBJList(j).Offset.Y + TileBufferOffset
If Y >= -32 Then
If Y <= (ScreenHeight + 32) Then
If X >= -32 Then
If X <= (ScreenWidth + 32) Then
Engine_UpdateGrh OBJList(j).Grh, True
With MapData(OBJList(j).Pos.X, OBJList(j).Pos.Y)
Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, OBJList(j).Grh.GrhIndex, X, Y, _
Y + GrhData(OBJList(j).Grh.GrhIndex).pixelHeight, .Light(1), .Light(2), .Light(3), .Light(4), 0, 1, 1
End With
End If
End If
End If
End If
End If
Next j

'********************************************************
'****** Start storing graphics in the RenderList() ******
'****** so it can be sorted by their Y co-ordinate ******
'********************************************************

'************** Characters **************
For j = 1 To LastChar
If CharList(j).Active Then
X = Engine_PixelPosX(CharList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset
Y = Engine_PixelPosY(CharList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset
If Y >= -32 And Y <= (ScreenHeight + 32) And X >= -32 And X <= (ScreenWidth + 32) Then
'Update the NPC chat and draw the character
Engine_NPCChat_Update j
Engine_AddToRenderList_Char RenderList(), RenderListSize, RenderListIndex, j, X, Y, _
Y + CharList(j).Body.Height + CharList(j).Head.Height
Else
'Update just the real position
CharList(j).RealPos.X = X + CharList(j).MoveOffset.X
CharList(j).RealPos.Y = Y + CharList(j).MoveOffset.Y
End If
End If
Next j

'************** Layer 3 to 5 **************
AlternateRender = AlternateRenderMap
For Layer = 3 To 5
LightOffset = ((Layer - 1) * 4) + 1
For j = 1 To TileLayer(Layer).NumTiles
With TileLayer(Layer).Tile(j)
Engine_UpdateGrh MapData(.TileX, .TileY).Graphic(Layer), True
Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, MapData(.TileX, .TileY).Graphic(Layer).GrhIndex, _
.PixelPosX + PixelOffsetX, .PixelPosY + PixelOffsetY, .PixelPosY + PixelOffsetY + _
GrhData(MapData(.TileX, .TileY).Graphic(Layer).GrhIndex).pixelHeight, MapData(.TileX, .TileY).Light(1), _
MapData(.TileX, .TileY).Light(2), MapData(.TileX, .TileY).Light(3), MapData(.TileX, .TileY).Light(4), _
0, 0, MapData(.TileX, .TileY).Shadow(Layer)
End With
Next j
Next Layer
AlternateRender = AlternateRenderDefault

'************** Grh-Based (Non-Particle) Effects **************
For j = 1 To LastEffect
If EffectList(j).Grh.GrhIndex Then
X = Engine_PixelPosX(EffectList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset
Y = Engine_PixelPosY(EffectList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset
'Time ran out
If EffectList(j).Time <> 0 And EffectList(j).Time < timeGetTime Then
Engine_Effect_Erase j
'Draw the effect
ElseIf Y >= -32 And Y <= (ScreenHeight + 32) And X >= -32 And X <= (ScreenWidth + 32) Then
Engine_UpdateGrh EffectList(j).Grh, False
If EffectList(j).Animated = 1 Then
If EffectList(j).Grh.Started = 0 Then Engine_Effect_Erase j
End If
Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, EffectList(j).Grh.GrhIndex, X, Y, _
Y + GrhData(EffectList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, EffectList(j).Angle, 0, 1
'Update but not draw
Else
Engine_UpdateGrh EffectList(j).Grh, False
If EffectList(j).Animated = 1 Then
If EffectList(j).Grh.Started = 0 Then Engine_Effect_Erase j
End If
End If
End If
Next j

'************** Projectiles **************
'Check if it is close enough to the target to remove
For j = 1 To LastProjectile
If ProjectileList(j).Grh.GrhIndex Then
If Abs(ProjectileList(j).X - ProjectileList(j).tX) < 20 Then
If Abs(ProjectileList(j).Y - ProjectileList(j).tY) < 20 Then
Engine_Projectile_Erase j
End If
End If
End If
Next j

For j = 1 To LastProjectile
If ProjectileList(j).Grh.GrhIndex Then
'Update the position
Angle = DegreeToRadian * Engine_GetAngle(ProjectileList(j).X, ProjectileList(j).Y, ProjectileList(j).tX, ProjectileList(j).tY)
ProjectileList(j).X = ProjectileList(j).X + (Sin(Angle) * ElapsedTime * 0.63)
ProjectileList(j).Y = ProjectileList(j).Y - (Cos(Angle) * ElapsedTime * 0.63)
'Update the rotation
If ProjectileList(j).RotateSpeed > 0 Then
ProjectileList(j).Rotate = ProjectileList(j).Rotate + (ProjectileList(j).RotateSpeed * ElapsedTime * 0.01)
Do While ProjectileList(j).Rotate > 360
ProjectileList(j).Rotate = ProjectileList(j).Rotate - 360
Loop
End If
'Draw if within range
X = ((-minX - 1) * 32) + ProjectileList(j).X + PixelOffsetX + TileBufferOffset
Y = ((-minY - 1) * 32) + ProjectileList(j).Y + PixelOffsetY + TileBufferOffset
If Y >= -32 Then
If Y <= (ScreenHeight + 32) Then
If X >= -32 Then
If X <= (ScreenWidth + 32) Then
Engine_UpdateGrh ProjectileList(j).Grh, True
Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, ProjectileList(j).Grh.GrhIndex, _
X, Y, Y + GrhData(ProjectileList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, ProjectileList(j).Rotate, 0, 1
End If
End If
End If
End If
End If
Next j

'************** Blood Splatters **************
'Seperate loop to remove the unused - I dont like removing while drawing
For j = 1 To LastBlood
If BloodList(j).Grh.GrhIndex Then
If BloodList(j).Grh.Started = 0 Then Engine_Blood_Erase j
End If
Next j

'Loop to do drawing
For j = 1 To LastBlood
If BloodList(j).Grh.GrhIndex Then
X = Engine_PixelPosX(BloodList(j).Pos.X - minX) + PixelOffsetX + TileBufferOffset
Y = Engine_PixelPosY(BloodList(j).Pos.Y - minY) + PixelOffsetY + TileBufferOffset
If Y >= -32 Then
If Y <= (ScreenHeight + 32) Then
If X >= -32 Then
If X <= (ScreenWidth + 32) Then
Engine_UpdateGrh BloodList(j).Grh, True
Engine_AddToRenderList_Grh RenderList(), RenderListSize, RenderListIndex, BloodList(j).Grh.GrhIndex, X, Y, _
Y + GrhData(BloodList(j).Grh.GrhIndex).pixelHeight, -1, -1, -1, -1, 0, 1, 0
End If
End If
End If
End If
End If
Next j

'********************************************************
'************ Sort the RenderList() by the Z ************
'*********** value then draw then all in order **********
'********************************************************
If RenderListIndex > 0 Then

'Size the array down
ReDim Preserve RenderList(1 To RenderListIndex)
RenderListSize = RenderListIndex

'Sort the array
ReDim ValueList(1 To RenderListIndex)
ReDim pList(1 To RenderListIndex)
For j = 1 To RenderListIndex
ValueList(j) = RenderList(j).Z
pList(j) = j
Next j
Engine_SortIntArray ValueList(), pList(), 1, RenderListIndex
Erase ValueList() 'Erase the ValueList() - we don't need it anymore

'Create a temporary Grh (one without any animations since we don't need to animate)
TempGrh.FrameCounter = 1
TempGrh.LastCount = 0
TempGrh.Started = 1

'Loop through all the graphics in the RenderList()
For j = 1 To RenderListIndex
If RenderList(pList(j)).CharIndex > 0 Then

'Draw a character
With RenderList(pList(j))
Engine_Render_Char .CharIndex, .X, .Y
End With

ElseIf RenderList(pList(j)).ParticleEffectIndex > 0
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[メンバDorf]

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[メンバMetapod]

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[メンバI fuck bears]

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