[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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Blizzard

Quote from: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?


If you are using Bow&Arrow, your allies need to have ammo items hotkeyed. How else are they supposed to know what ammo to use?
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

(Hexamin)

*fix forced player actions*

:naughty:
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Blizzard

Zelda Style HUD? *points to "Z-HUD for Blizz-ABS"*

You have loads of features in Blizz-ABS which include custom controls. You just set them up and players control the character with the buttons you set up.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Hakuo

February 19, 2010, 01:03:29 pm #3103 Last Edit: February 19, 2010, 01:08:43 pm by Hakuo
Hey Blizzard, I'm using your ABS in my RPG and I'm having some trouble.
I want to make a boss.
when that boss is defeated, a new event should start.
how do i make this?
I tried it with switches, conditional branches and variables. I don't know what i did wrong =(
can you please help me with that? :D

Sorry for any mistake in my post, I am german :P

Subsonic_Noise

Quote from: Hakuo on February 19, 2010, 01:03:29 pm
Hey Blizzard, I'm using your ABS in my RPG and I'm having some trouble.
I want to make a boss.
when that boss is defeated, a new event should start.
how do i make this?
I tried it with switches, conditional branches and variables. I don't know what i did wrong =(
can you please help me with that? :D

Sorry for any mistake in my post, I am german :P

Guten Tag sie Wurst!
When an enemy is defeated, his event code is automatically triggered. So, if you want another event to start, add a "flick switch" in the enemies event code and set that switch as a condition for the other event. Also, read the manual :P

Hakuo

February 19, 2010, 01:52:39 pm #3105 Last Edit: February 19, 2010, 02:11:04 pm by Hakuo
Well.. i think this was just TOO easy for me :D
Now it's working :P
Thank You ;)

btw: why "wurst"?
wurst is something to eat :D
well, where i come from, we call it "worscht" :D

Subsonic_Noise

Quote from: Hakuo on February 19, 2010, 01:52:39 pm
Well.. i think this was just TOO easy for me :D
Now it's working :P
Thank You ;)

btw: why "wurst"?
wurst is something to eat :D
well, where i come from, we call it "worscht" :D

So you probably are from my area. Sadly, I'm not a native speaker of this accent.
I did know this one though, since there is that "Best Worscht in Town" not too far from here.
lol

Blizzard

February 20, 2010, 11:38:59 am #3107 Last Edit: February 20, 2010, 11:46:21 am by Blizzard
1. Read the manual before asking a question.
2. Please don't send me e-mails if you can post it here. I'd rather answer Blizz-ABS related questions here.
3. Please don't double post. There is a "Modify" option on the top right of your posts.

As for your e-mail: Separate the character graphic and the weapon graphic. Character graphic goes into the _atk file, weapon graphic goes into _wpn file. Keep in mind that character graphics is aligned by the "feet" of the character (the bottom of the file) while the weapon graphic is aligned on the center (because this is pretty much the problem that I have seen on your screenshot).
Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

(Hexamin)

February 20, 2010, 02:14:13 pm #3108 Last Edit: February 20, 2010, 02:16:13 pm by (Hexamin)
Edit 1: Gramatical corrections.

-8-way movement-

When moving diaganolly, you move faster than moving just x-axis or y-axis.  Is there any way of slowing down diagonal movement to make it the same speed as x-axis and y-axis movement?
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Blizzard

Not really. It's a limitation because of RMXP's implementation of characters moving on the map. I've tried correcting the movement values, but the characters end up outside of their allowed coordinates and mess up the whole map scene.
Check out Daygames and our games:

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Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Ben Barrett

Hey everybody.  I've got a problem I was hoping you could help me fix.  I'm sorry if this has been covered before, but I read through several pages of this topic and even used the search feature and didn't find anything.

I can't seem to get the No Enemy Terrain Tiles feature to work.  I made a bunch of screenshots to show you what I'm doing.  Maybe you can spot where I'm going wrong.  I've been through the manual several times looking for whatever I missed, but I can't find anything other than what I've done.

First, I change the setting the the config app.  Notice that I have the walls set to tag 1 and the NO ENEMIES set to tag 2.

Spoiler: ShowHide


Next, I check to make sure all the proper name tags are in place and that the THROUGH box is not checked.  This enemy is #7: Skeleton and in group #2: Enemies (Primary).

Spoiler: ShowHide


The next step is to check the terrain tags.  I have the lower right invisible tile set to the NO ENEMY tag.  I attempted it with some of the visible floor tiles, but the result was the same.


Spoiler: ShowHide


The final step is to put the invisible tile down on the primary ground layer (layer 1) and cover the glaringly obvious white spot with floor tiles on the layers above it.


Spoiler: ShowHide


Now, when I test the game, the skeleton should be confined to the small room I have him in, but alas...he saunters out and chases me around the room as if he owns the place.


Spoiler: ShowHide


Now, I've tried putting the tile on other layers, I've tried using tiles that aren't invisible (like grass or a darker floor tile) and nothing seems to work.  Which step am I missing?  I don't want the skeleton to leave that room.  He's supposed to be guarding it.

I'd appreciate any help you can give me.

Thanks.

-Ben

Aqua

The No Enemy Terrain Tags are used only to tell the game where not to spawn enemies.
It doesn't affect the movement of them.

You could use a coordinate check on the skeleton.
You'd store his Y coordinate in a variable.
Then check if that variable is greater than 11, (I think it's 11 from your screenshot)
If it is, just move the enemy back.

Ben Barrett

Oh, okay.  I thought that feature was for keeping enemies in certain areas as well.  It certainly appears that way from the manual.

Quote2.5.7. No Enemy Terrain Tags
Defines terrain tags which enemies can't respawn on or walk over regardless of passability.


So yeah.  I appreciate you clearing that up for me.

-Ben

Aqua

February 21, 2010, 11:03:08 am #3113 Last Edit: February 21, 2010, 11:08:56 am by Elite Four Aqua
Oh...
Maybe I was wrong XP

Lemme test it a bit and get back to you

Edit:
It works with respawns but not with movement.
Soooo it's a bug.

Ben Barrett

Ah, okay.  I'll try something else in that room then.  Thanks a bunch for your help, Aqua. :)

-Ben

(Hexamin)

February 21, 2010, 05:18:27 pm #3115 Last Edit: February 21, 2010, 05:39:39 pm by (Hexamin)
Edit 1: Found temporary solution.  See below.

It was mentioned before, but...

$BlizzABS.get_enemy($game_variables[10]).valid?

is not working, getting an error saying that .valid? is not a defined method.  when I try .valid it gets the same message too.  Thoughts?

Temporary Solution
Right now I'm setting a game variable equal to $BlizzABS.get_enemy($game_variables[10]).hp and using a conditional branch checking the variable to see if it's greater than 0.  It seems to work the same way .valid? would or should work.
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Project XV

February 21, 2010, 06:54:10 pm #3116 Last Edit: February 21, 2010, 07:04:00 pm by Project XV
Quote from: Blizzard on February 19, 2010, 04:56:08 am
Quote from: Project XV on February 18, 2010, 06:08:10 pm
n00b question coming up; my allies in the caterpillar won't attack with projectiles, I always have the projectile hotkeyed, and if I control the character it shoots fine (Bow&Arrow weapon type). But for some reason the allies in my caterpillar simply refuse to shoot.

Suggestions?


If you are using Bow&Arrow, your allies need to have ammo items hotkeyed. How else are they supposed to know what ammo to use?


I always have it hotkeyed for them as well as my PC, and they attack with melee weapons fine, they just refuse to use projectiles, maybe I should use Direct Hotkeys?

#EDIT#- Alright after fiddling around with my configuration a bit I found the problem, I had the Bow weapons set to use a 'Freeze on Charge' charge type, after turning that off it works fine. My apologies for any time wasted on this silly question.

ojp2010

Edit: New question

I am trying to use a ring menu in my game with your ABS and the only thing I can't figure out if how to link the hotkey assignment screen to the ring menu. I want to remove the status option from the ring menu and replace it with the hotkey assignment option. I can't seem to figure it out can you help me?  :???:

Here is the ring menu Script

Spoiler: ShowHide
#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#     menu_index : ?R?}???h??Jپ[?\??ڈ?????u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
  $location_text=[]
  $window_size=[]
  $ring_menu_text=[]
  $chara_select=[]
  @window_opacity=[]
  @chara_select=[]
  @window_position=[]

   #--------------------------------------------------------------------------------------------------
   # ■ Ring Menu Customization Section: (By Dubealex)
   #--------------------------------------------------------------------------------------------------
   # Those variables defines how the script will act.
   # Simply change the value by those you want.
   # Remember that changing the font size has its limitation due to text space allocation.
   #
   # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
   $location_text[0]="Tahoma"      # Font Type
   $location_text[1]=22                # Font Size
   $location_text[2]=6                  # Location Title Color
   $location_text[4]=0                  # Map Name Color
   $location_text[3]="Location:"     # Customize the "Location" Title Text

   # ▼ SHOW LOCATION WINDOW SETTINS:
   @show_location_window=true                       #Set to false to not use it !
   @window_opacity[0]=255                             # Border Opacity
   @window_opacity[1]=130                             # Background Opacity
   $window_location_skin="001-Blue01"            # Window Skin
   @window_position[0]=20                             # X Axis Position
   @window_position[1]=20                             # Y Axis Position
   $window_size[0]=160                                  # Lengh
   $window_size[1]=96                                    # Heigh

   # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
   $ring_menu_text[0]="Tahoma"      # Font Type
   $ring_menu_text[7]=0                  # Font Color
   $ring_menu_text[8]=22                # Font Size
   $ring_menu_text[1]="Items"         # Items Menu Text
   $ring_menu_text[2]="Skills"          # Skills Menu Text
   $ring_menu_text[3]="Equip"         # Equip Menu Text
   $ring_menu_text[4]="Stats"          # Stats Menu Text
   $ring_menu_text[5]="Save"          # Save Menu Text
   $ring_menu_text[6]="Quit"           # Quit Menu Text

   # ▼  CHARACTER SELECTION WINDOW SETTINGS :
   @chara_select[0]=400               # X Axis Position
   @chara_select[1]=0                  # Y Axis Position
   $chara_select[0]="Tahoma"       # Font Type
   $chara_select[1]=0                   # Font Color
   $chara_select[5]=22                  # Font Size
   $chara_select[2]=255               # Window Border Opacity
   $chara_select[3]=130               # Window Background Opacity
   $chara_select[4]="001-Blue01"  # Window Skin to use
  #--------------------------------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# پ? ?پ?C??ڈ??
#--------------------------------------------------------------------------
def main

  # Show Player Location Feature:
  if @show_location_window==true   
  @window_location = Window_Location.new
     @window_location.x = @window_position[0]
     @window_location.y = @window_position[1]
     @window_location.opacity = @window_opacity[0]
     @window_location.back_opacity = @window_opacity[1]
     end
  #End of Show Player Location

  # ?X?v???C?g?Z?b?g??چ? ?
  @spriteset = Spriteset_Map.new
  # ?R?}???h?E?B???h?E??چ? ?
  px = $game_player.screen_x - 15
  py = $game_player.screen_y - 24
  @command_window = Window_RingMenu.new(px,py)
  @command_window.index = @menu_index
  # ?pپ[?e?B l ??? 0  l??ڈ?چ?
  if $game_party.actors.size == 0
    # ?A?C?e??پA?X?L??پA????پA?X?eپ[?^?X????????
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  @command_window.z = 100
  # ?Zپ[?u??~??ڈ?چ?
  if $game_system.save_disabled
    # ?Zپ[?u???????????
    @command_window.disable_item(4)
  end
  # ?X?eپ[?^?X?E?B???h?E??چ? ?
  @status_window = Window_RingMenuStatus.new
  @status_window.x = @chara_select[0]
  @status_window.y = @chara_select[1]
  @status_window.z = 200
  @status_window.opacity=$chara_select[2]
  @status_window.back_opacity=$chara_select[3]
  @status_window.visible = false
  # ?g?????W?V??????چs
  Graphics.transition
  # ?پ?C????پ[?v
  loop do
    # ?Qپ[???????چX V
    Graphics.update
    # ????ڈ?????چX V
    Input.update
    # ?t??پ[??چX V
    update
    # ????? ???????????پ[?v?????f
    if $scene != self
      break
    end
  end
  # ?g?????W?V????ڈ???
  Graphics.freeze
  # ?X?v???C?g?Z?b?g??????
  @spriteset.dispose
  # ?E?B???h?E??????
  if @show_location_window==true
  @window_location.dispose
  end
  @command_window.dispose
  @status_window.dispose
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
  # ?E?B???h?E??چX V
  if @show_location_window==true
  @window_location.update
  end
  @command_window.update
  @status_window.update
  # ?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_command ?????
  if @command_window.active
    update_command
    return
  end
  # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_status ?????
  if @status_window.active
    update_status
    return
  end
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_command
  # B ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::B)
    # ?L?????Z?? SE ?????t
    $game_system.se_play($data_system.cancel_se)
    # ?}?b?v????? ?????
    $scene = Scene_Map.new
    return
  end
  # C ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::C)
    # ?pپ[?e?B l ??? 0  l??پA?Zپ[?uپA?Qپ[??ڈI????O??R?}???h??ڈ?چ?
    if $game_party.actors.size == 0 and @command_window.index < 4
      # ?u?Uپ[ SE ?????t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ?R?}???h?E?B???h?E??Jپ[?\????u?????
    case @command_window.index
    when 0  # ?A?C?e??
      # ????  SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?A?C?e??????? ?????
      $scene = Scene_Item.new
    when 1  # ?X?L??
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 2  # ????
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 3  # ?X?eپ[?^?X
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
      @command_window.active = false
      @status_window.active = true
      @status_window.visible = true
      @status_window.index = 0
    when 4  # ?Zپ[?u
      # ?Zپ[?u??~??ڈ?چ?
      if $game_system.save_disabled
        # ?u?Uپ[ SE ?????t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?Zپ[?u????? ?????
      $scene = Scene_Save.new
    when 5  # ?Qپ[??ڈI??
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?Qپ[??ڈI??????? ?????
      $scene = Scene_End.new
    end
    return
  end
  # ?A?j?پپ[?V??????????Jپ[?\????ڈ?? ??چs?????
  return if @command_window.animation?
  # پ?orپ? ?{?^??????????ڈ?چ?
  if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
    return
  end
  # پ?orپ? ?{?^??????????ڈ?چ?
  if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
    return
  end
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_status
  # B ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::B)
    # ?L?????Z?? SE ?????t
    $game_system.se_play($data_system.cancel_se)
    # ?R?}???h?E?B???h?E???A?N?e?B?u?????
    @command_window.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
    return
  end
  # C ?{?^??????????ڈ?چ?
  if Input.trigger?(Input::C)
    # ?R?}???h?E?B???h?E??Jپ[?\????u?????
    case @command_window.index
    when 1  # ?X?L??
      # ????A?N?^پ[??چs?? ????? 2 ??ڈ???ڈ?چ?
      if $game_party.actors[@status_window.index].restriction >= 2
        # ?u?Uپ[ SE ?????t
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?L??????? ?????
      $scene = Scene_Skill.new(@status_window.index)
    when 2  # ????
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ????????? ?????
      $scene = Scene_Equip.new(@status_window.index)
    when 3  # ?X?eپ[?^?X
      # ???? SE ?????t
      $game_system.se_play($data_system.decision_se)
      # ?X?eپ[?^?X????? ?????
      $scene = Scene_Status.new(@status_window.index)
    end
    return
  end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# پ? ?N???X?? ?
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5 
RING_R = 64       
ICON_ITEM   = RPG::Cache.icon("034-Item03")
ICON_SKILL  = RPG::Cache.icon("044-Skill01")
ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE   = RPG::Cache.icon("038-Item07")
ICON_EXIT   = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# پ? ?A?N?Z?T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $ring_menu_text[0]
  self.contents.font.color = text_color($ring_menu_text[7])
  self.contents.font.size = $ring_menu_text[8]
  self.opacity = 0
  self.back_opacity = 0
  s1 = $ring_menu_text[1]
  s2 = $ring_menu_text[2]
  s3 = $ring_menu_text[3]
  s4 = $ring_menu_text[4]
  s5 = $ring_menu_text[5]
  s6 = $ring_menu_text[6]
  @commands = [ s1, s2, s3, s4, s5, s6 ]
  @item_max = 6
  @index = 0
  @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
  @disabled = [ false, false, false, false, false, false ]
  @cx = center_x - 16
  @cy = center_y - 16
  setup_move_start
  refresh
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
  super
  refresh
end
#--------------------------------------------------------------------------
# پ? ????چ?`??
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  # ?A?C?R?????`??
  case @mode
  when MODE_START
    refresh_start
  when MODE_WAIT
    refresh_wait
  when MODE_MOVER
    refresh_move(1)
  when MODE_MOVEL
    refresh_move(0)
  end
  # ?A?N?e?B?u??R?}???h???\??
  rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
  self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(ڈ???????)
#--------------------------------------------------------------------------
def refresh_start
  d1 = 2.0 * Math::PI / @item_max
  d2 = 1.0 * Math::PI / STARTUP_FRAMES
  r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( r * Math.sin( d ) ).to_i
    y = @cy - ( r * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(??@??)
#--------------------------------------------------------------------------
def refresh_wait
  d = 2.0 * Math::PI / @item_max
  for i in 0...@item_max
    j = i - @index
    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
    draw_item(x, y, i)
  end
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(???]??)
#  mode : 0=?????v???? 1=???v????
#--------------------------------------------------------------------------
def refresh_move( mode )
  d1 = 2.0 * Math::PI / @item_max
  d2 = d1 / MOVING_FRAMES
  d2 *= -1 if mode != 0
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( RING_R * Math.sin( d ) ).to_i
    y = @cy - ( RING_R * Math.cos( d ) ).to_i
    draw_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# پ? چ????`??
#     x :
#     y :
#     i : چ????چ?
#--------------------------------------------------------------------------
def draw_item(x, y, i)
  #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
  rect = Rect.new(0, 0, @items.width, @items.height)
  if @index == i
    self.contents.blt( x, y, @items, rect )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect )
    end
  else
    self.contents.blt( x, y, @items, rect, 128 )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
    end
  end
end
#--------------------------------------------------------------------------
# پ? چ?????????????
#     index : چ????چ?
#--------------------------------------------------------------------------
def disable_item(index)
  @disabled[index] = true
end
#--------------------------------------------------------------------------
# پ? ڈ??????A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_start
  @mode = MODE_START
  @steps = STARTUP_FRAMES
  if  SE_STARTUP != nil and SE_STARTUP != ""
    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
  end
end
#--------------------------------------------------------------------------
# پ? ???]?A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_move(mode)
  if mode == MODE_MOVER
    @index -= 1
    @index = @items.size - 1 if @index < 0
  elsif mode == MODE_MOVEL
    @index += 1
    @index = 0 if @index >= @items.size
  else
    return
  end
  @mode = mode
  @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# پ? ?A?j?پپ[?V?????????????
#--------------------------------------------------------------------------
def animation?
  return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize
  super(204, 64, 232, 352)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = $chara_select[5]
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# پ? ???t???b?V??
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($chara_select[4])
  self.contents.font.name = $chara_select[0]
  self.contents.font.color = text_color($chara_select[1])
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 80
    y = 80 * i
    actor = $game_party.actors
    draw_actor_graphic(actor, x - 40, y + 80)
    draw_actor_name(actor, x, y + 24)
  end
end
#--------------------------------------------------------------------------
# پ? ?Jپ[?\??????`چX V
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
  end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $location_text[0]
  self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================


Blizzard

You'll need to ask somebody else to edit the ring menu for you. Make a script request topic.
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(Hexamin)

When using a Trigger for battlers (setting a comment to Trigger:Skill for example) after it triggers the first time, all you have to do is touch the event and it will trigger again.  Anyway to quickfix this?
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