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Messages - AJNR95

41
That sir, is NOT a Unicorn.
Tis' an "Alicorn"
42
Quote from: ForeverZer0 on April 14, 2012, 07:51:56 pm
Is switch 14 on?


Yes, it is. It's not just this specific event though. The Move Route fails to control the player too.
I'll remove my "Darkness" from the game and try again since it obstructs my view.
43
Quote from: Calintz on April 14, 2012, 04:11:28 pm
is it possible the event is on top of an impassable tile? if so, activate the through feature.


The "Through" is active for this specific event
Spoiler: ShowHide


Quote from: ForeverZer0 on April 14, 2012, 03:58:11 pm
A look at the event page and the event move route would help.

The Event Page and the Event Move Route would help
Spoiler: ShowHide


The Common Events that involve movement manipulation
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide
44
My "Set Move Route" does not move the player or event in a set route.
The only movement manipulating events I have running is a Direction Fix and a Movement Speed common event system.
Scripts I'm using are:

Blizzard-ABS
ABS Rapid Fire
ABS Z-Hud
ABS Z-Hud Weapon Display
ABS Battle Music
ABS (Boss) Enemy HP Meter
Smooth Scroller
Modify Max Amount
45
New Projects / [XP] Rupture
April 14, 2012, 05:01:15 am
Rupture
An attempt at Horror Survival
"Rupture": ShowHide
]


Please Read
Please understand that I am a one man team and don't intend to group up with anyone. I'm able to progress the game
but my progress is very unreliable and skeptical. This is why I don't wish to team up with people, because expectations
and due dates come, and we all have lives to live. However, I will post this out of enthusiasm and expression, to pass
on to you guys to share, create and play. I would love your ideas and questions, my story is very simple and flexible,
however, there is no spine in it yet. So most ideas are welcome, however, characters will not go under major revisions
although they're not heavily detailed yet. This forum makes me feel productive and enthusiastic again for RMXP
and I would love to tackle old challenges with a more experienced mind.


Notice Text that has been blacked out are considered spoilers. Select and drag your mouse over
them to read whats inside.


Storyboard
Vague/Sketchy Phase
Intro Storyboard (Novel Style): ShowHide

As of April 14 of 2012, the story starts here:
You - or - The Player, have woken in an abandoned hospital. Blanketed in darkness, you examine your surroundings
after temporarily overcoming your inundating emotions of fear - fear of change, fear of isolation, fear of imagination,
fear of fear itself. Across the room from you, is a broken door. You notice that the door is constructed of advanced
technology that couldn't match the power of whatever it was that destroyed it. It's door hangs limp, taunting you with a
silent beckon. Your vision starts to gradually adapt to the darkness and you muster your misfit courage for a false threat.

You walk pass the door, as it gently shoves you into the next room. You feel confident of your new energy and slowly walk
down the new room. You notice the wide area is scattered with boxes that you don't have interest in opening, however,
directly in front of you is a corridor. This entrance of the corridor bisects the wall it leans on. You notice two doors to each
side of the corridor. You walk closer to the corridor and more boxes develop within the seen darkness. There is a still silence
that clenches your nerves. As you begin to walk toward the corridor you notice that the entrance was originally a thin metal
gate, that is now just a gaping hole. You notice it was a clean destruction, for the hole is not jagged and there is no haphazard
cluster around the fraud entrance. But your eyes are too trained on the edges of the hole, that you miss the first action that
was followed by echoing footsteps. Footsteps that were not hostile and approached you, but those that were light and soft and
avoided you. You saw a small head darting left and right, getting smaller very quickly. You take a step closer, but you here a door
bang open. Was that a child? You hope to God it is, because your imagination now torrents your head, and some malicious
thoughts have bypassed your ignorance toward a less welcome part of imagination.

You check each door before you proceed down the corridor, the left one's handle was free and proposed the door was open.
But as you opened the door, it did not move. Something behind it was leaning on the door, obstructed it's way. You quickly
assume that nothing of importance is within the room and proceed to the second door. The door disallows you to enter,
learning that it's locking, and you immediately exclude yourself from that conflict. Your hopes light a little as you enter the
corridor, having to lazily weave through a small barrage of boxes that have no business inside the hallway. You see a single
door that is cracked opened, probably the lock was broken and the door can't close all the way.

You open it to a wider and much longer hallway. You quickly catch sight of a light glowing faintly from underneath door,
just one door, out of the many here. Seeing the barren place and vacant wheeled beds, still wheel chairs, and glossy white
and green (or whatever color that might be) textiles on the floor, you inference you're in a hospital. But seeing that light as
the only sign of human left here, you steadily proceed to it. Your hair jumps as you hear breathing, heavy breathing. But after
a second of stillness, you realize it was just you. The absence of sound was devastating. It was like standing in an empty,
black void. The start your walk again toward the door and touch the metal handle of the lit door -


-
Intro Storyboard (Game Style): ShowHide

You awake, not knowing what happened prior or during your 'coma'. The game will ask you if you wish to be given a
tutorial of the basic controls or not, the dialogue is odd, signaling you to question the source of the messages

After completing or skipping the relay of messages, you can proceed to the door above you. By now, you should notice
the darkness around you, the size of your view distance will increase and decrease over the course of the game, my lighting
in this game is a little more elaborate than your standard "Place Center of Image on Player" event system.
You're now
in the second room of the game. The bottom area, which you entered, is wide and further above, is a corridor. Within both
areas, is an abundance of boxes that obstruct your pathway. On each side of the entrance to the corridor are two doors, one
is learned to be constructed while the other is locked. When you approach the corridor, footsteps are emitted and a shadow
runs away from you, followed by the slam of a door. You proceed by navigate around a simple mess of boxes and approach an
open door


The third map is not constructed, but the "Novel Style" continues into an idea of the third map.

-
Summarization/Main Idea: ShowHide

The player is fighting with himself to overcome depression that has thrown him into insanity. His companions
that he meets up with, are his emotions and feelings, they will be introduced and/or killed off by the actions of the player

Setting is not very imperative at the time, but when it needs to be considered, it will be considered. Within the Player's new world,
he must progress through the story in order to find his final consequence. The remaining companions will judge how the game will end. This is the only purpose of the companions, they will only appear via cutscenes. Failure to survive within the mind of the Player will bring an earlier slumber to him, as we all know.

-


Main Character
The Player: ShowHide

General Purpose:
Protagonist, Player

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background:

Not much is known about you, but your recent turn of events have led you here. After the death of
your mother, being expelled from college, and being abandoned by your girlfriend you hit reality hard.
Your father, whom barely cared about, doesn't give a very hospitable vibe toward your recent change.
You never liked your father anyhow. So you decided not to go, delved into sadness and frustration you've
entered a time where you only coped with apathy. It was best friend, ignorance is bliss. But life hit hard one
last time as you departed from college, with little money and far from "Home". Although much has
not happened in numbers, much has happened in power. The power of change, that you cannot resist or
overpower. You just have to sit there and let it drown you. You start to spiral down in drugs with new friends
whom you barely cracked the ice with, but the sense of social connection tugged you to move. Move in any direction,
it did not matter.

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Description: Your of average build, and a young adult, within early twenties. However, recently, you've
been wearing clothes that hide yourself and meld you in with others. Making you completely anonymous, and if it
keeps up, you'll be completely anonymous with yourself.


o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Secondary Characters

General Purpose: The Player's Emotion and Feeling of Happiness, Hope and Joy

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background: She was the girl that ran away from you in the beginning. She didn't
know who you were, but if you were able to, you've grown a relationship with her, or you'd rejected her several times.
She does not like to be alone, and embraces every warmth of light she can cling onto. She might accompany you
throughout the whole story if you allow her to, but look at her, you wouldn't want anything bad to happen to her,
right?


o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Description: She's a small girl with a light yellow dress. Her little shoes however, create
a louder than necessary noise for a girl of such light weight. She is helpless physically, but powerful inside. It is difficult
to maintain her, but it is more difficult to maintain without her.[\glow]


-
Cory: ShowHide

General Purpose: The Player's Emotion and Feeling of Courage, Generosity and Bravery

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background: Introduction not created yet. He is a tall, dark skinned man who speaks
with a confident, low voice. He steps silently most of the time, but stands out when needed. He talks with a clinging
humor in his voice, never looking down. He is stubborn, but not arrogant, he would be a real nice friend.


o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Description: He's a tall, lean, dark man. He wears casual clothes, but a shirt of a bright
red color. His innocence is long gone, but his good will still remains. He is the first to venture into a new room, even
before the Player. His will is hard to change, he will do what he thinks is right or die trying. Die - trying.


-
Sally: ShowHide

General Purpose: The Player's Sadness, Regret and Overwhelm

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background: Introduction not created yet. She is a middle aged woman
that does not trust and rely on herself. She walks more alert than others at all times, she never lets her
guard and sometimes panics at a false illusion of her paranoia


o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Description: She's a thin, pale, middle-aged woman who is very dependent
because she cannot trust herself with anything. She wears a frail, white dress that's been wrung of color.
She does not have an ill will, but she is too confused to clearly think of her actions


-

General Purpose: The Player's Anger, Rage and Ambition

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background: Introduction not created yet. He is a young man,
to be around the age of the Player to be exact. But he stands a bit taller than the Player. However,
what others lack, he excels in. Flare, Ambition, and Determination, Roy will make many conflicts
easier for the Player, at some expense.


o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Description: The young man stands taller than the Player, and has a
stronger push than him, and a straighter back. Okay, let's stop comparing the two, we need to make
the Player feel good that he's around, not jealous. Although he shows less empathy toward the others,
he is a man with an able goal. He doesn't care if someone is lost or crying, it's his progress and he'll
make it own his own if he has to. Less weight to lug around.


-
Second Phase Characters: ShowHide

Summary: "Second Phase" Secondary Characters are the reincarnation
of the original Secondary Character, but with a complete opposite personality. If you venture this
deep, you can see how you've influenced them as a "Player"



o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Background Characters

- Girlfriend
- Mom
- Dad
- Drug Friends
- Doctor(s)



Gameplay
The Element of Horror: ShowHide
I will try my best to implement the feeling of the player being threatened to
be hummed through the whole game. Battle Systems work with 'lightweight' scripts, flourishing skill in sprites
and advanced AI. Guess what? I'm not good at that. There will be an Active Battle System (Blizzard ABS)
within the game. It's your choice to use it or not. You need it now and then, but not every single time.
There are monsters within the game. And in this version, they do heavy damage. Most will be evented enemies,
and some will be placed upon the terrain. There is not a horrible variety for monsters, you won't need a PokeDex.
But there is enough to start an idea for a strategy for each. A strategy to fight, and a strategy to evade. This is
what I aim for. I am tired of these generic, helpless, repetitive, dull horror games

-
The Element of Surprise: ShowHide
I will refrain from spamming images I found from Google with the safe search
off, and keep such an occasion as a rarity. A scary surprise is still scary and surprising, but dull after done too
many times. I will try to implement the ingenious mapping of events similar to Cry of Fear's, where enemies pop
up where they haven't after retrieving a key item, or making a door event into something more excited. Hopefully,
I won't wuss out of this project.

-
The Element of Survival: ShowHide
Yes, you will be able to fight back. But not like you're playing Dynasty Warriors.
You can choose to use combat, or run and survive a bit better. Whichever is better for you. I will make combat
limited, with ammunition and number of required fighting. Trust me, you'll figure it out after a Game Over or two.
There will be a scarce amount of recovery items among the game. And they don't heal immediately.

-
The Element of Roleplaying: ShowHide
I will aim for the variety of choice nearing that of Dragon Age: Origins (Dragon
Age 2 is crap, don't get me started) where you'll have plenty of choices, plenty of times, with plenty of actions
and plenty of consequences. This means plenty of Conditional Branches, Variables and Switches for me, oh joy!
To add on to that, you will receive traits that can benefit if you build a relationship with characters. You will have
a relationship status with Companions, and actions speak a lot louder than words.

-
The Element of Creativity: ShowHide
I have the fundamental events anchored down already. This game will allow
running, jump, sneaking, platform, puzzling, fighting and roleplaying. I will try to stay at a high standard when
it comes to writing, because every RM Horror game lacks writing. And some indirect humor wouldn't penalize the
game's horror so much.





(Jesus Christ, that's a lot of typing. Microsoft Word says this is near 2,500 Characters.)

Please leave any suggestions, advice or opinions. They are welcome with open arms, I guess.
The story is flimsy for now, but I'll bang in some nails and wood over time. If you have noticed any
grammatical errors that might misled you, please tell me. You will receive a trophy for reading it.




Please Read
I'm able to progress the game but my progress is very unreliable and skeptical. I would love your ideas and
questions, my story is very simple and flexible, however, there is no spine in it yet. So most ideas are welcome,
however, characters will not go under major revisions although they're not heavily detailed yet.

Lighting System
Spoiler: ShowHide
46
Also to add to that, a sense of randomness and deception is definitely great. To elaborate on that, I believe things shouldn't pop up when expected, but neither should they pop up when not expected to be expected too many times that it becomes expected. Randomness is fine, if controlled, and not given to chance. Ao Oni's random Oni Spawner was repetitive, and yes, it will always increase your Heart Rate a little, but it becomes bland and expected all the time. To have a player fight an enemy after coming
out a room would give a nice scare, but then to make the player go through four rooms after with a song that steadily builds tension but never happens is more entertaining to me. Perhaps put a cherry on top by leading the player to a safe room right after the tension build up with an abundance of light, and a gun to find with one bullet only to be confronted by a surprise party by a monster or two, and not even allow the player to have enough to fight back, but to run back into the darkness where he came from. And also, the 'deception' part adds to this. Where you expect something to happen, but it never does, but you keep your guard up, until
it slips away after a series of less hostile events and then BAM, made you flinch! And then never knowing when to bring up your guard, or put it down for the whole game.

I do like it lot more when shadows creep in the background and do not chase you, but run away, instead of something popping up with a loud sound effect to make you jump as it runs toward you.
47
@Calintz I understand your perspective of a battle system. It failed horribly in the HentaOni (I think that's the name,
it's linked to AoOni) that contained the default RMXP and failed horribly. And Clock Tower is a favorite game I will never
play but look at from a distance (watching it on YouTube  8) )

@winkio After watching 3 videos of it (The one you gave me and Parts 1 and 2) I understand your idea of atmosphere.
To link it with Calintz comment, Clock Tower does a great job of it. But tell me if I'm going off trail here, I understand
transition of atmosphere is more severe than a static atmosphere. An extreme version of this being, "Luna Game",
the My Little Pony: Friendship is Magic game made by an Anon. Edit: I'm aware that my topic starter was generic
and vague, but I'd rather start this accumulating the intellect of others opinions than acting like I know it all


Other than that, I would just say a bunch of things you know with a ignorant surplus of description; and a link  :D
I don't know if I should thank you Calintz for bringing back such a weird interest of mine
48
General Discussion / Concept of RM's Horror Genre?
April 13, 2012, 07:05:22 pm
What is your thoughts of Horror games in RPG Maker XP and RPG Maker VX? (I believe VX is scarce of this)

Do you believe Horror games need to flourish in Graphics, Music and/or Writing? Pushing pass the borders of the Fantasy
RPG Projects because of their new setting? or remain on par with Fantasy?

Does it make it more entertaining to have images thrown at you? Do you need to be shrouded by the audio to feel the game?
Do lingering events that happen in the border of the screen more appealing?

Are most or all Projects that are Horror generic, or do they stand out on their own? Do you believe in being a helpless victim
or be able to fight back against an enemy?

Do you want a one man game? Or a party of characters? Do they need to be deeply characterized? Or characters that lack any detail because it's not imperative to the game?

What awes you of the game? Graphics of Sprites, Tilesets and Icons? Elaborate scenes of events or images? Elaborate scenery?

And whatever the hell is you want to mention or say about the Horror Section of RMXP/RMVX, I'm sorry for repeating the genre of Horror, I just like Horror and would like to implement a game into RMXP.



If you need any examples of Horror Games, there's:

"Ao Oni"
TV Tropes
Video: Pewdiepie

"One Night"
Forum Topic: Rpgmakervx.net
Video: SorceressKyrsty



Those are the only two I have of resource right now, I know there's an old one in the hbgames site,
but that can't be found. I don't know where this thread will head, it'll most likely be ignored, but
what are your thoughts of Horror in RM and what would you like to see in it?
49
I done goofed
Spoiler: ShowHide


Switched tags to TAGS = "['Event', 'Search', 'Enemy']" and all the Pictures corresponds.
The error begins after the title screen when entering a map. I disabled Glow_Only

Drago's Smooth Scroller probably conflicts with this.
50
Make sure the command fits the exact name of the file.

Usually, the update might need a little push, like accessing the menu and returning to the map.
What type of Error message are you getting?
51
QuoteUhmm, they don't seem to work?


Be sure to use the 3rd tab of the Event Commands. The command, "Script..."

What are you trying to do? Specifics would help.

(Jeez, look at me, I don't know shit about scripts)
52
Chat / Re: Post a picture of yourself
April 10, 2012, 02:28:21 pm
Spoiler: ShowHide


Sorry for the generic Facebook Profile Picture. My eyes are sea green but they never come out in the pictures. I'm not very photogenic so these are rare.
53
General Discussion / Re: Faceset Vs. Character Bust
April 10, 2012, 02:21:25 pm
I thought a "Bust" was the Chest to Head images. Examples of it are in the RMVX RTP, not the actual Faces in the game.
I think those are nicely done in a game if well executed. "Well Executed" meaning attractive detail in the bust,
balancing transparency in the image, justified size and space taken by the bust, and the transition of an entering and
exiting bust. However, that's high end stuff, but if I can make a bust (I have a Bamboo Tablet) I would show you what
I mean visually. But I'm too lazy, probably next year.

Edit:

These are the RMVX Character Bust:
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide
54
Quote from: ShadowPierce on April 10, 2012, 01:49:26 pm
Quote from: Futendra on April 10, 2012, 01:19:36 pm
I will sure check out and if you can help with the HUD change, I already made a little edit to change the HUD background when in overtake

My idea was to make a red glow around the HP and EN bar

Quote from: AJNR95 on April 10, 2012, 01:09:28 pm
I skimmed through this since you pointed it out to me. If you're using Z-Hud I assume, you should
change the HUD when in "Overtake Mode" or switching personalities. I recently learned this.

If you don't mind, I'd also want to learn about this... I'll be using CRLS so this will be very suitable for my game... Would it be alright? :3


KK20 taught me it. It's simple once you have it copied once. Using the "Script" Command in the Event, enter:
QuoteBlizzCFG::Z_HP_FILE = ''


Within the '', you can enter the file name to change the HUD.
ex.
BlizzCFG::Z_HP_FILE = 'Horror_HP'
BlizzCFG::Z_HP_FILE = 'Fantasy_HP'
BlizzCFG::Z_HP_FILE = 'Simple_HP'

Along with

BlizzCFG::Z_SP_FILE = ''
BlizzCFG::Z_HP_FILE_EMPTY = ''
BlizzCFG::Z_SP_FILE_EMPTY = ''
BlizzCFG::Z_ITEM_BACK = ''
BlizzCFG::Z_SKILL_BACK = ''
BlizzCFG::Z_HOTKEYS_BACK = ''
BlizzCFG::Z_MINIMAP_BACK = ''

And some I don't know if they work
BlizzCFG::Z_SP_TILING = false
BlizzCFG::Z_SP_TILING = true
BlizzCFG::Z_HP_PER_TILE = 25
BlizzCFG::Z_HP_TILE_COLUMNS = 100
55
I skimmed through this since you pointed it out to me. If you're using Z-Hud I assume, you should
change the HUD when in "Overtake Mode" or switching personalities. I recently learned this.

I would like to see some pictures of the game

(Off Topic - Updating the Horror Template to a newer version by the end of today, check it out)
56
Script Requests / Re: [BABS] Magazine Ammunition
April 09, 2012, 05:22:59 pm
Quote from: Boba Fett Link on April 09, 2012, 02:48:45 pm
But its for providing that link, not for making a good script request


Spoiler: ShowHide


Thank you Boba, I'm confident I can make an elaborate event system to replace a simple script.
But there's the issue with the Window, not really an issue, a request that is yet to be completed.
I'll see if I can create another elaborate event system that uses just pictures for the time being.

One question, does an abundance of pictures within the game cause the game to fall short in frames?
Since if I can't get a scripted Window, the evented Window will consist of constant Conditionals and Images.
And Blizz-ABS Rapid Fire and multiple enemies are the only source of creating a "choppy" frame rate.
57
Script Requests / Re: [BABS] Magazine Ammunition
April 08, 2012, 05:04:59 pm
Quote from: Zexion on April 08, 2012, 02:03:32 am
Off topic: This is probably the most well put-together script request I've ever seen.


Thanks, do I get a trophy?

Click the happy face :D
58
Quote from: ForeverZer0 on March 02, 2012, 10:46:01 pm
You could do it with a single parallel process event tucked in the corner. Just have it comparing player coordinates against the coordinates of each location that can be entered.


This is the only method I know how to do it.

Spoiler: ShowHide
Create a Parallel Common Event that runs from the start of the Game that constantly records the Player's Map X and Map Y etc, etc.

Create a Autorun Event that records the Event's X and Y, or you type it in, and then erases itself (Command [Erase Event])

Create a Parallel Event that runs in the background of a map that has a conditional branch of Player's X = Event's X?

Within the Player's X = Event's X Conditional, create another Conditional of Player's Y = Event's Y? (Or Vice Versa, does not matter)

Within the "If True" space of the second comparison recorded, in my instruction, the Player's Y = Event's Y?, you can add the command
"Show Picture" and insert the Picture.

Within the "Else" space of both Conditional Branches, add the command "Erase Picture" removing the # of the Picture Shown

Eg. Show Picture #17 "Living Room", Erase Picture [#17]

Make sure the Autorun Event ends with an [Erase Event] and not a [Self Switch] so that it runs again every time you enter the map

It's recommended you set the Transfer Player Event as Action Button if you're standing directly over it

If not and you're using a Player Touch function, you'll need to manually set X and Y instead of setting it to the Event's


Not very hard, it's best to keep the Picture's # the same, because they should not show up at the same time.
If you need a picture, tell me and I'll be able to upload it.
59
Script Requests / Re: [BABS] Magazine Ammunition
April 07, 2012, 04:53:30 pm
But the Common Event there does not initiate the attack nor cancel it.
I was just asking if there was a way to make it like the player has a magazine
that unloads when shooting and needs to be reloaded when empty.

Something like:
Variable: Bullets > 0 ?
 $Initiate Attack
   Variable: Bullets -1
Else
 $Cannot Attack
    Wait 20 Frames
       Variable: Bullets +12
          Change Item: Magazine -1

Edit:
The Magazine Window does not have to be part of the Z-HUD, it can be it's own window
60
Script Requests / [BABS] Magazine Ammunition
April 07, 2012, 02:51:30 pm
Introduction
The script I would like is a window that updates on the screen and limits the player's attacking/shooting.
Blizzard ABS has the ranged weapon, and the ranged weapon that consumes an item. However, the player
can continuously shoot until the consumed item reaches 0.


Example
The top image of the first spoiler is a screen capture of the actual game.
The bottom image of the first spoiler has a simple window edited in with Paint .NET
Spoiler: ShowHide

The second spoiler contains the visuals of Optional 1 and Optional 2
Within both spoilers, there are 2 numbers within the edited window.
The top number represents TOTAL Ammunition, where the bottom represents the CURRENT Ammunition within the "Magazine"
Spoiler: ShowHide



Information
How I would like it to work
  • The number of ammunition (bullets) changes to the weapon equipped
  • The window disappears when equipping a weapon not listed as "BOW_ARROW" or simply, a melee weapon
  • Optional 1 The weapon icon changes to the weapon equipped
  • If Optional 1 is Invalid If this is the case, the window can go without a weapon icon
  • Optional 2 The graphic for the bullets changes for the weapon equipped
  • If Optional 2 is Invalid If this is the case, the bullet's graphic can all be the same
  • The window can be hidden with an Advanced Script Command



Scripts I am using

  • LiTTleDRAgo's Blizz ABS ENEMY HP METER
  • Blizzard's Rapid Fire for Blizz-ABS
  • LiTTleDRAgo's Smooth Scroller
  • Blizzard's Z-HUD for Blizz-ABS
  • Nathmatt's BlizzABS Battle Music
  • RPGManiac3030's Weapon Equip HUD for Z-HUD
  • Game_Guy's Maximum Amount Modifier



Note
This is not a major or serious project. If you wish to make a script then I would be glad,
but it is something not to be stressed on. If you would like to test your script on this specific
game, it is in the Resources Thread under the name, "Horror Template"

If there are issues with the current outline of Ammunition I've given, I can change it to a Cry of Fear
Ammunition outline, where the item does not represent 1 Bullet, but 1 Magazine, and is reduced by 1
when all the bullets are shot. However, this will need the item consumption in BABS Part 1 to be overwritten.