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Topics - Zexion

121
Script Requests / Small Mog Menu mod?
February 08, 2011, 01:11:33 am
I'm working on a full kingdom hearts menu which I will release here, but I cant get the jornal menu to work. Im talking about the main jornal menu, not the subsections.
Can someone make some mods to this script to make it load 1 background, and 4 button layers?
I tried making it but I get an error:
Script 'Window Selectable' line 102: NoMethodError ovvurred.
undefined method '<' for nil:NilClass

Here's the script I used:
Spoiler: ShowHide
#==============================================================================#
#                         Super KH CMS V 1.0                                   #
#       This script is a modification of Mog's Sence Menu Itigo V1.5           #
#==============================================================================#

module Config
 
    # Main Menu Graphics Used
      JOURN_LAYOUT       = "Journal Menu"       # Main Menu Graphics
    # Menu
      JOURN_TRAN_TIME    = 20                # Transition Time.
      JOURN_TRAN_TYPE    = ""                # Transition Type (Name)
      JOURN_MAPNAME      = true              # If true, shows the map name
    # Font Used
      JOURN_FONT         = "Eurostile Thin"  # Font used in Main Menu
      JOURN_CURSOR       = "Indicator"       # Cursor graphic
 
  # MENU BUTTONS
      JOURN_TYPE_1       = "Journal Buttons1"   # Button layout
      JOURN_TYPE_2       = "Journal Buttons2"
      JOURN_TYPE_3       = "Journal Buttons3"
    end
#==============================================================================
# ** Scene_Journal
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Journal
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.index = @menu_index
    @command_window.visible = false
    @command_window.x = -640
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture(Config::JOURN_LAYOUT)
    @mnlay.z = 10
    @mnlay.opacity = 0
    @mnlay.x = -100
    @mncom = Sprite.new
    @mncom.bitmap = RPG::Cache.picture(Config::JOURN_TYPE_1)
    @mncom.z = 100
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::JOURN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      Graphics.transition(Config::JOURN_TRAN_TIME, "Graphics/Transitions/" +
        Config::JOURN_TRAN_TYPE)
      Graphics.transition 
            Graphics.update
      Input.update
      update
    end
    end
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @mnlay.x < 0
      @mnlay.opacity += 25
      @mnlay.x += 10
    elsif @mnlay.x >= 0 
      @mnlay.opacity = 255
      @mnlay.x = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    case @command_window.index
    when 0 
      @mncom.bitmap = RPG::Cache.picture(Config::JOURN_TYPE_1)
    when 1
    @mncom.bitmap = RPG::Cache.picture(Config::JOURN_TYPE_2)
    when 2
    @mncom.bitmap = RPG::Cache.picture(Config::JOURN_TYPE_3)
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      return
    end
  end
end

Also I modded it from this one:
Spoiler: ShowHide
#==============================================================================#
#                          SUPER CMS V 1.0                                     #
#       This script is a modification of Mog's Sence Menu Itigo V1.5           #
#==============================================================================#

module Config
 
    # Main Menu Graphics Used
      MAIN_LAYOUT       = "Main Menu"       # Main Menu Graphics
      MAIN_BACKGROUND   = "Main Menu_bg"    # Animated background graphic
      MAIN_BACKGROUND2  = "Main Menu_bg2"   # Only used when main_fx = 3
                                            # It is mainly for a still transparent pic
    # Menu
      MAIN_FX           = 3                 # BG FX (0, Animated no bg)
                                            #       (1, Still picture)
                                            #       (2, Map as bg)
                                            #       (3, Animated with bg)
                                            # 3 is for picture with transperency
      MAIN_TRAN_TIME    = 20                # Transition Time.
      MAIN_TRAN_TYPE    = ""                # Transition Type (Name)
      MAIN_MAPNAME      = true              # If true, shows the map name
    # Font Used
      MAIN_FONT         = "Eurostile Thin"  # Font used in Main Menu
      MAIN_CURSOR       = "Indicator"       # Cursor graphic
 
  # MENU GAUGE GRAPHICS
    # Empty Bars
      MAIN_BAR_HP_bg    = "HPBG"            # Blank bar for HP
      MAIN_BAR_SP_bg    = "MPBG"            # Blank bar for SP
      MAIN_BAR_XP_bg    = "EXPBG"           # Blank bar for EXP
    # Fill Bars
      MAIN_BAR_HP       = "HP_Bar"          # Fill bar for HP
      MAIN_BAR_SP       = "MP_Bar"          # Fill bar for SP
      MAIN_BAR_XP       = "Exp_Meter"       # Fill bar for EXP
    #Background Box
      BGBox             = "Bg-Box"          # Box behind stats
     
  # MENU BUTTONS
      MENU_TYPE_1       = "MenuButtons1"   # Button layout
      MENU_TYPE_2       = "MenuButtons2"
      MENU_TYPE_3       = "MenuButtons3"
      MENU_TYPE_4       = "MenuButtons4"
      MENU_TYPE_5       = "MenuButtons5"
      MENU_TYPE_6       = "MenuButtons6"
    end
   
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :map_id                   # map id
  #--------------------------------------------------------------------------
  # * Map Name
  #-------------------------------------------------------------------------- 
  def mpname
    $mpname = load_data("Data/MapInfos.rxdata")
    $mpname[@map_id].name
  end
end



#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window

  #--------------------------------------------------------------------------
  # * Draw HP from Image
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #-------------------------------------------------------------------------- 
  def draw_kh_hp(actor, x, y)
    back = RPG::Cache.picture(Config::MAIN_BAR_HP_bg)
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(Config::MAIN_BAR_HP)
    cw = meter.width  * actor.hp / actor.maxhp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 68, y - ch + 30, meter, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw SP from Image
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_kh_mp(actor, x, y)
    back = RPG::Cache.picture(Config::MAIN_BAR_SP_bg )
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(Config::MAIN_BAR_SP)   
    cw = meter.width  * actor.sp / actor.maxsp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 68, y - ch + 30, meter, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw Box Behind Stats
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_bg_box(actor, x, y)
    back = RPG::Cache.picture(Config::BGBox )
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw State
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 80)
    text = make_battler_state_text(actor, width, true)
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text, 2)
  end
 
 
  #------------------#
  #ACTOR BODY SPRITES#
  #------------------#
    def draw_actor_art(actor, x, y)
    face = RPG::Cache.character("MenuArt/" + actor.character_name,
    actor.character_hue)
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x - fw / 23, y - fh, face, src_rect)
  end

end




#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize
    super(0, 0, 640, 280)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #-------------------------------------------------------------------------- 
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 135
      y = 150
      actor = $game_party.actors[i]
      draw_actor_art(actor, x - 0, y - 20)
      draw_bg_box(actor, x - 58, y - 7)
      draw_kh_hp(actor, x - 55, y - 25)
      draw_kh_mp(actor, x - 55, y - 10)
      draw_actor_level(actor, x + 21, y - 35)
      draw_actor_name(actor, x + 30, y - 64)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
    end
  end
end




#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
end



#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = Color.new(81,86,245,255)
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
end






#==============================================================================
# ** Window_Map_Name
#------------------------------------------------------------------------------
#  This window displays the map name on the menu screen.
#==============================================================================

class Window_Map_Name < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = Color.new(195,66,0,255)
    self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
  end
end



#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    s1 = ""
    s2 = ""
    s3 = ""
    s4 = ""
    s5 = ""
    s6 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.visible = false
    @command_window.x = -640
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture(Config::MAIN_LAYOUT)
    @mnlay.z = 10
    @mnlay.opacity = 0
    @mnlay.x = -100
    @mncom = Sprite.new
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_1)
    @mncom.z = 100
    if Config::MAIN_FX == 0
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      @mnback2 = Plane.new
      @mnback2.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback2.blend_type = 0
      @mnback2.z = 5
      @mnback2.opacity = 60
    elsif Config::MAIN_FX == 1
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
    elsif Config::MAIN_FX == 3
      @spriteset = Spriteset_Map.new
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      @mnback2 = Plane.new
      @mnback2.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback2.blend_type = 0
      @mnback2.z = 5
      @mnback2.opacity = 60
      @mnback3 = Plane.new
      @mnback3.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND2)
      @mnback3.blend_type = 0
      @mnback3.z = 5
      @mnback3.opacity = 255
    else
      @spriteset = Spriteset_Map.new
    end
    @mnsel = Sprite.new
    @mnsel.bitmap = RPG::Cache.picture(Config::MAIN_CURSOR)
    @mnsel.z = 20
    @mnsel.x = 1000
    @mnsel.y = 1000
    @mnop = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = -38
    @playtime_window.y = 402
    @playtime_window.contents_opacity = 0
    if Config::MAIN_MAPNAME == true
      @mapname_window = Window_Map_Name.new
      @mapname_window.x = 450
      @mapname_window.y = -38
      @mapname_window.contents_opacity = 0
    end
    @gold_window = Window_Gold.new
    @gold_window.x = -44
    @gold_window.y = 383
    @gold_window.contents_opacity = 0
    @status_window = Window_MenuStatus.new
    @status_window.x = 295
    @status_window.y = 110
    @status_window.contents_opacity = 0
    if Config::MAIN_FX == 0
      Graphics.transition(Config::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        Config::MAIN_TRAN_TYPE)
    elsif Config::MAIN_FX == 1
      Graphics.transition(Config::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        Config::MAIN_TRAN_TYPE)
    else
      Graphics.transition 
    end
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      if Config::MAIN_FX == 0
        @mnback.oy += 1
        @mnback.ox += 1
        @mnback2.oy += 1
        @mnback2.ox -= 1
      elsif Config::MAIN_FX == 3
        @mnback.oy += 1
        @mnback.ox += 1
        @mnback2.oy += 1
        @mnback2.ox -= 1
      end
      @status_window.x += 20
      @status_window.contents_opacity -= 25
      @mnsel.opacity -= 15
      @mnsel.zoom_x += 0.03
      @mnlay.x -= 10
      @mnlay.opacity -= 25
      if Config::MAIN_MAPNAME == true
        @mapname_window.x += 5
        @mapname_window.contents_opacity -= 20
      end
      @gold_window.contents_opacity -= 25
      @playtime_window.contents_opacity -= 25
      Graphics.update   
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose   
    @status_window.dispose
    @mnlay.dispose
    @mncom.dispose
    if Config::MAIN_FX == 0
      @mnback.dispose
      @mnback2.dispose
    elsif Config::MAIN_FX == 1
      @mnback.dispose
    elsif Config::MAIN_FX == 3
      @mnback.dispose
      @mnback2.dispose
      @mnback3.dispose
      @spriteset.dispose
    else
      @spriteset.dispose
    end
    @mnsel.dispose
    @mapname_window.dispose if Config::MAIN_MAPNAME == true
    Graphics.update
  end
 
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
     if @mnsel.zoom_x > 1.6
        @mnsel.zoom_x = 1.0
        @mnsel.opacity = 266
      end     
    if @mnlay.x < 0
      @mnlay.opacity += 25
      @mnlay.x += 10
    elsif @mnlay.x >= 0 
      @mnlay.opacity = 255
      @mnlay.x = 0
    end
    @command_window.update if @command_window.active
    @playtime_window.update
    @status_window.update if @status_window.active
    if Config::MAIN_FX == 0
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1
    elsif Config::MAIN_FX == 3
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1

    end
    @mapname_window.contents_opacity += 15 if Config::MAIN_MAPNAME == true
    @playtime_window.contents_opacity += 15
    @gold_window.contents_opacity += 15
    @playtime_window.contents_opacity += 15
    if @status_window.x > 195
      @status_window.x -= 10
      @status_window.contents_opacity += 10
    elsif @status_window.x <= 195
      @status_window.x = 195
      @status_window.contents_opacity = 255
    end
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    case @command_window.index
    when 0 
      @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_1)
    when 1
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_2)
    when 2
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_3)
    when 3
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_4)
    when 4
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_5)
    when 5
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_6)
    end   
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Journal.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status 
    case @status_window.index
    when 0 
      @mnsel.x = 190
      @mnsel.y = 195
    when 1
      @mnsel.x = 323
      @mnsel.y = 195
    when 2
      @mnsel.x = 455
      @mnsel.y = 195
    when 3
      @mnsel.x = 180
      @mnsel.y = 320
    end 
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
    @mnsel.z = 20
    @mnsel.x = 1000
    @mnsel.y = 1000
    @mnop = 100
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
        end
      return
    end
  end
end

That one is actually my "Fully working" kh main menu.
Of course it requires the graphics which I do not plan on releasing untill I make some custom ones for a demo not the ones Im actualy using in my game.
122
Im trying to make an evented HUD for the player's Hp, and I want it to have a picture of the lead character (A.K.A The player). The problem is, I will be letting the player shift through different characters. So, what can I call to make the character sprite change.

Ex:
If Script:....................Actor1........... 
@Show picture: Actor1_Hud

If Script:....................Actor2...........
@Show picture: Actor2_Hud
123
Script Requests / Blizz abs Enemy Hp Kingdom Hearts Style
February 04, 2011, 05:36:34 am
Spoiler: ShowHide
Okay, so, I finally finished writing a really long deep story for my kh game. It's really cool, but now I am in the process of actually making it and It is pretty hard. I have to sprite everything on my own except *some* charsets. This is taking a lot of effort, so I have almost no time usually to work on scripts and event junk that I need, as it usually takes up to 2 hours to create 1 full stage/world sprited.


Okay so now to get to the point. I need a script that will make enemies hp, show similar to the style of kingdom hearts.
It will have the green bar, and for every 1000 hp after, it will get an hp bubble under the bar. Those show how many full bars are left.
Additionally, whenever damage is made to the enemy, the bar will show the damage in red, stay red for a second, and then take off the damage.

Here is an animation I made. Hopefully it will clear things up.


As you can see, There is an hp bar, hp bubble under the bar, and red damage.
If you can make this using sprites, please do! If you cannot make this using sprites, please make the hp font editable as well as the color of the bar, and try to make it as smooth as possible, please :).

I would be eternally grateful to whomever scripts this. I don't care if you decided to release it to the public, and I will add your name in the credits of my game, as this is a MAJOR part of the combat system.

Don't forget this is for BLIZZ-ABS!

Also, any eventers that can create this, please show me how. You don't have to show me pictures just give me an idea of how to do this.

Thanks in advance :)
124
Script Troubleshooting / Global Variables/Switches RMX-OS
December 19, 2010, 12:02:43 am
NOTE:
Okay so I'm trying to make an online game on my own, but obviously I'm going to need help with certain things.
Scripts are not my forte so I'm probably going to run into a lot of script questions. I'm sorry if any questions I might ask are dumb, nooby, or just plain lazy, but if I'm asking for help then I've obviously tried to do this on my own and failed.

QUESTIONS:How can I make certain switches\variables be true for EVERYONE online, and not just for each person who turned on a switch or variable? Also if all switches are global already, how would I make certain switches only turn on or off for an individual not EVERYONE?

The reason I ask both is because I accidentally messed up my sql database, so I need to re-download everything, and I can't check if variables and switches are global or not, until I do. My internet has been going way to slow to download it though, so I can't do it until it gets fixed.

Also: I want to know if it's possible to make certain maps be offline maps.
125
Okay so I while I gave up again on my kingdom hearts game, I decided to make an animal crossing game :).
Anyways, I made the tile-sets, auto-tiles, and sprites and stuff, but now I'm stuck.

In animal crossing there are 4 seasons like in real life.
During those 4 seasons the grass changes color and so do the trees. I just wanted to know. How would I change the tileset of a map when the season changes.

I'm using Complete Climate & Time System I think it's called. So it has variables for dates and season, so I could probably figure that out. The thing is, I really don't know how to change the tile-set without switching maps. If i switched maps then the animal events would suddenly reset, and I'd really prefer that doesn't happen.

FIGURED IT OUT :P
126
Resources / RuneScape Barrows Brothers JUST Standing pose
November 25, 2010, 02:48:36 am
Well without further a due, here are the Barrows brothers. It's only the first standing pose. I'm going to make full charsets for a Runescape game.
Ok just because I had to do this post so many times... Here is the website with all the sprites indiviually.
http://img28.imageshack.us/gal.php?g=ahrimtheblighted.png
And here's 2 pictures with all the brothers together.



Please feel free to comment them :)

I think they are pretty detailed, and I'm happy with what I've made. However, I am also open for improvement.
127
Script Requests / 1 small menu edit please
October 24, 2010, 05:46:24 pm
Okay so I'm trying to make a kingdom hearts game using Mog's menu, but each scene has a few problems. Right now i only want the main menu fixed.  Everything wrong with the main menu is easily fixable, but there is 1 thing i can't get. In the demo below press x to open the menu, and the go down to status or stats whatever i named it. You will notice that once you click on it, then the cursor moves to the character, but you have to click up or down to move to the next character, but the characters go right to left! Please someone fix this glitch so that the cursor moves with the left or right arrow/ buttons.

DEMO:
http://uppit.com/5yr9l1tunxda/DEMO.zip
128
Script Requests / Different charset script
October 23, 2010, 11:40:48 pm
I want a script that will change the way charsets work.

Currently the 1st frame is a walking and standing frame followed by 3 other walking frames. I want the script to work so that I have
1 standing(only) frame followed by a custom number of walking frame.
EX:

W-walking
S-standing

Currently it is:
S\W-W-W-W
S\W-W-W-W
S\W-W-W-W
S\W-W-W-W

I want it like this
S-W-W-W-W
S-W-W-W-W
S-W-W-W-W
S-W-W-W-W

Basically I want to add a 5th frame at the beginning or end just for standing that is NOT used while walking.
129
First off I am using RMXP. I am also reffering to blizz abs buttons.
Okay, so I am using a custom evented HUD/Command menu for my KH game. (I'm making it lol)
I need to know how to disable the attack button through the call script in an event.
I also need to know how to disable any button like that.
Also i need to know how to check if they pressed a button like that whole inputTrigger or whatever it is.

EXAMPLE:
If the player presses "S" it disables the blizz-abs button "A" (which is for attack).

NEW QUESTION: Okay so i got all the custom hud things scrolling in my kingdom hearts fan game, now i need to know how to make the play use a skill on the enemy.  
For example in the menu hud command thingy the player has to chose MAGIC and then choose a spell/
Magic > Fire > Player uses the skill on enemys

I'm using blizz abs, and i like when you choose a hot key then it shows a circle on what enemy you want to hit, but how would i do that from an event.
I guess i would have to call something but what?
Even better I would like to know just how to call that custom skill. Like if they click fire and i have a fire skill set up to do something in the database
then it does whatever it is supposed to do from the database. (That is the best i can explain it :c)

Also(seperate issue) I just remembered that i need to know how to check what player is the leader. Because if it is sora it should show sora's face in the hud and if it is riku it should show his face in the hud.
130
Kingdom Hearts 2 Save Menu
Authors: Zexion
Version: 2.0
Type: Custom Save Menu
Key Term: Title / Save / Load / GameOver Add-on



Introduction

This script will create a menu similar to the kingdom hearts 2 save menu.


Features


  • Custom faces [Must be 140 or less pixels wide by exactly 94 pixels high]
  • Displays map name that you saved on
  • Displays play time
    NEW:
  • Displays map logo
  • Displays munny
  • Looks almost exactly like the real one



Screenshots
Original:
Spoiler: ShowHide


RMXP Version:
New:
Spoiler: ShowHide

Old:
Spoiler: ShowHide



Demo

OLD DEMO
NEW Kh Save Menu DEMO


Script

Read the first script in the demo


Instructions
To display a face, get the actor name of the first character in the party, and add _FL.
An example would be: Aluxes_FL.png
To display a map logo, get the exact map name, and add _mgfx to it.
An example: Destiny Islands_mgfx.png
(the file extenstion doesn't matter. but png should be used lol. REALLY)
Other instructions are in the demo.Make sure to follow them or you will have some ugly words appearing on your screen.

Compatibility

Should be compatible with anything but a custom save menu lol


Credits and Thanks


  • Moghunter for his original save file script
  • Me for editing the script, menu graphics, and the riku charset in the demo.
  • Squaresoft for the sora sprites and the original kh2 menu



Author's Notes

I really wanted to get this script out there for everyone. It's not an exact replica but it's good :)
Please don't claim as your own (referring to script and charset)
:D
Im working on displaying munny (gold), and an optional picture for each map. (using a sort of tag somewhere in the map name)
I updated the demo because there was an error when you click load game. It would show "Which file would you like to load?" On the top screen, so i fixed and uploaded a new demo.
131
Script Requests / Really detailed item menu o.o
July 23, 2010, 07:18:42 am
Ok so i am making a custom equip/item menu and i want to know how to do something like this:

To do so i need to know a few things.
1. How would i make each item have it's own individual picture

2. How could i put a picture behind all of the choices everytime they are mentioned
(ex: in the picture it has a red bar behind the weapon, a green behind the helmet and plate, and a blue for accessory.)
(Accidently put 2 accessories lol)

3. How would i make it so that you have to chose an actor to access their equipment
(ex: If both the char menu and the item options scroll up and down i don't want it to glitch so you would have to click on sora's name to access his equipment, and if you don't then you c)

4. How would i make it so that you have to chose a peice of equipment to access a menu to change it
(ex: Same as #3 you have to click on the item ex."kingdom key" to open a menu to change it.)

5. How would i make it show only 1 item and scroll for the rest?
(ex: If you choose "kingdom key" it would open weapons and show only 1 with the option to scroll up or down")

AND LASTLY

6. How would i make the weapon/armour show its stats?
(ex: If you chose "kingdom key" it would show atk and str of it, and if you choose firaga bracelet it would show def.)

Phew :P thats all lol. If you cant tell im trying to make a kh menu type thing
I have mostly everything i need i just need to know what methods/codes to use.
132
Script Troubleshooting / 3 blizz abs questions :P
July 23, 2010, 05:47:31 am
Okay so I've used blizz abs in most of my games that i make for friends (because lets face it no other abs even compare)
and I like how customizable it is, but anyway my question is:
What exactlly are these combos, and how would i use them?
Another thing i might need to know is:
How do I make a projectile?
133
How would i check if the player is in a specific guild? Like say i wanted to make a portal only teleport the player if they are in a specific guild. I know i would have to do a conditional branch and all, but what script do i call, if possible?

Also how would I make the enemies in blizz abs not run away ever, but only on some enemies. If it has to affect all of them all I don't care, but if it is possible just to make some enemies not run away that would be cool.

There were more questions alot more but I forgot so yeeeaahhh but eventually i will ask again :P on this topic though.

EDIT:
Oh! I remembered one!
How would i make a safe zone type thing where players cannot attack eachother. Because really i only want them to be able to fight on certain maps.
And how do i make enemies get generated randomly on a map?
134
Script Troubleshooting / RMX-OS chat box? RESOLVED
June 26, 2010, 02:21:15 pm
whenever i log in i can't type in the chat box.
I don't know if it is because i have to change a variable or something but i would like to find out please. I am sure its not a big deal so please someone help :P
135
Ok i have mog custom menu system, and i need to edit the item one.
Let me better explain myself.

In my demo it has 1 custom script so thats the menu i need you to edit.
Go to the demo and play it. Talk to the guy there and then open the item menu.

As you can see it is very messy and to move through the menu u have to do left and right not up and down.
THIS IS NOT THE PROBLEM THOUGH.
On my real game it is much cleaner the graphics are correct, up and down buttons work, etc.
The only things i need done are to move the list of items/weapons/armour to the BIG black box area because it is in the way, and if you click an item it will open a menu of characters to use it on. I want that menu in the smaller box.
136
Ok so i'm trying to make a cool game, but i need a battle system that fits it. I like minkoff battlers, but i dont like the way it looks and it has limited features. I tried CTB by charlie feed animated battlers, and i loved it!! the only problem is i get errors with a custom message script, which i kinda need

I need it to have animated battlers.
I want to be able to transform from one character to another.
I want it to be compatible with a cms
137
I am trying to make a sound play when hp is lower than 25% by using events. Is there any script that i can call to check if the players hp is lower than 25%?

EDIT: I knew i made a similar topic so i didn't want to make a new post lol.
Anway i need to know how to check if the actors hp is greater than 95% but less than 100% I need to do this through the call script event.
138
Okay i first off here are the scripts i am using

Advanced Title
Splash script
Hermes messaging
Mog Animated Menus
Blizz Abs

Second i need a hud that looks like this:

As you can see they line up on the right.
The max image size is 100x100
There needs to be 2 faces 1 for normal and 1 for critical (low hp(below 25%)).
2 bars 1 hp(green) and one sp(blue)
Custom pictures for each party member.
Thats it for that.

Next i need someone to edit a script because... well take a look:

As you can see the cursor is off quite a bit and i dont know how to fix it.
Here is a demo with the problem in it.
demo

http://www.mediafire.com/?tzztjnnwzmz
Controls to get to menu
In game press "S" then move option to menu with arrow keys and press "space bar"
139
well i have the charset for an attack sprite, but I have no idea how to do it! I configured blizz abs and all that but it shoes a wierd attack thing.

As you can see there are 2 soras lol can someone explain how to fix it so it just shows the sprite attacking? not the other one.

Also how do i do skill, jumping and running sprites, i already have them, but i dont know what to name them or what i have to do to make the sprites change when running and stuff.
140
I found this script of a kh2 hud, but its activated by a switch. Is there anyway to put this hud instead of the normal blizz hud that shows the players hp and stuff.

Link to hud
http://www.rpg-studio.de:8181/scriptdb/Kingdom-Hearts-II-HUD.html