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Topics - Dweller

1
General Discussion / Icon to BlizzABS
December 05, 2012, 06:23:39 am
Hi all (long time since my las post  :shy:). Working on weapons in my BlizzABS game I created a tool to convert icons to BlizzABS weapon attack files.  You can see two examples on the next video:



Now I´m working on a new feature so you can move each frame to adjust the final weaponsheet. Also I have a few more ideas to add, like a optional Slash effect layer.

If someone is interested I will upload the current version (this little tool saves me a lot of time when dealing with weponsheets).
2
I´m looking for a script to track items. The idea is that the player can select any item on inventory and show it on the game HUD, so he can track it when doing a quest or farming. You can see an example on the next screen of my game 7 Islands:

Spoiler: ShowHide


I have no problem to add the item to my HUD but I´m not very familiar with Windows_Selectable so I need help with this. Hope some scripter could help me.

3
Projects / Games / [XP] Gooord
March 28, 2012, 08:45:37 am



GOOORD
a A Blizz-ABS platformer game




Concept
This is a short platformer game designed to be played by Kids. I made it to my little son (3 years old) and he was very exited playing it. I used BlizzABS because the jump and enemies are easy to configure (and other features like idl sprites). This is a very short game, I plan to add a few more levels in the future.



Features

  • Movement: run left/rigth, jump, leadders up/down

  • Collect 19 pink bubbles to win

  • Enemies and falls decrease your HP.





Characters
- Gooord is your playable character
Spoiler: ShowHide

- Bubble Bobble (enemies)
Spoiler: ShowHide




Screenshots
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide




Downloads
Version 1.0



Credits

  • Dweller (concept, map, eventing, etc...)

  • Graphics (Dweller, Bubble Bobble Revolution)

  • Scripters (Blizzard, Winkio, game_guy, stripe, Dweller)

  • Music (Street Fighter 2 - Guile's Stage, To Zanarkand - Final Fantasy X)

  • Testers (raulxito99 and ivanchiru)



4
Actorsprite Maker is close to have a public version and I'm looking for a few people that want to test the current version and help me to improve it and correct bugs (the program have a tool to send feedback). I´m a noob programmer and this is the first tool that I'm going to share, so the testing part is new to me, and I want to take my time and also learn on the process.

If you are interested  please reply on this topic and I will send you the current version so you can test it (I hope I can get at least 5 people).

Testers:

- game_guy, ShadowPierce (from Chaos Project forum)
- Orochii, akyratorr, Dragón x3, saulodeabreu, Paco  (from Mundomaker forum)
- raulxito99
- Protogeo
- Jdlp

Thanks,

(I don't know if this forum is the correct one to looking for this, sorry).

5
Sea of Code / ClickOnce
March 11, 2012, 03:13:34 pm
I´m finishing Actorsprite Maker (on Visual C#) and now I´m thinking on a way to update the program. I have 120 resources ready to launch with the first version (I use imagelist/listview to manage with them inside the program), and I want to update those resource online. ClickOnce looks like what I'm looking for, so I want to ask if any of the programmers here have ever use it or at least now if it's suitable for my objetives.
6
Resources / Actorsprite Maker
March 05, 2012, 04:35:01 pm
Last year I learned C# just to make a few custom tools to use in my work. Also I began 2 game projects; one is a XNA space game and the other is a RPGMaker XP character maker (I called Actorsprite Maker). Right now I´m very close to public this sprite tool that I think it could be usefull to rpgmaker XP users. In the next video you can see how it works:



Features:
- 6 shapes to combine (head, body, leg, accesories 1, acc 2 and acc3)
- Save png charactersheet (RPGMaker XP format, 4x4)
- Spritesheet preview, 2x Zoom preview and animated preview with 4 diferents backgrounds
- Moving tool (you can move each shape)
- Reset button
- Accesories 1, 2 and 3 contain the same list of sprites so you can combine mora han one of this list

Basically the program is done and I´m now adding sprites to combine. I hope in a few weeks I can make a public version.

Spoiler: ShowHide
If you are curious and want to see how my XNA space game looks like, see the next video --> http://youtu.be/kE4agbLOjn8
7
I was playing with Blizz-ABS + Visual Equipment and I made a Video thats shows a sword attack. I think I got the effect that the character take the sword from his back to use it

http://youtu.be/rPuIB53QrRw

I used these images:

Spoiler: ShowHide









[4/06/2011]
Added a new video. Attack animation using a Steel Armor.



8
I´m using this script to add icons to my custom menu:

#=============================================================
# ** Redd's MenuIcons
#=================================================================

class Window_MenuIcons < Window_Command
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
     # Draw the icon associated with the index.
     draw_icon(i)
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #--------------------------------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = color
   # rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
   rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
 end
 #--------------------------------------------------------------------------
 # * Draw Icon
 #--------------------------------------------------------------------------
 def draw_icon(index)
   # Case index
   case index
   # Conditional branch
   when 0
     # Sets the icon name (Case Sensitive)
    icon = '1'      
   when 1
    icon = '2'
   when 2
    icon = '3'
   when 3
    icon = '4'
   when 4
    icon = '5'
   when 5
    icon = '6'
   
   else
     # Don't draw anything.
     icon = ''
   end
   # Create the bitmap image for the icon
   bitmap = RPG::Cache.icon(icon)
   # Make the rectangle for the image to be in
   src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
   # Draw the bitmap inside the rectangle, at 4 pixels across,
   # and down according to the index
   self.contents.blt(4, 32*index+5, bitmap, src_rect)
 end
 end


Also changed Scene_Menu script adding
@command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6])
to display the icons.

Now I want to change icons if an option is active (not selected). I added a global variable to the Window_MenuIcons  script to select between the two different icons (one when the option is active and the other when is not):

def draw_icon(index)
   # Case index
   case index
   # Conditional branch
   when 0
     # Sets the icon name (Case Sensitive)
    icon = '1a' if $Icon_popup  = 0
    icon = '1b' if $Icon_popup  != 0        
   when 1
    icon = '2a' if $Icon_popup  = 1
    icon = '2b' if $Icon_popup  != 1
   when 2
    icon = '3a' if $Icon_popup  = 2
    icon = '3b' if $Icon_popup  != 2
   when 3
    icon = '4a' if $Icon_popup  = 3
    icon = '4b' if $Icon_popup  != 3
   when 4
    icon = '5a' if $Icon_popup  = 4
    icon = '5b' if $Icon_popup  != 4
   when 5
    icon = '6a' if $Icon_popup  = 5
    icon = '6b' if $Icon_popup  != 5
   
   else
     # Don't draw anything.
     icon = ''
   end
   # Create the bitmap image for the icon
   bitmap = RPG::Cache.icon(icon)
   # Make the rectangle for the image to be in
   src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
   # Draw the bitmap inside the rectangle, at 4 pixels across,
   # and down according to the index
   self.contents.blt(4, 32*index+5, bitmap, src_rect)
 end


The next step is to change the global variable if the menu option is active or not. I think I must use something like:
case @command_window.index
     when 0  # item
       $Icon_popup = 0
     when 1  # skill
      $Icon_popup = 1
     when 2  # equipment
       $Icon_popup = 2
     when 3  # status
       $Icon_popup = 3
     when 4  # save
       $Icon_popup = 4
     when 5  # end game
       $Icon_popup = 5
     end


But I`m a bit confused about where I must use this code. I tried inside  update_command and update (inside Scene_menu) but fail.

I´m on the right way doing this or I´m completly wrong from the begining?
9
Graphics & Music / Cultist sprite
April 02, 2011, 02:26:48 am
This one is a Sithjester's sprite edit made by me:

Spoiler: ShowHide


If we could use it on the project I´ll finish the whole spritesheet.
10
Sea of Code / [C#] Declare variables (Resolved)
March 21, 2011, 04:36:01 pm
I moving a game project from Visual Basic to Visual C#. I use global variables and arrays that loads in a Visual Basic module. Visual C# don´t have something like VB modules (at least I can´t find something similar). So to declare my global variables and arrays I made a GlobalClass and declare all of them inside it. Then I work with them using GlobalClass.variablename.

Is working fine but I´m not sure if this is a correct way to declare global variables in Visual C#. Is there something like VB modules in Visual C#? Is there a better way to declare global variables that inside a class?
11
Resources / Custom male template
March 12, 2011, 09:47:46 am
I´m working on a custom male template and wan't some feedback before working on it. The main idea is to create a new style template but that fix with most of the RTP tilesets.

Size comparation (pixels):
- Kaizer --> 35x74
- RTP --> 23x42
- Dweller --> 22x46

Spoiler: ShowHide


Movement test ( frontal and back view):

Spoiler: ShowHide


Example character:
Spoiler: ShowHide
12
I´m working on my first script (using game_guy Kill Count BABS Add On script), a hunter rank script where you gain ranks of hunter when you kill a certain number of mobs. At the moment is working fine but I noticed that mobs don´t respawn anymore. If I remove my script, the mobs respawn again, so I´m doing something wrong that affect the blizz-abs respawn feature. I hope that a scripter could take a look at the script code because I can´t find the error.

#- Mob count by G_G
#- Modificado por Dwellercoc para añadir rangos de cazador segun mobs matados
#- Sonido cuando se sube de Rango de cazador
#- 17-09-2010
if BlizzABS::VERSION < 2.51
 raise "Blizz ABS Version isnt high enough. Now Closing."
end

#- Play a sound when you reach a new Hunter Rank
module Sound_Change
 Sound = "022-Dive02"
end


class BlizzABS::Processor
 
 KillCountVariable = 1
 
 alias exp_result_kill_count_later exp_result
 def exp_result(enemy)
   $game_variables[KillCountVariable] += 1
   
       case $game_variables[KillCountVariable]
       when 1
         $HunterRank = "n00b"
         Audio.se_play("Audio/SE/" + Sound_Change::Sound)
         $scene = Scene_ShowWindow.new
       when 2
         $HunterRank = "Hunter"
         Audio.se_play("Audio/SE/" + Sound_Change::Sound)
         $scene = Scene_ShowWindow.new
       when 3
         $HunterRank = "Assasin"
         Audio.se_play("Audio/SE/" + Sound_Change::Sound)
         $scene = Scene_ShowWindow.new
       when 4
         $HunterRank = "Triturador"
         Audio.se_play("Audio/SE/" + Sound_Change::Sound)
         $scene = Scene_ShowWindow.new
       when 5
         $HunterRank = "Master"
         Audio.se_play("Audio/SE/" + Sound_Change::Sound)
         $scene = Scene_ShowWindow.new
       end
     
     return exp_result_kill_count_later(enemy)
 end
end

$BlizzABS = BlizzABS::Processor.new


#==============================================================================
# ***Hunter Rank Window***
# Hunter Rank level up window
# by dwellercoc - 17/09/2010
#    
#==============================================================================

class MyCustomWindow < Window_Selectable

 #----------------------------------------------------------------------
 # * Object Initialization
 #----------------------------------------------------------------------
 def initialize
   super(242, 90, 195, 275)
   @column_max = 3
   self.contents = Bitmap.new(width - 32, height - 32)
       refresh
   self.active = false
   self.index = -1
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.size = 26
   cx = contents.text_size("123123123123123123123").width
   
   self.contents.font.color = Color.new(225, 215, 255)
   self.contents.font.bold = true
   self.contents.draw_text(11, 0, cx, 32, "  Hunter Rank")
   self.contents.draw_text(11, 20, cx, 32, "Now you are a:")
   self.contents.font.color = normal_color
   self.contents.font.bold = false
   
   case $game_variables[1]
       when 1
         @bitmap = RPG::Cache.battler("n00B.png", 0)
       when 10
         @bitmap = RPG::Cache.battler("Hunter.png", 0)
       when 20
         @bitmap = RPG::Cache.battler("Assasin.png", 0)
       when 30
         @bitmap = RPG::Cache.battler("Triturador.png", 0)
       when 40
         @bitmap = RPG::Cache.battler("Master.png", 0)
   end
       
   self.contents.blt(11, 47, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 160)
     
 end

 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(@index * 64, 0, 64, 64)
   end
     end
 end

$BlizzABS = BlizzABS::Processor.new
#==============================================================================
# * Scene_ShowWindow
#==============================================================================

class Scene_ShowWindow
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   
   #call the window
   @window = MyCustomWindow.new
   @window.opacity = 0
   
   # Execute transition
   @spriteset = Spriteset_Map.new
   @sprite = Sprite.new
   # @sprite.bitmap = RPG::Cache.picture("Hunter")
   Graphics.transition
   
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
    end
   
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @window.dispose
   @spriteset.dispose
   @sprite.dispose
   #@sprite.bitmap.dispose
   
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @window.update
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to Menu screen
     $scene = Scene_Map.new
     return
   end
   end
 end

13
Tutorials / [C#] Beginner guide
September 14, 2010, 07:50:06 am
I installed MV C# 2010 express and begin to work with it. I made in the pass a few programs with Visual Basic (best I don´t say which version  :'() and now want to return to programming but with a new lenguage (just for a hobbie). I read that a few of CP members works with C# and want to ask you to good internet resources for a begginer (tutorials, forums, etc..). Actually I´m using Microsoft learning resources.

14
Resource Database / Orcs template
September 10, 2010, 05:55:18 pm
A friend ask me for an orc template that match with RTP resources so he can make differents orcs sprites for a game. I´m working on the template and want to have some feedback.

I decided to work on G-Judo male template cause i like the walking animation (thinking on orcs) :
G-Judo: ShowHide


- First step was changing the template skin to a dark green. After that I worked on the head (jax, eyes, ears, mouth and nose). I didn´t want a rude face expresion nor a happy one.
- The second step was to work on chest and hip because G-Judo template ones are too thin for an orc (also I made the template 1 pixel taller).
- Third step was to work on arms and legs. The shoulders size were increased and added more muscles to the arms. The legs and feets got more details and finally detailed the chest muscles and the adominal muscles (also I separated the hands from the body 1 pixel)
The result at this point:


To test the sprite I added lether cloth, shoes and put hair, bear and eyebrows.

test on a RTP map: ShowHide


I´m happy with the results but before continue spriting the whole animation I want some feedback.

Thanks for your help.

Full template:
Spoiler: ShowHide


(now working on attack, idle and static poses for this template)
15
RPG Maker Scripts / [RESOLVED] Moving events
August 18, 2010, 06:45:08 am
Can someone tell me how can I move an event using code?

16
Resources / Sprites animation software
August 13, 2010, 06:22:26 pm
I`m using Gif animator and Beneton Movie Gif to anime some of my sprites (out of RPGMaker). I´m wondering if exist a software that recognize RPGMaker 4x4 sprites format and anime them on a gif ( I searched on google but didn´t find anything)
17
Script Troubleshooting / [RESOLVED] Menu crash
August 10, 2010, 01:02:57 am
Hi, I tried to make a option menu (like Blizz-ABS premenu):

Spoiler: ShowHide


Looking into Scene_Menu and Command_Menu I finally do it (I´m not a scripter but like to play with code sometimes):

#==============================================================================
# ** My_Window
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class My_Window < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     width    : window width
 #     commands : command text string array
 #--------------------------------------------------------------------------
 def initialize(width, commands)
   # Compute window height from command quantity
   super(100, 100, 205, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
   #Shows the picture on the window
   #Stores the picture into the battler
   @bitmap = RPG::Cache.battler("t1.png", 0)
   self.contents.blt(2, 5, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 160)
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #     color : text color
 #--------------------------------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
 end
 #--------------------------------------------------------------------------
 # * Disable Item
 #     index : item number
 #--------------------------------------------------------------------------
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end
#==============================================================================
# ** Scene_123
#------------------------------------------------------------------------------
#  This class performs Options 123 screen processing.
#==============================================================================

class Scene_123
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 
 
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make command window
   s1 = "    Option 1"
   s2 = "    Option 2"
   s3 = "    Option 3"
   s4 = "    Option 4"
   s5 = "    Option 5"
   s6 = "    Option 6"
   @command_window = My_Window.new(205, [s1, s2, s3, s4, s5, s6])
   @command_window.index = @menu_index
   @command_window.opacity = 255
   
   # If number of party members is 0
   if $game_party.actors.size == 0
     # Disable items, skills, equipment, and status
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   # If save is forbidden
   if $game_system.save_disabled
     # Disable save
     @command_window.disable_item(4)
   end
   
   #Fondo del menu = MAPA
   @spriteset = Spriteset_Map.new
       
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @command_window.dispose
   
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @command_window.update
   
   # If command window is active: call update_command
   if @command_window.active
     update_command
     return
   end
   # If status window is active: call update_status
   if @status_window.active
     update_status
     return
   end
 end
 
 
 #--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
   
     case @command_window.index
     when 0  # Option1
       $Victory =+ 1
       $scene = Scene_Map.new
     when 1  # Option 2
       $scene = Scene_Map.new
     when 2  # Option 3
       $scene = Scene_Map.new
     when 3  # Option 4
       $scene = Scene_Map.new
     when 4  # Option 5
       $scene = Scene_Map.new
     when 5  #  Option 6
       $scene = Scene_Map.new
       return
     end
     return
   end
 end
 end
   


But I have a problem. After I use the menu and go back to scene_map, if I open again the menu or do a map transition, the game crash (no error message, just crash).

I hope that someone can take a look at this and help me (RPGMaker XP and not using any other scripts).
18
Resource Requests / [RESOLVED] Road autotiles
August 02, 2010, 12:34:25 pm
I need a road autotile, may someone have one on his resource database and want to share it with me.

I have this one, but need a few more to combine differents roads.

Spoiler: ShowHide
19
Resource Database / Weapons (Blizz-ABS)
June 03, 2010, 04:37:38 pm
I'm working on weapons for my game. (adapted and original icons to Blizz-ABS format).











Swords
"La Odiosa": ShowHide





"Steel": ShowHide





"Terra": ShowHide





"Sanguinea": ShowHide





"La Dolorosa": ShowHide





(original, no edit)
"La Vengadora": ShowHide





(original, no edit)
"Caurles": ShowHide





(original, no edit)
"Steel2": ShowHide





"Cutlasses": ShowHide





"Firesword": ShowHide





"Cyclope Sword": ShowHide





"Littledragon Sword": ShowHide



new animation:



Lances
"Lance 1": ShowHide







Maces
"Pilon": ShowHide





"Truncheon": ShowHide





Flails
"Flail": ShowHide





Daggers
(original, no edit)
"Daga Ignea": ShowHide





(original, no edit)
"Kitchen Knife": ShowHide





Staffs
"Duriel Staff": ShowHide
 (original, no edit)




(from WoW Benediction Staff)
"Benediction": ShowHide
 (original, no editfrom WoW Benediction Staff)



(original, no edit)
"Fire Staff": ShowHide
 




Gunswords
"Gunsword": ShowHide





Axes
(original, no edit)
"Hachona 1": ShowHide






(original, no edit)
"Despiadada": ShowHide





"Niche Pokebattleaxe": ShowHide






"Niche Axe": ShowHide







Other Weapons
(original, no edit)
"Urumi": ShowHide





Projectile Skills
(original, no edit)
"Fire bolt": ShowHide




"Ice lance": ShowHide




Projectile Weapons
Spoiler: ShowHide







- If someone need a weapon to be adapted to Blizz-ABS, just send me the icon.
- Also I´m acepting original weapons request.

(I'll update this post with more weapons)
20
Hi all,

Is posible to improve/modify  Visual Equipment for Blizz-ABS script so the character graphic on menu windows (status, equip...) will update with the armor/weapons equiped?
21
Resource Database / Rings Visual Effects
May 28, 2010, 10:19:31 am
Hi All,

I´m using Visual Equipment for Blizz-ABS and I made a few visual effect u can use when u equip a ring on:

- Fire Protection ring:
Spoiler: ShowHide




- Venom Protection ring:
Spoiler: ShowHide




- Violet Effect ring:
Spoiler: ShowHide



22
Hi all,

I have a problem with item drop on my server. Mobs drops the item but directly to players inventory (no item on the field). ABS options --> ITEM_DROP = true. May I need to change other config so the item drop to the field?

(using: UMS, Law Custom eqiipment Screen, RMX-OS, Blizz-ABS, XP Bar-ABS, Visual Equipment ABS, ABS Controller for RMX-OS last version scripts)

ABS Configuration: ShowHide

CUSTOM_CONTROLS = false
   DISABLE_DEFAULT = false
   UP = "Key['W']"
   LEFT = "Key['A']"
   DOWN = "Key['S']"
   RIGHT = "Key['D']"
   PREVPAGE = "Key['Q']"
   NEXTPAGE = "Key['E']"
   CONFIRM = "Key['H']"
   CANCEL = "Key['F']"
   ATTACK = "Key['K']"
   DEFEND = "Key['L']"
   SKILL = "Key['J']"
   ITEM = "Key['I']"
   SELECT = "Key['O']"
   HUD = "Key['Z']"
   HOTKEY = "Key['X']"
   MINIMAP = "Key['C']"
   RUN = "Key['M']"
   SNEAK = "Key['.']"
   JUMP = "Key[',']"
   TURN = "Key['U']"
   
 end
 
 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 # BlizzABS::Config
 #----------------------------------------------------------------------------
 #  This module provides Blizz-ABS configurations.
 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
 module Config
   
   # 2.1. # Basic Configuration
   MAX_PARTY = 4
   MAX_PETS = 1
   MAX_MONSTERS = 1
   MAX_SUMMONS = 1
   CATERPILLAR = false
   CORPSES = false
   EMPTY_CORPSES = false
   RECOVER_ON_LEVEL_UP = true
   FULL_DEFEND = true
   DIRECT_HOTKEYS = false
   AUTO_GAMEOVER = false
   DROP_AMMO = true
   MENU_COLOR_TINT = 0
   DISABLE_ABS_MODE = 0
   ITEM_DROP = true
   ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
   GOLD_DROP = ''
   GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
   DROP_TIME = 29
   EVENT_LOCK = 40
   ANIMATED_IDS = []
   
   # 2.2. # Movement Configuration
   PIXEL_MOVEMENT_RATE = 0
   REPAIR_MOVEMENT = true
   EIGHT_WAY_MOVEMENT = false
   SNEAK_ON_CHARGE = false
   NORMAL_SPEED = 4
   RUN_SPEED = 5
   SNEAK_SPEED = 3
   JUMPING = 2
   NO_JUMP_TAGS = []
   ALLOW_JUMP_TAGS = []
   NO_FLOOR_TAGS = []
   
   # 2.3. # Lag Prevention Configuration
   INTELLIGENT_PASSABILITY = false
   ABSEAL_AUTOKILL = true
   ABSEAL_FACTOR = 4
   DISABLE_ANTILAG_IDS = []
   
   # 2.4. # Game Info Configuration
   HUD_ENABLED = true
   HUD_POSITION = 0
   HUD_TYPE = 0
   MINIMAP = true
   HOTKEYS = true
   ENEMY_HEALTH_BARS = 0
   ENEMY_HEALTH_BARS_MATCH_WIDTH = false
   BOUNCING_DAMAGE = false
   WEAPON_DATA_MODE = [2, 0]
   SKILL_DATA_MODE = [0, 0, 0]
   ITEM_DATA_MODE = [2, 0, 0]
   
   # 2.5. # Enemy Behavior Configuration
   AI_DEFAULT_ATTRIBUTES = '00000000'
   AI_DELAY_TIME = 40
   VIEW_RANGE = 5
   HEARING_RANGE_RATIO = 40
   RESPAWN_TIME = 8
   WALL_TAGS = []
   NO_ENEMY_TAGS = []
   
   # 2.6. # Animation Configuration
   ANIMATIONS = true
   SMALL_ANIMATIONS = true
   DISPLAY_LEVEL_UP = true
   LEVEL_UP_ANIMATION_ID = 2
   FLEE_ANIMATION_ID = 0
   CALL_HELP_ANIMATION_ID = 0
   DEFEND_ANIMATION_ID = 0
   UNSUMMON_ANIMATION_ID = 0
   
   # 2.7. # Sprite Control Configuration
   A_ACTION_SPRITES = true
   A_WEAPON_SPRITES = true
   A_DEFEND_SPRITES = false
   A_SKILL_SPRITES = false
   A_ITEM_SPRITES = true
   A_IDLE_SPRITES = false
   A_CHARGE_SPRITES = false
   A_CHARGE_WEAPON_SPRITES = false
   A_CHARGE_SKILL_SPRITES = false
   A_CHARGE_ITEM_SPRITES = false
   E_ACTION_SPRITES = false
   E_SKILL_SPRITES = false
   E_IDLE_SPRITES = false
   E_CHARGE_SPRITES = false
   E_CHARGE_SKILL_SPRITES = false
   RUNNING_SPRITES = false
   SNEAKING_SPRITES = false
   JUMPING_SPRITES = false


Please use [code][/code] tags when posting code ~ G_G

23
Hi all,

I'm using this script to change character graphics when you equip an item:

Spoiler: ShowHide

#==============================================================================
# ** Visual_Equipment Re-Edited (version Kappa)
#------------------------------------------------------------------------------
# Written by Rataime
# New Edits by DerVVulfman
# February 10, 2008
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
# Revisions to note:
# 1) Added formatted headers and comments throughout the script.
# 2) Encapsulated the working code in a Visual Equipment module.
# 3) Set the equipment array into an instance value to lower resource costs.
# 4) Discovered a 'nil' $game_party bug. Added 'return if...' statements.
# 5) Removed unnecessary Window_SaveFile edit.
# 6) Interpreter routine for 'Change Equipment' now aliased.
# 7) Interpreter routine for 'Change Equipment' now changes visible equipment.
# 8) Support for 'Change Party Members' now works, even w/ Large Party systems.
# 9) 'Change Equipment' now compatible with Fukuyama's Train Actor script.
# 10) System should now be usable with or without RMXP SDK.
#------------------------------------------------------------------------------
# ** Changing party members or equipment while still visible on the map will
# ** force the map to refresh, giving a slight pause.
#==============================================================================



#==============================================================================
# ** module Visual Equipment
#------------------------------------------------------------------------------
# This module handles the image name and equipment drawing process.
#==============================================================================

module Visual_Equipment
module_function
#--------------------------------------------------------------------------
# * Update Visual Equipment
#--------------------------------------------------------------------------
def equip_update
@visual_equipment = Array.new
for i in 0..$game_party.actors.size
@visual_equipment[i+1] = []
end

#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
#
# Syntax to set weapons or armors in this script are as follows:
# add_weapon_sprite(weaponID, characterset)
# -or- add_armor_sprite(armorID, characterset)
#
# The ID number is the same as the ID number in the database.
# The charactersets are the extra graphics for the weapon/armor that is
# stored in the 'Graphics\Characterset' folder of your project.

# ARMOR LISTINGS
add_armor_sprite( 13, "IronArmor")
# HEAD
add_armor_sprite( 6, "GoldenCap")
# RINGS
add_armor_sprite( 25, "PowerRing")
# WEAPON LISTINGS
#add_weapon_sprite(33, "tpl_helmet_1") # <-didn't make a weapon image tongue.gif
add_weapon_sprite( 1, "Sword1")
add_weapon_sprite( 2, "Sword2")
# SHIELD
add_armor_sprite( 1, "IronShield")

#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================

#------------------------------------------------------------------------
# * Visual Equipment Functions
#------------------------------------------------------------------------
RPG::Cache.clear
return if $game_party == nil
for i in 0...$game_party.actors.size
for img in @visual_equipment[i+1]
bitmap = RPG::Cache.character($game_party.actors[i].character_name,
$game_party.actors[i].character_hue)
if img!=true and img!=false
add_equip(bitmap,img,i)
end
end
end
end
#--------------------------------------------------------------------------
# * Add Equipment
# sprite : Original sprite bitmap
# to_add : Equipment characterset
# character : Member in party
#--------------------------------------------------------------------------
def add_equip(sprite, to_add, character)
return if $game_party == nil
bmp = Sprite.new
bmp.visible = false
bmp.bitmap = RPG::Cache.character(to_add,
$game_party.actors[character].character_hue)
color = bmp.bitmap.get_pixel(0, 0)
x = sprite.width
y = sprite.height
if @visual_equipment[0]
x = x/4
y = y/4
end
for i in 0..x
for j in 0..y
color_get = bmp.bitmap.get_pixel(i, j)
if color_get != color
sprite.set_pixel(i, j ,color_get)
end
end
end
bmp = nil
end
#--------------------------------------------------------------------------
# * Add Weapon Sprite
# id : Weapon ID
# sprite : Weapon characterset
#--------------------------------------------------------------------------
def add_weapon_sprite(id, sprite)
return if $game_party == nil
for i in 0...$game_party.actors.size
if $game_party.actors[i].weapon_id == id
@visual_equipment[i+1].push(sprite)
end
end
end
#--------------------------------------------------------------------------
# * Add Armor Sprite
# id : Armor ID
# sprite : Armor characterset
#--------------------------------------------------------------------------
def add_armor_sprite(id, sprite)
return if $game_party == nil
for i in 0...$game_party.actors.size
if $game_party.actors[i].armor1_id == id or
$game_party.actors[i].armor2_id == id or
$game_party.actors[i].armor3_id == id or
$game_party.actors[i].armor4_id == id
@visual_equipment[i+1].push(sprite)
end
end
end
end



#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :visual_transfer # Equipment changed in field switch
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias visual_initialize initialize
def initialize
# Perform the original call
visual_initialize
@visual_transfer = false # Equipment changed in field
end
end



#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update_right update_right
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::cool.gif
# Update with the equipment
Visual_Equipment.equip_update
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(2)
return
end
# Perform the original call
visual_update_right
end
end



#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Do not perform during equipment transfer
return if $game_temp.visual_transfer == true
# Perform the original call
visual_update
end
end



#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_command_129 command_129
alias visual_command_319 command_319
#--------------------------------------------------------------------------
# * Change Party Member
#--------------------------------------------------------------------------
def command_129
# Perform the original call
visual_command_129
# Update with the equipment
Visual_Equipment.equip_update
# Continue
return true
end
#--------------------------------------------------------------------------
# * Change Equipment
#--------------------------------------------------------------------------
def command_319
# Perform the original call
visual_command_319
# Update with the equipment
Visual_Equipment.equip_update
# Turns the transfer system on
$game_temp.visual_transfer = true
# Switch to map screen
$scene = Scene_Map.new
# Continue
return true
end
end



#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Perform the original call
visual_update
# Turns equipment transfer system off
$game_temp.visual_transfer = false if $game_temp.visual_transfer == true
end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character_hue
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_setup setup
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
# Perform the original call
visual_setup(actor_id)
@character_hue = (@character_hue+1)%256
end
end



#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_read_save_data read_save_data
alias visual_on_cancel on_cancel
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_cancel
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Perform the original call
visual_read_save_data(file)
# Update with the equipment
Visual_Equipment.equip_update
end
end



#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_on_decision on_decision
alias visual_on_cancel on_cancel
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_cancel
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(file)
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_decision(file)
end
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_command_new_game command_new_game
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Perform the original call
visual_command_new_game
# Update with the equipment
Visual_Equipment.equip_update
end
end


Is running fine. Now i need to also change the Battler graphic each time you equip an item.

Can someone help me pls?  (Is for RMXP)