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Topics - Moosefish

1
Script Requests / [XP] Tiny noob question [solved]
August 26, 2011, 12:13:31 pm
Hey all,
I just need to know what the script call is for a common event. I've googled it and found "$game_temp.common_event_id = [18]"
but when I put it in the script I get the error "Script interpreter1' line 72: nomethod error occured. Undefined method '>' for [18] Array

I was just wondering if there was another script call, or if there is a way to fix this error.

I basically want an option in the menu to go to a common event, everything works except the common event call!

I would greatly apreciate any help!
2
 For a game i made ages ago, there was an alignment based beginning... Basically the character in the middle of these is how you started, as you progressed through the beginning of the game evil actions changed your battler to the left, and good actions changed it to the right. It was an attempt at making the character look like it was "naturally growing" into a good or bad person depending on your decisions in the game (like Fable). At the end of these decisions, your character either joined the enemy army or the good army (which is where the battlers with weapons comes in) and the game begins properly with either an evil storyline or a good one.
I'm pretty sure I could have explained that in about two sentances :P but you guys can enjoy my essay!


Spoiler: ShowHide


Anyway! the game was pretty crap, so if anyone can find a use for these and make something better with them, be my guest!  :haha:
3
Script Requests / [XP] Script request, Autotile
May 07, 2011, 05:37:35 pm
i know that it's a long shot, but if someone could make a script that allows for double the autotiles on a map, I would love them forever and be eternally in their debt XD
wouldn't mind doing battlers or sprites in return, let me know.
:haha:
4
Resource Database / [XP] Dark Soldier Charas
April 08, 2011, 06:42:21 pm
Made this lil dude, havent made a battler yet, ive been using the image below it, which was definately NOT made by me and unfortunately dont know who to give credit for it so not sure if its okay to use! im only using it till i make a battler, i think its from a game like metal gear

Spoiler: ShowHide

Spoiler: ShowHide


let me know if anyone finds it usefull
5
Resources / [XP] Lancer Battler Elemental Variations
April 08, 2011, 06:21:22 pm
for a game i tried a long time ago i made this guy a swordsman and had different elemental variations.
they aint great but they might be of use to someone!

Spoiler: ShowHide


what you think?
6
Script Requests / [XP] TINY script edit
March 30, 2011, 09:51:53 am
hey everyone

heres the part of the script i need help with

Spoiler: ShowHide
[nobb]
   def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 18, "Step Count")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  end
end
[/nobb]


Basically, where it says "Step Count" i need it to say the name of one of the actors ID's,
this way I can rename the actor whatever i want and instead of it saying "Step Count" it will say the actor name
Ive tried a few things but im a complete n00b in terms of scripting

im good on photoshop so if you can help me out ill help you out back

thanks!  :)
7
Script Requests / [XP] Multiple weapon script
March 30, 2011, 07:35:02 am
hey!

here's what im looking for

- Certain characters (chosen by user) have two weapon slots instead of one
- When using default attack, the animation for each weapon will play one after the other.
- Must be compatible with Falcon's "New scene status" shown below (thanks falcon!)

Here is the script it must be compatible with
Spoiler: ShowHide
[nobb]
 #===================================================
# New Scene Status by Falcon
# Credit also goes to AcedentProne, since I used his Gradient Bar script
# Version History
# v1.0 Added Gradient Bars
# v.9 Initial Test
#===================================================

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#=====================================
#Gradient Bars with customizable lengths, thicknesses, types and Colors
#By AcedentProne
#=====================================
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
   if type == "horizontal"
     width = length
     height = thick
     self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
     self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
     w = width * e1 / e2
     for i in 0..height
     r = c1.red + (c2.red - c1.red)   * (height -i)/height  + 0   * i/height
     g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
     b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
     a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
     self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
   end
elsif type == "vertical"
   width = thick
   height = length
     self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
     self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
   h = height * e1 / e2
   for i in 0..width
     r = c1.red + (c2.red - c1.red)   * (width -i)/width  + 0   * i/width
     g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
     b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
     a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
     self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
   end
end
end
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
   if type == "horizontal"
     width = length
     height = thick
     self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
     self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
     w = width * e1 / e2
     for i in 0..height
     r = c1.red + (c2.red - c1.red)   * (height -i)/height  + 0   * i/height
     g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
     b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
     a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
     self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
   end
elsif type == "vertical"
   width = thick
   height = length
     self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
     self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
   h = height * e1 / e2
   for i in 0..width
     r = c1.red + (c2.red - c1.red)   * (width -i)/width  + 0   * i/width
     g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
     b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
     a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
     self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
   end
end
end
  #--------------------------------------------------------------------------
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 10, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 100, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 112, y, 84, 32, actor.next_exp_s)
  end
end
#==============================================================================
class Scene_Status

#---------------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
#---------------------------------------------------------------------------------

def main
    @actor = $game_party.actors[@actor_index]
    @window_actor = Window_Actor.new(@actor)
    @window_actor.x =0
    @window_actor.y =0
    @window_actor.height = 380
    @window_actor.width = 380
    @windowhpsp = WindowHPSP.new(@actor)
    @windowhpsp.x =0
    @windowhpsp.y =379
    @windowhpsp.height = 101
    @windowhpsp.width = 380
    @window_exp = Window_exp.new(@actor)
    @window_exp.x =379
    @window_exp.y =0
    @window_exp.height = 100
    @window_exp.width = 261
    @window_equipment = Window_equipment.new(@actor)
    @window_equipment.x =379
    @window_equipment.y =99
    @window_equipment.height = 381
    @window_equipment.width = 261
Graphics.transition
    loop do
      Graphics.update
      Input.update
     update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @window_actor.dispose
    @windowhpsp.dispose
    @window_exp.dispose
    @window_equipment.dispose
  end
#---------------------------------------------------------------------------------
  def update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end

#===================================================
# Scene Status Ends
#===================================================



#===================================================
# Window_Actor Begins
#===================================================

class Window_Actor < Window_Base

#---------------------------------------------------------------------------------     
  def initialize(actor)
    super(0, 0, 380,380)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
#---------------------------------------------------------------------------------   
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(0, 0, bitmap, src_rect)
  end
#----------------------------------------------------------------------------------
  def refresh
    draw_actor_battler(@actor, 0, 0)
    draw_actor_graphic(@actor, 60, 330)
    draw_actor_name(@actor, 120, 0)
    draw_actor_class(@actor, 120 + 120, 0)
    draw_actor_level(@actor, 120, 32)
    draw_actor_state(@actor, 244, 32)
    draw_actor_parameter(@actor, 170, 96, 0)
    draw_actor_parameter(@actor, 170, 128, 1)
    draw_actor_parameter(@actor, 170, 160, 2)
    draw_actor_parameter(@actor, 170, 192, 3)
    draw_actor_parameter(@actor, 170, 224, 4)
    draw_actor_parameter(@actor, 170, 256, 5)
    draw_actor_parameter(@actor, 170, 288, 6)
  end
end
#===================================================
# Window_Actor Ends
#===================================================


#===================================================
# Window_HPSP Begins
#===================================================

class WindowHPSP < Window_Base

#---------------------------------------------------------------------------------     
  def initialize(actor)
    super(0, 0, 380,101)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
#---------------------------------------------------------------------------------   
   def refresh
    draw_actor_hp(@actor, 0, 0, 172)
    draw_actor_sp(@actor, 0, 32, 172)
    draw_normal_barz(175, 11, "horizontal", 150, 10, @actor.hp.to_i, @actor.maxhp.to_i, Color.new (225, 0, 0, 225))
    draw_normal_barz(175, 44, "horizontal", 150, 10, @actor.sp.to_i, @actor.maxsp.to_i, Color.new (0,0,255,255))
  end
end
#===================================================
# Window_HPSP Ends
#===================================================


#===================================================
# Window_exp Begins
#===================================================

class Window_exp < Window_Base

#---------------------------------------------------------------------------------     
  def initialize(actor)
    super(0, 0, 261,100)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
#---------------------------------------------------------------------------------   
  def refresh
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 80, 32, "Exp")
    self.contents.draw_text(120, 0, 80, 32, "Left")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 32, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(140, 32, 84, 32, @actor.next_rest_exp_s, 2)
  end
end
#===================================================
# Window_exp Ends
#===================================================


#===================================================
# Window_equipment Begins
#===================================================

class Window_equipment < Window_Base

#---------------------------------------------------------------------------------     
  def initialize(actor)
    super(0, 0, 261,381)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
#---------------------------------------------------------------------------------   
  def refresh
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(0, 64, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(0, 128, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(0, 196, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(0, 256, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 0, 32)
    draw_item_name($data_armors[@actor.armor1_id], 0, 96)
    draw_item_name($data_armors[@actor.armor2_id], 0, 160)
    draw_item_name($data_armors[@actor.armor3_id], 0,228)
    draw_item_name($data_armors[@actor.armor4_id], 0, 288)
  end
end
#===================================================
# Window_equipment Ends
#=======================
[/nobb]


Thank you!
if anyone can help me I would glady help them out back, im no good with scriptin or anythin but im good on photoshop
:haha:
8
Script Requests / Nathmatt map combiner script edit
March 29, 2011, 11:03:33 am
Hey everyone

basically I grabbed this script for my game, and it is excellent (thank you nathmatt!)
it basically adds maps onto your current map in game (so that you can buy buildings ect)
unfortunately for my game i need to also be able to remove maps from the game,
could someone take a look and see if this is possible?
im a noob with scriptin but im good on photoshop if you want a favour back in return,

thanks!  :haha:

Spoiler: ShowHide
[nobb]
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Map Combiner by Nathmatt
# Version: 1.0
# Type: utility
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Game_Map
 
 alias town_setup setup
 def setup(map_id)
   if $game_system.town[map_id] != nil
     @map_id = map_id
     @map = $game_system.town[map_id]
     # set tile set information in opening instance variables
     tileset = $data_tilesets[@map.tileset_id]
     @tileset_name = tileset.tileset_name
     @autotile_names = tileset.autotile_names
     @panorama_name = tileset.panorama_name
     @panorama_hue = tileset.panorama_hue
     @fog_name = tileset.fog_name
     @fog_hue = tileset.fog_hue
     @fog_opacity = tileset.fog_opacity
     @fog_blend_type = tileset.fog_blend_type
     @fog_zoom = tileset.fog_zoom
     @fog_sx = tileset.fog_sx
     @fog_sy = tileset.fog_sy
     @battleback_name = tileset.battleback_name
     @passages = tileset.passages
     @priorities = tileset.priorities
     @terrain_tags = tileset.terrain_tags
     # Clear refresh request flag
     @need_refresh = false
     # Set map event data
     @events = {}
     for i in @map.events.keys
       @events[i] = Game_Event.new(@map_id, @map.events[i])
     end
     # Set common event data
     @common_events = {}
     for i in 1...$data_common_events.size
       @common_events[i] = Game_CommonEvent.new(i)
     end
     # Initialize all fog information
     @fog_ox = 0
     @fog_oy = 0
     @fog_tone = Tone.new(0, 0, 0, 0)
     @fog_tone_target = Tone.new(0, 0, 0, 0)
     @fog_tone_duration = 0
     @fog_opacity_duration = 0
     @fog_opacity_target = 0
     # Initialize scroll information
     @scroll_direction = 2
     @scroll_rest = 0
     @scroll_speed = 4
   else
     town_setup(map_id)
   end
 end
 
 def add_map(map_id)
   map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
   map.events.each{|id,value|@map.events[@map.events.keys.size+1] = value}
   (0..map.height-1).each{|y|(0..map.width-1).each{|x|(0..3).each{|z|
   if map.data[x,y,z] != nil && map.data[x,y,z] != 0
     @map.data[x,y,z] = map.data[x,y,z]
   end}}}
   $game_system.town[@map_id] = @map
   setup(@map_id)
   $scene.spriteset = Spriteset_Map.new if $scene.is_a?(Scene_Map)
 end
 
end
   
class Game_System
 attr_accessor :town
 alias town_initialize initialize
 def initialize
   town_initialize
   @town = []
 end
end

class Scene_Map
 attr_accessor :spriteset
end
[/nobb]


and thanks for showin me how to put it into the code box :)
9
hey guys, im new to chaos project so hello!  :^_^':

I'm just looking for a simple shop script that looks good, here's what i need
- Neat and simple interface
- User must spend from a Variable, and not the Gold
- When something is purchased, it must delete that option for future purchase, and do a script call (rather than give an item)
- And i want to be able to use a script call to add new items to this shop.

If anyone can help I would be greatful!

Oh and i recently grabbed a script off here for combining maps, which is great and ofcourse ive credited it in my game! but unfortunately
it resets the camera position to the top left of the screen whenever i combine a map,
its this bit that is the problem;
     
# Initialize displayed coordinates
     @display_x = 0
     @display_y = 0

is there anyway this can be reset to the players location? or to two variables that I can set to the players location myself?

Thanks alot guys!  :)


I figured it out and feel pretty dumb, it was simpler than i thought, if anyone has that script and needs to know how to stop this
then just delete that section from the script lol
dont need the shop anymore guys! thanks but gonna do it a simpler way!