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Topics - Redd

1
News / Suggestions / Feedback / Warning.
August 28, 2014, 02:17:04 pm
Sometimes when I do a google search for some scripts or whatever, and click on a link that directs to here, it comes up with a warning about how this page may not be the actual page and it will try to get your information and stuff like that. Obviously, I know this isn't the real deal, but it's still happening and that should be looked into. I'm using Chrome on Windows XP, don't know if that makes a difference or not.
I can't seem to get it to actually happen right now, but next time it does I'll be sure to post a screen shot.
2
Hey guys I'm having three issues here.

1. I am using Kendorei's menu system, and when I click into the menu, the pre menu for blizz abs does not show up. Instead, it goes straight to the menu system that I am using. I don't know what could possibly be causing this. Here is the link to the menu system http://www.rpgrevolution.com/forums/index.php?showtopic=26023

2. I am also using Hermes' Message Script. I have two issues with this one but the first is pretty simple... when I type in the normal code for displaying an actor's name in RMXP "n\
  • " it shows up as that's the character that's saying the thing that's in the message box instead of it actually being said by the character who is saying it. I have it appear over the sprite's heads using the "\p
  • " commands.

    3. My other problem with it is that ever since adding in Blizz ABS, all of my message windows are displayed on top of the screen, even if I want them to appear over an events head. I can't post the Hermes script here because it adds bits and pieces to the default scripts with the Inserter script, so I'll just give you a link to it: http://www.rpgrevolution.com/forums/index.php?showtopic=53488

    Here are all of the scripts I'm using (with the Inserter on the top, of course. I have problems if I don't run it every time the game starts up. This is okay though, the start up time isn't even 5 seconds).

    Spoiler: ShowHide


    If you can help it would be much appreciated :) I'll definitely add you in the credits of my game!

    EDIT: I also have another issue that I really can't figure out for the life of me. There must be a script to do this somehow. Anyway, I am using a slightly edited version of Moonpearl's character creator to enable the player to create their own character (using Looseleaf graphics (are those by Mack, by the way?)), but when I remove that actor from the party, his sprite still shows up with the Train Actor. I am at a complete loss at what to do. The system works in a way where any transparent/blank events that don't have their opacity set at 0 show up as the character that was created too. Maybe there is a script that just erases the 4th player from view? They aren't actually in the party or anything, they don't attack. They just follow. There is one more thing I am going to try and I'll get back to you guys if it works.

    EDIT EDIT: It didn't work. I tried using a dummy graphic but since it's transparent it obviously won't work xP maybe I can use a semi-transparent white lone pixel and nobody will notice.

    EDIT EDIT EDIT: That didn't work either. I need help xD
3
Resources / Musician for hire!
March 18, 2014, 04:59:43 pm
Hey guys, I recently quit my job to focus 100% on what I love to do most, and that's making music.
I can make songs for basically any reason you may need them, including video games, videos, movies, royalty free beats, and more.

To check out a lot of the video game music I've made, go to this link.
For some beats that I have made, go to this link.
To listen to some of my actual music, you can go to my Bandcamp page.

I have 3 years of experience making music electronically and every time I make a track I get better and better. I use a combination of Logic Pro 9 (mainly), Acoustica Mixcraft 5, and Audacity.

If any of you are interested, please send me an email at prescottofficial@gmail.com and we can discuss what you need and what rates. All of my music is royalty free (just a credit to Carter Eggenberger in your game or video is fine; music not needed but at slightly higher rates) and is generally $12 a piece (which I understand is pretty cheap), but we can work something else out if need be.

Thanks for taking the time to read this, and I hope I can make music for a lot of you!
4
Script Requests / [XP] Character Data Exporter?
February 10, 2014, 07:07:30 pm
Hey, if someone could make this REALLY fast for me that would be so great!
I'm going pretty in depth with the planning in my game, and we plan over at my friend's house, who doesn't have RMXP. So after spending an hour typing up all of one character's stats in a spreadsheet, I figured that there had to be an easier way to do it.

If someone could make a script SUPER FAST for me that would read the game's character data and export all of the stats for every character at every level into even like a notepad document, that would be sooooooo nice. Credit in-game would be given for your help.

It would just be like at level 1, this character has 99 hp, at level 2, at level 3, etc etc etc.

Thank you so much! :D
5
Script Troubleshooting / Problem with item combining
October 26, 2013, 05:42:13 pm
Hey everyone, I never post on here just because this seems more like a heavy development forum for smart people more than anything else...
but I have this one request. And it's fairly easy. Actually, really easy. I just can't figure out how to do it.

Here's the script I'm using (it's RPG Maker XP in case you couldn't tell):
#==============================================================================
# ** Menu Item Add-On:  Combine Option
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.2
#    02-11-2013
#    RGSS / RPGMaker XP
#==============================================================================
#
#  INTRODUCTION:
#
#  This little feature adds itself  to the default Scene_Item class,  allowing
#  the player to combine two individual items together to create a new item in
#  their party's cache of goods.
#
#------------------------------------------------------------------------------


# ===== REQUIRED HASH ARRAYS - DO NOT TOUCH ===================================
COMBINE, COMBINE_W, COMBINE_A = {}, {}, {}
#==============================================================================


  # ITEM-TO-ITEM COMBINABLES
  # ========================
  # Both values in the ITEMS array may be item IDs.
  #
  #         MERGE       ITEMS
  # ==============     ========
    COMBINE['I21']   = [ 5, 6 ]
    COMBINE['I22']   = [ 7, 8 ]
    COMBINE['I2']    = [ 2, 25 ]
    COMBINE['I4']    = [ 3, 18 ]
    COMBINE['I20']   = [ 4, 19 ]
    COMBINE['I26']   = [ 12, 15 ]
    COMBINE['I23']   = [ 16, 17 ]
    COMBINE['I27']   = [ 26, 15 ]
    COMBINE['I28']   = [ 27, 15 ]
    COMBINE['I13']   = [ 28, 15 ]


  # NON-COMBINABLES
  # ==========================
  # This allows you to let the player combine items that don't
  # actually work together to make... garbage!  Garbage is the
  # actual item in the database (by ID) that will be generated
  # if the player tries without success.
  #
    NON_COMBINE       = false   # If you fail to combine items and make garbage
    NON_COMBINE_ITEM  = 33      # The ID of the garbage item.
   
   
#==============================================================================
# ** Window_ItemCombine
#------------------------------------------------------------------------------
#  This window displays items in possession on the item and battle screens.
#==============================================================================

class Window_ItemCombine < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :first_item               # Initial item being combined
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 64, 320, 416)
    @column_max = 1
    refresh
    self.index = 0
    @first_item = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        @data.push($data_weapons[i])
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        @data.push($data_armors[i])
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if NON_COMBINE == true
      # Set enabled color regardless
      self.contents.font.color = normal_color
    else
      # Set disabled color if not combinable
      self.contents.font.color = disabled_color
      # Check items on list
      if item.is_a?(RPG::Item)
        for items in COMBINE.keys
          if COMBINE[items].include?(@first_item)
            if COMBINE[items].include?(item.id)
              if @first_item == item.id
                if COMBINE[items][0] == COMBINE[items][1]
                  if $game_party.item_number(item.id) != 1
                    self.contents.font.color = normal_color
                  end
                end
              else
                self.contents.font.color = normal_color
              end
            end
          end
        end
      end
      # Check weapons on list
      if item.is_a?(RPG::Weapon)
        for items in COMBINE_W.keys
          if COMBINE_W[items][0] == @first_item
            if COMBINE_W[items][1] == item.id
              self.contents.font.color = normal_color
            end
          end
        end
      end
      # Check armor on list
      if item.is_a?(RPG::Armor)
        for items in COMBINE_A.keys
          if COMBINE_A[items][0] == @first_item
            if COMBINE_A[items][1] == item.id
              self.contents.font.color = normal_color
            end
          end
        end
      end
    end
    # The rest
    x = 4
    y = index * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end




#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs item screen processing.
#==============================================================================

class Scene_Item
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias combinable_main main
  def main
    # Create the decision option window
    @combine_decision         = Window_Command.new(160, ["Use", "Combine"] )
    @combine_decision.visible = false
    @combine_decision.active  = false
    @combine_decision.x       = 240
    @combine_decision.y       = 32
    @combine_decision.z       = 1000
    # Create the combinable item window
    @combine_window = Window_ItemCombine.new
    @combine_window.visible = false
    @combine_window.active  = false
    @combine_window.z       = 1000
    # The original call
    combinable_main
    # Dispose of windows
    @combine_decision.dispose
    @combine_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias combinable_update update
  def update
    @combine_decision.update
    @combine_window.update
    # If option wiindow is active: call update_combinable_decision
    if @combine_decision.active
      update_combinable_decision
      return
    end
    # If option wiindow is active: call update_combinable_decision
    if @combine_window.active
      update_combinable_selection
      return
    end
    # The original call
    combinable_update
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  alias combinable_update_item update_item
  def update_item
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      did_check = update_combinable_check(@item.id)
      if did_check == true
        $game_system.se_play($data_system.decision_se)
        @combine_decision.visible   = true
        @combine_decision.active    = true
        @item_window.active         = false
        @combine_window.first_item  = @item.id
        @combine_window.refresh
        return
      end
    end
    # The original call
    combinable_update_item
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_combinable_check(id)
    effective = false
    # Sort through Hash and get keys
    for items in COMBINE.keys
      effective = true if COMBINE[items].include?(id)
    end
    return effective
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when combine decision window is active)
  #-------------------------------------------------------------------------- 
  def update_combinable_decision
    @combine_decision.refresh
    choice = @combine_decision.index
    # If B button was pressed
    if Input.trigger?(Input::B)
      @combine_decision.visible = false
      @combine_decision.active  = false   
      @item_window.active = true
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case choice
        when 0; update_combinable_use  # USE
        when 1;  @item_window.help_window.set_text("Combining")
                  @combine_window.visible = true
                  @combine_window.active  = true
      end
      @combine_decision.visible   = false
      @combine_decision.active    = false
    end
    # Branch on choice if applicable
    return
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item use window is active - remnant of item window)
  #-------------------------------------------------------------------------- 
  def update_combinable_use
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # If effect scope is an ally
    if @item.scope >= 3
      # Activate target window
      @item_window.active = false
      @target_window.x = (@item_window.index + 1) % 2 * 304
      @target_window.visible = true
      @target_window.active = true
      # Set cursor position to effect scope (single / all)
      if @item.scope == 4 || @item.scope == 6
        @target_window.index = -1
      else
        @target_window.index = 0
      end
    # If effect scope is other than an ally
    else
      # If command event ID is valid
      if @item.common_event_id > 0
        # Command event call reservation
        $game_temp.common_event_id = @item.common_event_id
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1)
          # Draw item window item
          @item_window.draw_item(@item_window.index)
        end
        # Switch to map screen
        $scene = Scene_Map.new
        return
      end
    end   
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #-------------------------------------------------------------------------- 
  def update_combinable_selection
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Erase target window
      @item_window.active = true
      @combine_window.visible = false
      @combine_window.active = false
      return
    end   
    # If B button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @combine_item = @combine_window.item
      object_combine = nil
      # Cycle through items
      if @combine_item.is_a?(RPG::Item)
        for items in COMBINE.keys
          if COMBINE[items].include?(@item.id)
            if COMBINE[items].include?(@combine_item.id)
              if @item.id == @combine_item.id
                if COMBINE[items][0] == COMBINE[items][1]
                  if $game_party.item_number(@item.id) != 1
                    object_combine = items
                  end
                end
              else
                object_combine = items
              end
            end
          end
        end
      end
      # Cycle through Weapons
      if @combine_item.is_a?(RPG::Weapon)
        for items in COMBINE_W.keys
          if COMBINE_W[items][0] == @combine_item
            if COMBINE_W[items][1] == @item.id
              object_combine = items
            end
          end
        end
      end
      # Cycle through Armors
      if @combine_item.is_a?(RPG::Armor)
        for items in COMBINE_A.keys
          if COMBINE_A[items][0] == @combine_item
            if COMBINE_A[items][1] == @item.id
              object_combine = items
            end
          end
        end
      end
      # Perform the combining
      if object_combine != nil
        $game_system.se_play($data_system.decision_se)
        return perform_combine(object_combine, @item, @combine_item)
      end
      # Perform garbage if turned on
      if NON_COMBINE == true
        $game_system.se_play($data_system.buzzer_se)
        return perform_combine(NON_COMBINE_ITEM, @item, @combine_item)
      end
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      @combine_window.visible = false
      @combine_window.active  = false
      @item_window.active     = true
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when actively performing combine)
  #-------------------------------------------------------------------------- 
  def perform_combine(combined_object, item1, item2)
    # Part 1:  Erase the item
    $game_party.lose_item(item1.id, 1)
    # Part 2:  Erase the item, weapon or armor
    case item2
    when RPG::Item   ; $game_party.lose_item(item2.id, 1)
    when RPG::Weapon ; $game_party.lose_weapon(item2.id, 1)
    when RPG::Armor  ; $game_party.lose_armor(item2.id, 1)   
    end   
    # If the item is defined as the Non-Combine Item value
    if combined_object == NON_COMBINE_ITEM
      # Part 2a: Add the Non-Combine Item
      $game_party.gain_item(NON_COMBINE_ITEM, 1)
    # Otherwise
    else
      # Part 3: Determine item type and ID
      if COMBINE.has_key?(combined_object)
        c_type = combined_object.slice(0,1)
        c_id   = combined_object.slice(1,(combined_object.size-1)).to_i
      end
      if COMBINE_W.has_key?(combined_object)
        c_type = combined_object.slice(0,1)
        c_id   = combined_object.slice(1,(combined_object.size-1)).to_i
      end
      if COMBINE_A.has_key?(combined_object)
        c_type = combined_object.slice(0,1)
        c_id   = combined_object.slice(1,(combined_object.size-1)).to_i
      end
      # Part 4: Add the item based on type
      c_type = c_type.upcase 
      case c_type
      when "I"; $game_party.gain_item(c_id, 1)
      when "W"; $game_party.gain_weapon(c_id, 1)
      when "A"; $game_party.gain_armor(c_id, 1)
      end
    end
    # Part 5: Refresh the item window
    @combine_window.visible = false
    @combine_window.active  = false   
    @item_window.refresh
    @item_window.active = true
    @item_window.index = 0
  end
end

I need the "Use" option to be taken out. It freezes up the game when it's clicked, and I don't need it, since I only have one item that affects the player, and it's through a common event so that runs before the item combining scene does. So I just want it to come up with the window that says "Combine" and that's it.
Thanks guys :) I use your scripts and I really admire your work, you are all fantastic at what you do.
6
So I have a test enemy set up, I've added everything into the Blizz-ABS database and RMXP database, but nothing happens on the map or the game at all with BABS. It's like he isn't there... all the Blizz-ABS controls are disabled on maps without enemies.

Here are the custom scripts I am using in the order I'm using them, if it makes a difference.

Blizz ABS 1
Blizz ABS 2
Blizz ABS 3
SAI Wander State (Sailerius)
Treasure Progress (Redd)
Advanced Message Script (dubealex)
New Game + (Shdwlink1993)
Equipment Lock (The Law G14)
Chaos Project Debug System
Achievements (game_guy)
Train Actor (fukuyama)

Any help? :/ I've put tons of work into Blizz-ABS for my game already and I don't want it to go to waste.
7
Welcome! / I'm Reddy!
July 27, 2011, 10:07:32 pm
Hey there members of CP! I'm a moderator at RRR (www.rpgrevolution.com) in the RPG Maker XP and Event Emporium sections. I figured I'd come post here and also over at HB Games as well! I'm currently working on a game called Space Heroes that will have 90% or more original content 8)
I am a writer, event designer, a slight scripter, a mapper, and I know pretty much everything about RMXP!
I've got around 1800 posts over R3, which is actually quite a lot for that community, but compared to here it's nothing xD

Hoepfully I'll be accepted over here! I plan on being good friends with you guys :D