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Topics - fjshrr5

1
Hey folks, I've been gone awhile and have just started back up on my project, Two questions have risen.

Question 1, Is it possible to do parralex mapping with Paint.net ? (Any guides, or how twos?)

Question 2,  have a space ship sprite (decent sized!) If I were to map a outspace view, would it be possible to make an evented cutscene, where the ship is flying through space?
2
Chat / Starcraft 2 and WoW Guest passes
October 24, 2014, 06:42:58 pm
I have three guest passes i don't want or need, not sure if anyone would be interested in them.
But this is the only place i'll be posting them. so first come first server.

World of warcraft guest passes
Spoiler: ShowHide
WZNXF4-YR7R-M7YCJY-Z2FR-D9HE4F

Spoiler: ShowHide
6MWMBF-ENKF-VC78E2-8G6C-6BPTEE


Starcraft 2 guest pass
Spoiler: ShowHide
WWEH8M-N728-6KY7VT-KFWB-GMGYGK


hope somebody finds a use for them.
3
I've been working on a little project, And i need a main character made.
If you are interested feel free to pm me. I May be able to pay via pay pal, though i'm not so sure. I just had a baby not too long ago so, money has been tight. However, i can trade one of my game accounts seeing as i'm no longer interested in playing the games.
I have a World of warcraft account with a level 90 undead warlock, a 90 blood elf paladin, a 74 undead warrior, and a 58 undead rogue.
The account is pretty old. So i'm not sure what is all on the character, but i do know the warlock is in all prideful pvp gear. I do have the Codes off the game boxes to give aswell, And all information to the account so that you can change all the account information.

I also have a runescape account, i can give the skill levels and stuff in a PM.

What i'm looking for is.

A Main character set, Which includes Animation sets for.
Standing idle.
basic movement + running/jumping.
Attacking with a sword
Attacking with a bow.
Defending.
Using skills.
And a mounted set (On a horse)

I would like the character to have a sword on his back, plus a cape.
An armor/clothing design sort of like the male in this picture (though not the hair style!)
(the male is on the left in case you can't tell.

If you feel up to it please PM Me, we can discuss anything, I appreciate it.

[EDIT]

I'm also looking for a HUD Using Z-HUD. If you are interested in a world of warcraft account, and can make A HUD using Z-HUD
PM me.
4
Script Troubleshooting / Kill counter issue.
October 18, 2014, 10:16:51 pm
I'm trying to get this kill counter to work, Though i'm a noob when it comes to things like this, sad yes, i know.
I've got no idea where to put what script calls, I assume that is what i have to do? Using "Comments" ? I'm not really sure.
I'm totally confused, i'm sorry.

Below is the link to the kill counter script, He does say what "script calls" To use.
Though i'm not sure where to use them.. On the quest giver, on the monster? Anybody care to give me a step by step with more details as to where exaclty i place them. and do i use Comments or something else?


http://forum.chaos-project.com/index.php/topic,7733.0.html
5
Tutorial Requests / Blizz-ABS Kill quest + Macros.
October 05, 2014, 07:45:25 pm
How do i make a kill quest using Blizz-ABS ? i can't seem to figure it out.
Also, is it possible to change the icons for macros? how does one do so?
6
Script Troubleshooting / Blizz-abs Z-HUD Error...
October 03, 2014, 07:43:20 pm
Hey guys, i have been trying to get this Z-HUD to work.. but i got no clue how to fix it.. i keep getting this error..

script 'HUD' line 110: SyntaxError occured

Any ideas?


Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Z-HUD for Blizz-ABS by Blizzard
# Version: 1.2b
# Type: Blizz-ABS Add-on
# Date: 29.7.2009
# Date v1.0b: 30.7.2009
# Date v1.01b: 17.12.2009
# Date v1.02b: 23.2.2010
# Date v1.2b: 18.2.2012
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#  This script is to be distributed under the same terms and conditions like
#  the script it was created for: Blizz-ABS.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Information:
#
#   This script must be placed below Blizz-ABS and requires Blizz-ABS v2.7 or
#   higher to work properly. It will add a completely new HUD system for
#   Blizz-ABS.
#   
# Notes:
#   
#   Images are placed in the Graphics/Pictures folder. Be sure to set up the
#   HUD height properly. Usually it is enough if it is the sum of the heights
#   of the HP and the SP image. If you use tiling, you need to calculate the
#   maximum possible height the HUD can be and then use that value. It is not
#   recommended to use extremely high values as your HUD will cover too much of
#   the screen and increase lag.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

if !$BlizzABS || BlizzABS::VERSION < 2.7
  raise 'ERROR: The "Z-HUD" requires Blizz-ABS 2.7 or higher.'
end

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  # maximum height of the HUD
  Z_HUD_HEIGHT = 96
  # background image for whole HUD (leave empty for none)
  Z_HUD_BACKGROUND = ''
 
  # tiling HP images
  Z_HP_TILING = true
  # displays as if the images are filled up (only when tiling)
  Z_HP_FILL_UP = true
  # how many columns are used for the tile in one row (only when tiling)
  Z_HP_TILE_COLUMNS = 10
  # how many HP per column (only when tiling)
  Z_HP_PER_TILE = 100
  # full image file
  Z_HP_FILE = 'hud_HP'
  # empty image file
  Z_HP_FILE_EMPTY = 'hud_HP_empty'
 
  # tiling SP images
  Z_SP_TILING = false
  # displays as if the images are filled up (only when tiling)
  Z_SP_FILL_UP = false
  # how many columns are used for the tile in one row (only when tiling)
  Z_SP_TILE_COLUMNS = 10
  # how many SP per column (only when tiling)
  Z_SP_PER_TILE = 10
  # full image file
  Z_SP_FILE = 'hud_SP'
  # empty image file
  Z_SP_FILE_EMPTY = 'hud_SP_empty'
 
  # item hotkey background
  Z_ITEM_BACK = 'item'
  # skill hotkey background
  Z_SKILL_BACK = 'skill'
 
  # hotkeys display background
  Z_HOTKEYS_BACK = 'hotkey'
 
  # minimap background
  Z_MINIMAP_BACK = 'minimap'
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  $blizzabs_z_hud = 1.2
 
end

#==============================================================================
# Hud
#==============================================================================

class Hud
 
  attr_reader :hotkey_sprite
 
  alias init_zhud_later initialize
  def initialize(viewport = nil)    init_hotkey_sprite(viewport)    init_zhud_later(viewport)    self.x, self.y = 4, 4    @hotkey_sprite.z = self.z    if BlizzCFG::Z_HUD_BACKGROUND != ''      @zhud_back = Sprite.new      @zhud_back.bitmap = RPG::Cache.picture(BlizzCFG::Z_HUD_BACKGROUND)      @zhud_back.z = self.z - 1    end  end    alias create_positions_zhud_later create_positions  def create_positions    create_positions_zhud_later    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE)    if BlizzCFG::Z_HP_TILING      w = b1.width * BlizzCFG::Z_HP_TILE_COLUMNS    else      w = b1.width    end    @hud_width = w if @hud_width < w    if BlizzCFG::Z_SP_TILING      w = b2.width * BlizzCFG::Z_SP_TILE_COLUMNS    else      w = b2.width    end    @hud_width = w if @hud_width < w    @hud_height = BlizzCFG::Z_HUD_HEIGHT    @hp_x, @hp_y, @sp_x, @sp_y = 0, 0, 0, b1.height + 4    update_sp_y    b = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    @left_x = b.width    @left_y = b.height    @hot_x = b.width  end    def draw_basic  end    def draw_empty  end    def draw_name  end    def draw_level  end    def draw_hp    @hp, @maxhp = actor.hp, actor.maxhp    rate = (@maxhp > 0 ? @hp.to_f / @maxhp : 0)    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE_EMPTY)    if BlizzCFG::Z_HP_TILING      tiles = @maxhp / BlizzCFG::Z_HP_PER_TILE      rows = (tiles.to_f / BlizzCFG::Z_HP_TILE_COLUMNS).ceil      w, h = b1.width, b1.height      self.bitmap.fill_rect(@hp_x, @hp_y, w * BlizzCFG::Z_HP_TILE_COLUMNS,
          h * rows, Color.new(0, 0, 0, 0))      full_tiles = (rate * tiles).to_i      semi_full = ((rate * tiles != full_tiles) ? 1 : 0)      (0...full_tiles).each {|i|
          x = @hp_x + (i % BlizzCFG::Z_HP_TILE_COLUMNS) * w          y = @hp_y + (i / BlizzCFG::Z_HP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w, h))}      if semi_full > 0        x = @hp_x + (full_tiles % BlizzCFG::Z_HP_TILE_COLUMNS) * w        y = @hp_y + (full_tiles / BlizzCFG::Z_HP_TILE_COLUMNS) * h        if BlizzCFG::Z_HP_FILL_UP          h2 = ((1 - rate * tiles + full_tiles) * h).to_i          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))          self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))        else          w2 = ((rate * tiles - full_tiles) * w).to_i          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w2, h))          self.bitmap.blt(x + w2, y, b2, Rect.new(w2, 0, w - w2, h))        end      end      ((full_tiles + semi_full)...tiles).each {|i|
          x = @hp_x + (i % BlizzCFG::Z_HP_TILE_COLUMNS) * w          y = @hp_y + (i / BlizzCFG::Z_HP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h))}    else      w1 = (b1.width * rate).to_i      w2 = b2.width - w1      self.bitmap.fill_rect(@hp_x, @hp_y, b1.width, b1.height, Color.new(0, 0, 0, 0))      self.bitmap.blt(@hp_x, @hp_y, b1, Rect.new(0, 0, w1, b1.height))      self.bitmap.blt(@hp_x + w1, @hp_y, b2, Rect.new(w1, 0, w2, b2.height))    end    draw_sp  end    def draw_sp    @sp, @maxsp = actor.sp, actor.maxsp    rate = (@maxsp > 0 ? @sp.to_f / @maxsp : 0)    b1 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE_EMPTY)    if BlizzCFG::Z_SP_TILING      tiles = @maxsp / BlizzCFG::Z_SP_PER_TILE      rows = (tiles.to_f / BlizzCFG::Z_SP_TILE_COLUMNS).ceil      w, h = b1.width, b1.height      self.bitmap.fill_rect(@sp_x, @sp_y, w * BlizzCFG::Z_SP_TILE_COLUMNS,
          h * rows, Color.new(0, 0, 0, 0))      full_tiles = (rate * tiles).to_i      semi_full = ((rate * tiles != full_tiles) ? 1 : 0)      (0...full_tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w, h))}      if semi_full > 0        x = @sp_x + (full_tiles % BlizzCFG::Z_SP_TILE_COLUMNS) * w        y = @sp_y + (full_tiles / BlizzCFG::Z_SP_TILE_COLUMNS) * h        if BlizzCFG::Z_SP_FILL_UP          h2 = ((1 - rate * tiles + full_tiles) * h).to_i          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))          self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))        else          w2 = ((rate * tiles - full_tiles) * w).to_i          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w2, h))          self.bitmap.blt(x + w2, y, b2, Rect.new(w2, 0, w - w2, h))        end      end      ((full_tiles + semi_full)...tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h))}    else      w1 = (b1.width * rate).to_i      w2 = b2.width - w1      self.bitmap.fill_rect(@sp_x, @sp_y, b1.width, b1.height, Color.new(0, 0, 0, 0))      self.bitmap.blt(@sp_x, @sp_y, b1, Rect.new(0, 0, w1, b1.height))      self.bitmap.blt(@sp_x + w1, @sp_y, b2, Rect.new(w1, 0, w2, b2.height))    end  end    def draw_hskill    @skill = actor.skill    b1 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    @hotkey_sprite.bitmap.fill_rect(0, 0, b1.width, b1.height, Color.new(0, 0, 0, 0))    @hotkey_sprite.bitmap.blt(0, 0, b1, Rect.new(0, 0, b1.width, b1.height))    if @skill != 0      bitmap = RPG::Cache.icon($data_skills[@skill].icon_name)      x, y = (b1.width - 24) / 2, (b1.height - 24) / 2      @hotkey_sprite.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))    end    draw_lskill  end    def draw_lskill    @hotkey_sprite.bitmap.fill_rect(0, @left_y + 4, @left_x, 16, Color.new(0, 0, 0, 0))    @skills_left = get_skills_left    if @skill != nil && @skill > 0      if @skills_left >= 0        if @skills_left == 0          @hotkey_sprite.bitmap.font.color = Color.new(255, 0, 0)        elsif @skills_left <= 5          @hotkey_sprite.bitmap.font.color = Color.new(255, 255, 0)        else          @hotkey_sprite.bitmap.font.color = normal_color        end        @hotkey_sprite.bitmap.font.size -= 2        @hotkey_sprite.bitmap.draw_text_full(0, @left_y, @left_x, 20, @skills_left.to_s, 1)        @hotkey_sprite.bitmap.font.size += 2      elsif @skills_left == -1        @hotkey_sprite.bitmap.font.color = Color.new(0, 255, 0)        @hotkey_sprite.bitmap.font.size += 4        @hotkey_sprite.bitmap.draw_text_full(0, @left_y, @left_x, 20, '∞', 1)        @hotkey_sprite.bitmap.font.size -= 4      end    end  end    def draw_hitem    @item = actor.item    b1 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    b2 = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    x = b1.width + 4    @hotkey_sprite.bitmap.fill_rect(x, 0, b2.width, b2.height, Color.new(0, 0, 0, 0))    @hotkey_sprite.bitmap.blt(x, 0, b2, Rect.new(0, 0, b2.width, b2.height))    if @item != 0      bitmap = RPG::Cache.icon($data_items[@item].icon_name)      x, y = b1.width + 4 + (b2.width - 24) / 2, (b2.height - 24) / 2      @hotkey_sprite.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))    end    draw_litem  end    def draw_litem    @items_left = $game_party.item_number(@item)    @hotkey_sprite.bitmap.fill_rect(@left_x + 4, @left_y + 4, @left_x, 16, Color.new(0, 0, 0, 0))    if @item != nil && @item > 0      if $data_items[@item] != nil && !$data_items[@item].consumable        @hotkey_sprite.bitmap.font.color = Color.new(0, 255, 0)        @hotkey_sprite.bitmap.font.size += 4        @hotkey_sprite.bitmap.draw_text_full(@left_x + 4, @left_y, @left_x, 20, '∞', 1)        @hotkey_sprite.bitmap.font.size -= 4      else        if @items_left == 0          @hotkey_sprite.bitmap.font.color = Color.new(255, 0, 0)        elsif @items_left <= 10          @hotkey_sprite.bitmap.font.color = Color.new(255, 255, 0)        else          @hotkey_sprite.bitmap.font.color = normal_color        end        @hotkey_sprite.bitmap.font.size -= 2        @hotkey_sprite.bitmap.draw_text_full(@left_x + 4, @left_y, @left_x, 20, @items_left.to_s, 1)        @hotkey_sprite.bitmap.font.size += 2      end    end  end    alias update_zhud_later update  def update    update_sp_y if actor != nil    update_zhud_later  end    def update_sp_y    return if !BlizzCFG::Z_HP_TILING    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    tiles = actor.maxhp / BlizzCFG::Z_HP_PER_TILE    @sp_y = (tiles.to_f / BlizzCFG::Z_HP_TILE_COLUMNS).ceil * b1.height  end    alias dispose_zhud_later dispose  def dispose    @hotkey_sprite.dispose if @hotkey_sprite != nil    @hotkey_sprite = nil    @zhud_back.dispose if @zhud_back != nil    @zhud_back = nil    dispose_zhud_later  end    def init_hotkey_sprite(viewport)    b1 = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    b2 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    width = b1.width + b2.width    @hotkey_sprite = Sprite.new(viewport)    @hotkey_sprite.x = 632 - width    @hotkey_sprite.y = 4    @hotkey_sprite.bitmap = Bitmap.new(width + 4, b1.height + 24)    @hotkey_sprite.bitmap.font.name = 'Arial'    @hotkey_sprite.bitmap.font.size = 16    @hotkey_sprite.bitmap.font.bold = true  end    end#==============================================================================# Hotkey_Assignment#==============================================================================class Hotkey_Assignment    def initialize(viewport = nil)    super    self.bitmap = Bitmap.new(32, 320)    self.bitmap.font.bold = true    self.bitmap.font.size -= 8    self.bitmap.font.color = system_color    self.x, self.y, self.z = 0, 160, 1100    @skills = BlizzABS::Cache::EmptyKeys    @items = BlizzABS::Cache::EmptyKeys    update  end    def draw(index = nil)    back = RPG::Cache.picture(BlizzCFG::Z_HOTKEYS_BACK)    w, h = back.width, back.height    ow, oh = (w - 24) / 2, (h - 24) / 2    (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
        if $game_player.skill_hotkeys[i%10] != 0          object = $data_skills[$game_player.skill_hotkeys[i%10]]        elsif $game_player.item_hotkeys[i%10] != 0          object = $data_items[$game_player.item_hotkeys[i%10]]        end        if @items[i%10] != $game_player.item_hotkeys[i%10] ||
            @skills[i%10] != $game_player.skill_hotkeys[i%10]          self.bitmap.fill_rect(0, h*(i-1), w, h, Color.new(0, 0, 0, 0))          self.bitmap.blt(0, h*(i-1), back, Rect.new(0, 0, w, h))          if object != nil            bitmap = RPG::Cache.icon(object.icon_name)            self.bitmap.blt(ow, h*(i-1)+oh, bitmap, Rect.new(0, 0, 24, 24))          end          self.bitmap.draw_text_full(0, h*(i-1)+10, w-2, 32, (i%10).to_s, 2)        end}    @items = $game_player.item_hotkeys.clone    @skills = $game_player.skill_hotkeys.clone  end  end#==============================================================================# Minimap#==============================================================================class Minimap    alias update_zhud_later update  def update(override = false)    update_zhud_later(override)    update_minimap_back  end    def update_minimap_back    if $game_system.minimap == 1      if @minimap_back == nil        @minimap_back = Sprite.new        @minimap_back.bitmap = RPG::Cache.picture(BlizzCFG::Z_MINIMAP_BACK)        @minimap_back.x = self.vx - (@minimap_back.bitmap.width - self.vw) / 2        @minimap_back.y = self.vy - (@minimap_back.bitmap.height - self.vh) / 2        @minimap_back.z = self.z + 1        @minimap_back.opacity = self.opacity      end    elsif @minimap_back != nil      @minimap_back.dispose      @minimap_back = nil    end  end    alias opacity_is_zhud_later opacity=
  def opacity=(value)    opacity_is_zhud_later(value)    @minimap_back.opacity = value if @minimap_back != nil  end    alias dispose_zhud_later dispose  def dispose    dispose_zhud_later    @minimap_back.dispose if @minimap_back != nil    @minimap_back = nil  end  end  #==============================================================================# Scene_Map#==============================================================================class Scene_Map    alias hud_update_zhud_later hud_update  def hud_update    hud_update_zhud_later    if @hud != nil      s = @hud.hotkey_sprite      s.update      if $game_player.screen_x < s.vx + s.vw + 16 &&
          $game_player.screen_y < s.vy + s.vh + 48 &&
          $game_player.screen_x > s.vx && $game_player.screen_y > s.vy        s.opacity -= 25 if s.opacity > 80      elsif s.opacity <= 255        s.opacity += 25      end    end  end  end#==============================================================================# Window_Skill_Hotkey#==============================================================================class Window_Skill_Hotkey < Window_Skill    def initialize(actor)    super    @column_max = 1    self.width, self.height = 288, 480    self.x, self.y, self.z = 64, 64, 21000    self.cursor_rect.empty    self.active = false    refresh  end    def draw_item(i)    if @data[i] == nil      self.contents.font.color = normal_color      self.contents.draw_text(32, i*32, 204, 32, '<Remove>')    else      if @actor.skill_can_use?(@data[i].id)        self.contents.font.color = normal_color      else        self.contents.font.color = disabled_color      end      self.contents.fill_rect(Rect.new(4, i*32, 256, 32), Color.new(0, 0, 0, 0))      bitmap = RPG::Cache.icon(@data[i].icon_name)      opacity = self.contents.font.color == normal_color ? 255 : 128      self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)      text = @data[i].name      if @actor.skills.include?(@data[i].id) &&
          $tons_version != nil && $tons_version >= 3.7 &&
          TONS_OF_ADDONS::EQUAP_SKILLS && DISPLAY_AP_REQ        aps = BlizzCFG.maxap(@data[i].id)        text = "#{text} (#{@actor.ap(@data[i].id)}/#{aps})" if aps != 0      end      self.contents.draw_text(32, i*32, 204, 32, text)      sp_cost = @data[i].sp_cost      if $tons_version != nil && $tons_version >= 6.54 &&
          $game_system.SP_COST_MOD        sp_cost = BlizzCFG.get_cost_mod(@actor.states, sp_cost)      end      self.contents.draw_text(204, i*32, 48, 32, sp_cost.to_s, 2)    end  end  end#==============================================================================# Window_Item_Hotkey#==============================================================================class Window_Item_Hotkey < Window_Item    def initialize    super    @column_max = 1    self.width, self.height = 288, 480    self.x, self.y, self.z = 352, 64, 21000    self.cursor_rect.empty    self.active = false    refresh  end    def draw_item(i)    if @data[i] == nil      self.contents.font.color = normal_color      self.contents.draw_text(32, i*32, 212, 32, '<Remove>')    else      number = $game_party.item_number(@data[i].id)      if $game_party.item_can_use?(@data[i].id)        self.contents.font.color = normal_color      else        self.contents.font.color = disabled_color      end      self.contents.fill_rect(Rect.new(4, i*32, 256, 32), Color.new(0, 0, 0, 0))      bitmap = RPG::Cache.icon(@data[i].icon_name)      opacity = self.contents.font.color == normal_color ? 255 : 128      self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)      self.contents.draw_text(32, i*32, 212, 32, @data[i].name)      self.contents.draw_text(212, i*32, 16, 32, ':', 1)      self.contents.draw_text(228, i*32, 24, 32, number.to_s, 2)    end  end  end#==============================================================================# Scene_Hotkeys#==============================================================================class Scene_Hotkeys    def main    @spriteset = Spriteset_Map.new    @view = Viewport.new(0, 0, 640, 480)    @view.tone = @tone.clone    @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud    if BlizzABS::Config::HOTKEYS      @hotkeys = Hotkey_Assignment.new      @hotkeys.z = 5000    end    if BlizzABS::Config::MINIMAP && $game_system.minimap > 0      @minimap = Minimap.new    end    @choice = Sprite.new    @choice.bitmap = $BlizzABS.cache.image('menu_arrow')    @choice.x, @choice.y, @choice.z, @choice.opacity = 40, 192, 500, 128    @choice.angle = 90    @choice.ox = -8    @active = true    @index = 0    @up_mode = true    @skill_window = Window_Skill_Hotkey.new($game_player.battler)    @item_window = Window_Item_Hotkey.new    @last_active = true    Graphics.transition    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @spriteset.dispose
    [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
    @choice.dispose
    @skill_window.dispose
    @item_window.dispose
    @view.dispose
    while @party_leader != $game_party.actors[0]
      $BlizzABS.player.switch_leader
    end
  end
 
  def update    @choice.update    @skill_window.update    @item_window.update    @hotkeys.update if @hotkeys != nil    @choice.oy += (@up_mode ? (@active ? 2 : 1) : (@active ? -2 : -1))    @up_mode = (@up_mode ? (@choice.oy < 8) : (@choice.oy <= -8))    if $game_system.select_button && Input.trigger?(Input::Select)      $game_system.se_play($data_system.cursor_se)      $BlizzABS.player.switch_leader      @skill_window.switch_actor      @hud.update if @hud != nil      @hotkeys.update if @hotkeys != nil    elsif @active      @choice.oy = @choice.oy / 2 * 2      update_choice    elsif @skill_window.active      update_skill    elsif @item_window.active      update_item    end  end    def update_choice    @choice.y = 192 + @index * 32    if Input.trigger?(Input::B)      $game_system.se_play($data_system.cancel_se)      $scene = Scene_Map.new    elsif Input.trigger?(Input::C)      $game_system.se_play($data_system.decision_se)      @active = false      @skill_window.active = @last_active      @item_window.active = (!@last_active)    elsif Input.repeat?(Input::DOWN)      if Input.trigger?(Input::DOWN) || @index < 9        $game_system.se_play($data_system.cursor_se)        @index = (@index + 1) % 10      end    elsif Input.repeat?(Input::UP)      if Input.trigger?(Input::UP) || @index >= 1        $game_system.se_play($data_system.cursor_se)        @index = (@index + 9) % 10      end    end  end  end
7
I'm trying to get Blizz-abs to drop gold on the ground once i kill an enemy, but for some reason it wont work, Once i kill the enemy, nothing shows up, though if i walk over where the enemy died, i hear the sound i set for picking up the gold.. but no graphic is shown?

I do have an image set, and saved into my Graphics/Characters folder.

Here is a picture of the graphic.


8
Tutorials / How to fix this script?
October 02, 2014, 03:22:59 pm
I've been toying with Mog hunters character selection script.
And i've got it to do most of what i wanted. But i'm trying to get it so there is just two character's to choose from.
I got the two i want set up. but have no clue how to delete the other ones that came script the script..

Here is the edit that i did... It's probably a fail lol
Spoiler: ShowHide

#_________________________________________________
# MOG_Character Select Screen V1.3          
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).  
CSTR = "006-Stripe02"  
end

#===============================================================================
# Game_Actor
#===============================================================================
class Win_Char < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
 def initialize
   super(-600, 0, 150, 150)
   @column_max = 2
   self.opacity = 0
   refresh    
   self.index = 1
   self.visible = false
 end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @item_max = 8
 end  
end

#===============================================================================
# Scene_Char
#===============================================================================
class Scene_Char
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
 def main
   @command_window = Win_Char.new
   @command_window.back_opacity = 0
   @command_window.visible = false
   @command_window.index = 0    
   @back = Plane.new
   @back.bitmap = RPG::Cache.picture("MN_BK")
   @back.z = 10
   @char_back = Sprite.new
   @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
   @char_back.z = 20
   @char_back.opacity = 0
   @char_sel = Sprite.new
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_sel.z = 100
   @char_sel.opacity = 0
   @char_name = Sprite.new
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @char_name.z = 100
   @char_name.x = -300
   @char_name.y = 180    
   @char_name.opacity = 0
   @fundo6 = Plane.new
   @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
   @fundo6.blend_type = 1
   @fundo6.z = 15
   @fundo6.opacity = 200  
   actor = $data_actors[1]
   @name = Sprite.new
   @name.bitmap = Bitmap.new(200,100)
   @name.bitmap.font.size = 48
   @name.bitmap.font.bold = false
   @name.bitmap.font.name = "Georgia"
   @name.color.set(0,0,0)    
   @name.x = 100
   @name.y = 500
   @name.z = 9998
   @name.color.set(0,0,0,255)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2 = Sprite.new
   @name2.bitmap = Bitmap.new(160,100)
   @name2.bitmap.font.size = 48
   @name2.bitmap.font.bold = false
   @name2.bitmap.font.name = "Georgia"
   @name2.color.set(0,0,0)    
   @name2.x = 102
   @name2.y = 502
   @name2.z = 9998
   @name2.color.set(55,200,255,255)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
   loop do
     Graphics.update
     Input.update
     update
      if $scene != self
        break
      end
   end
   for i in 1..50
     @char_back.zoom_x += 0.01
     @char_back.opacity -= 10
     @char_back.x -= 5
     @char_name.x -= 3
     @char_name.y -= 3
     @char_name.zoom_x += 0.02
     @char_name.zoom_y += 0.02    
     @char_name.opacity -= 7
     @char_sel.opacity -= 10
     @char_sel.zoom_x += 0.01
     @char_sel.opacity -= 10
     @char_sel.x -= 5
     @name.opacity -= 10
     @name2.opacity -= 10    
     Graphics.update  
   end
   Graphics.freeze
   @command_window.dispose
   @back.dispose
   @char_back.dispose
   @char_sel.dispose
   @char_name.dispose
   @fundo6.dispose
   @name.dispose
   @name2.dispose
   $game_map.autoplay
 end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 def update
   @back.ox -= 1
   @fundo6.ox += 1
   @fundo6.oy += 1    
   @command_window.update    
   @char_back.opacity += 10
   @char_sel.opacity += 10
 if @char_name.x < 100
   @char_name.x += 20
   @char_name.opacity += 6
   @name.y -= 7
   @name.opacity += 6
   @name2.y -= 7
   @name2.opacity += 6      
 elsif @char_name.x >= 0  
   @char_name.x = 100
   @name.y = 370
   @name.opacity = 255
   @name2.y = 372
   @name2.opacity = 255
   @char_name.opacity = 255
   @char_back.opacity = 255
   @char_sel.opacity = 255
 end    
 case @command_window.index
 when 0
   actor = $data_actors[1]  
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_name.bitmap = RPG::Cache.battler("yep",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 1
   actor = $data_actors[2]
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
   @char_name.bitmap = RPG::Cache.battler("yep2",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
end
 if Input.trigger?(Input::B)
   $scene = Scene_Title.new  
 end    
 if Input.trigger?(Input::C)
   Audio.se_play("Audio/SE/007-System07", 150,150)      
   case @command_window.index
   when 0
     $game_party.add_actor(1)
   when 1      
     $game_party.add_actor(2)
      when 2
     $game_party.add_actor(3)
   when 3
     $game_party.add_actor(4)
   when 4
     $game_party.add_actor(5)
   when 5
     $game_party.add_actor(6)  
   when 6
     $game_party.add_actor(7)  
   when 7
     $game_party.add_actor(8)    
   end
     $scene = Scene_Map.new
   end
 end
end


$mog_rgss_char_select = true




And here is the original script.

Spoiler: ShowHide

#_________________________________________________
# MOG_Character Select Screen V1.3          
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Transition Type(Name).  
CSTR = "006-Stripe02"  
end

#===============================================================================
# Game_Actor
#===============================================================================
class Win_Char < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
 def initialize
   super(-600, 0, 150, 150)
   @column_max = 2
   self.opacity = 0
   refresh    
   self.index = 1
   self.visible = false
 end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @item_max = 8
 end  
end

#===============================================================================
# Scene_Char
#===============================================================================
class Scene_Char
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
 def main
   @command_window = Win_Char.new
   @command_window.back_opacity = 0
   @command_window.visible = false
   @command_window.index = 0    
   @back = Plane.new
   @back.bitmap = RPG::Cache.picture("MN_BK")
   @back.z = 10
   @char_back = Sprite.new
   @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
   @char_back.z = 20
   @char_back.opacity = 0
   @char_sel = Sprite.new
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_sel.z = 100
   @char_sel.opacity = 0
   @char_name = Sprite.new
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @char_name.z = 100
   @char_name.x = -300
   @char_name.y = 180    
   @char_name.opacity = 0
   @fundo6 = Plane.new
   @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
   @fundo6.blend_type = 1
   @fundo6.z = 15
   @fundo6.opacity = 200  
   actor = $data_actors[1]
   @name = Sprite.new
   @name.bitmap = Bitmap.new(200,100)
   @name.bitmap.font.size = 48
   @name.bitmap.font.bold = false
   @name.bitmap.font.name = "Georgia"
   @name.color.set(0,0,0)    
   @name.x = 100
   @name.y = 500
   @name.z = 9998
   @name.color.set(0,0,0,255)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2 = Sprite.new
   @name2.bitmap = Bitmap.new(160,100)
   @name2.bitmap.font.size = 48
   @name2.bitmap.font.bold = false
   @name2.bitmap.font.name = "Georgia"
   @name2.color.set(0,0,0)    
   @name2.x = 102
   @name2.y = 502
   @name2.z = 9998
   @name2.color.set(55,200,255,255)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
   loop do
     Graphics.update
     Input.update
     update
      if $scene != self
        break
      end
   end
   for i in 1..50
     @char_back.zoom_x += 0.01
     @char_back.opacity -= 10
     @char_back.x -= 5
     @char_name.x -= 3
     @char_name.y -= 3
     @char_name.zoom_x += 0.02
     @char_name.zoom_y += 0.02    
     @char_name.opacity -= 7
     @char_sel.opacity -= 10
     @char_sel.zoom_x += 0.01
     @char_sel.opacity -= 10
     @char_sel.x -= 5
     @name.opacity -= 10
     @name2.opacity -= 10    
     Graphics.update  
   end
   Graphics.freeze
   @command_window.dispose
   @back.dispose
   @char_back.dispose
   @char_sel.dispose
   @char_name.dispose
   @fundo6.dispose
   @name.dispose
   @name2.dispose
   $game_map.autoplay
 end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 def update
   @back.ox -= 1
   @fundo6.ox += 1
   @fundo6.oy += 1    
   @command_window.update    
   @char_back.opacity += 10
   @char_sel.opacity += 10
 if @char_name.x < 100
   @char_name.x += 20
   @char_name.opacity += 6
   @name.y -= 7
   @name.opacity += 6
   @name2.y -= 7
   @name2.opacity += 6      
 elsif @char_name.x >= 0  
   @char_name.x = 100
   @name.y = 370
   @name.opacity = 255
   @name2.y = 372
   @name2.opacity = 255
   @char_name.opacity = 255
   @char_back.opacity = 255
   @char_sel.opacity = 255
 end    
 case @command_window.index
 when 0
   actor = $data_actors[1]  
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID1")
   @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 1
   actor = $data_actors[2]
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID2")
   @char_name.bitmap = RPG::Cache.battler("010-Lancer02",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 when 2
   actor = $data_actors[3]      
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID3")
   @char_name.bitmap = RPG::Cache.battler("013-Warrior01",0)  
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 3
   actor = $data_actors[4]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID4")
   @char_name.bitmap = RPG::Cache.battler("019-Thief04",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)        
 when 4
   actor = $data_actors[5]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID5")
   @char_name.bitmap = RPG::Cache.battler("008-Fighter08",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 when 5
   actor = $data_actors[6]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID6")  
   @char_name.bitmap = RPG::Cache.battler("023-Gunner01",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)  
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 6
   actor = $data_actors[7]      
   @char_sel.bitmap = RPG::Cache.picture("CH_ID7")  
   @char_name.bitmap = RPG::Cache.battler("029-Cleric05",0)
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)    
 when 7
   actor = $data_actors[8]      
   @char_sel.bitmap =  RPG::Cache.picture("CH_ID8")
   @char_name.bitmap = RPG::Cache.battler("038-Mage06",0)    
   @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
   @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)      
 end
 if Input.press?(Input.dir4)
   @char_name.x = -300
   @name.y = 500
   @name.opacity = 0
   @name2.y = 502
   @name2.opacity = 0
   @char_name.opacity = 0
   @name.bitmap.clear
   @name2.bitmap.clear
 end
 if Input.trigger?(Input::B)
   $scene = Scene_Title.new  
 end    
 if Input.trigger?(Input::C)
   Audio.se_play("Audio/SE/007-System07", 150,150)      
   case @command_window.index
   when 0
     $game_party.add_actor(1)
   when 1      
     $game_party.add_actor(2)
   when 2
     $game_party.add_actor(3)
   when 3
     $game_party.add_actor(4)
   when 4
     $game_party.add_actor(5)
   when 5
     $game_party.add_actor(6)  
   when 6
     $game_party.add_actor(7)  
   when 7
     $game_party.add_actor(8)    
   end
     $scene = Scene_Map.new
   end
 end
end


$mog_rgss_char_select = true

9
Tutorials / A few "noobie" Questions.
October 01, 2014, 06:12:12 pm
Hey folks, I have just a few questions for you all regarding rpg maker XP.

1. Is it possible, To have two different types of sound effect/music on a map? How would i do that?
Example: Character is walking through the woods and stumbles on to a beach (on the same map)
The song playing in the woods area, changes to that of ocean sound effects and ambiet sounds..
(Did i word that in an understanding way? Hope i did, sorry if i didn't)

2. Sprites, Is there any way to make my own sprites, without needing to learn to draw? Lol, i can't draw to save my life,
I found a sprite creator, but it was bugged and did not work for me.

I appreciate you taking the time to read this, And appreciate any help i may or may NOT get.
Thanks a bunch!
10
Welcome! / Greetings!
October 01, 2014, 06:08:56 pm
FJS here,

                  Hope you are all doing great, I've been looking at this site for some time now, and just recently made an account.
I rather enjoy all of the resources provided here, And the community from post i've is pretty helpful. I've been toying around with RPG maker XP.
And it's pretty fun IMO. I've always wanted to have part in some form of game development and all the fun stuff. But never really took any steps.
So i suppose RPG maker XP is my baby step. :)

Anyways, Yep.. My name is Frank or FJS if you would. I'm 22 years old, I'm a father of two, And i'm pretty boring! Hail and well met!
11
I've been trying to google it for some time now, And the only one i did find.. Was not very well made. Or transparent, was also missing water tiles and such..

Would any body happen to have All of the tile sets built into one map? I would really appreciate it, thank you.