Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Yin

1
Script Requests / RMXP Encryption
September 24, 2012, 12:22:01 pm
So as luck would have it, the default RMXP encryption does not work for my project... So I go around trying all the different encryption methods on CP (And off CP), but nothing else works either. The only one that comes close is RMSusano-o. But still, it does not encrypt the extra folders in my data folder. What I am asking for is a customized encryption method for my game where the files cannot be opened, but the game can still read it (Like the susano-o method) But working for my game. Is there anyone who can do this for me?

I won't be able to release my game's demo publicly if it does not have some sort of encryption method for the files. :(
If anyone is interested, please contact me via PM, answer the topic, or email me at Uniqueviper718@hotmail.com as soon as possible! Thank you and I hope to hear from one of you fine coders soon!
2
Script Requests / [Solved]Enemy Additions
December 06, 2011, 01:31:34 pm
I'm looking for a script that randomly adds 1 to 4 enemies of my choosing depending on the battleback. For example, say you are on a forest battle background, then 1-4 forest enemies would spawn (on top of the already loaded enemies) even if there's already 8 enemies on the field.
If anyone is willing to work on this, I would really appreciate it. Thank you!

Oh yeah, and for where they are supposed to be on the screen, I should be able to put in the coordinates myself and this is for RMXP.
3
Recruitment: Demon's Revenge

Job Opportunities:
I need a clothing/hair pixel artist for my NPC sprites (all made separately for a generator) (I found out I'm not very creative when it comes to making clothes for these guys)

Also, I need someone who can color digitally. Color my battle backgrounds, faces, etc

Project Bio:
You can take a look at the project here:
http://save-point.org/showthread.php?tid=2963

Team:
My team consists of:
Me (I do a little bit of everything)
Trexrell (Concept Artist, Battler Spriter, Various other things)
Others (Mentioned in the topic)


What I am looking for:
I'm basically looking for a spriter to do a full wardrobe for my NPCs using my templates. Hoods, robes, pants, skirts, shirts, belts, hats, hair, etc. They would all have to be separate so I can put them in Dervvulfman's generator. They would also have to try and follow my style of pixeling if possible, but not necessary. The templates are: Men, women, fat women, fat man, children, old people. If clothes have different designs, make the design separate so I can change colors separately. Clothing style would consist of a few cultures, such as roman, egyptian, western, etc, and from rags to riches. I am expecting 3 or more sets for each template.

And I'm looking for someone who can color images like this:
http://fc08.deviantart.net/fs28/f/2009/251/a/7/Battle_backgrounds_v1_by_Kymotonian.png
or
http://www.spriters-resource.com/gameboy_advance/ffvadv/backgrounds.PNG

and faces like this:
http://www.depleti.com/pics/rpg/rpg_faces.jpg (Realistic, but still cartoony)

Out of the lineart provided.

Payment:
Payment for pixel artist will be $70 total. Payment may be split in 2.
(Negotiable)
Payment for digital coloring will be $3-5 each 640x480 image.
$2-4 each face animation image
(Negotiable)

Contact Information
Just PM me here or email/IM me at Uniqueviper718@hotmail.com
Skype: Yinyamina
4
Resource Requests / Sand Tile
December 16, 2010, 05:10:18 pm
-pixel art--
Maker: XP

Type of resource requested: Tile

Tile size in pixels(if nonstandard): 32*32

As easy as it sounds... Sand is hard as heck to do correctly. Everyone on my part is having a hard time drawing sand. So my request is for a sand tile (tileable). 32 by 32 using light brown colors (to match the rest of the tileset).

Here are the colors that should be used:


Any other comments:
Thanks to anyone who is willing and able to do this.
5
Projects / Games / Demon's Revenge With Demo
December 15, 2010, 02:01:16 pm


"Death is but an illusion for a solution... In death we harbor our regret and sorrow. Only in true confrontation and justice can we free ourselves from this madness."
Download The Demo!



Spoiler: ShowHide
In a deep dark corner of the universe, there's a small galaxy consisting of very few planets. Most notable are three planets, which sit in the middle of the solar system. In the middle of these three planets lies a small planet named Hasphal. Above Hasphal is a large robust planet called Dagmedok. Legend says a powerful race of supernatural beings with vast technology exists there to watch over the planet of Hasphal. Just below Dagmedok is a planet closest to the sun... A dark eerie looking planet called Remerin, where the hasphalians say the land is filled with flames.



Spoiler: ShowHide
Around the planet of Dagmedok is a moon the same size of Hasphal called Fliridian. On this moon lived a species of humanoid beings called kelt. The kelt use modern technology and have enjoyed peace and prosperity throughout their existence. But peace and prosperity comes with a price.The moon eventually became over populated. With its thriving economy, and almost non-existant poverty, there were less deaths and more births than the moon could hold. The leader of this moon, Latrell Flamous, ordered an experiment to send some of his people to Dagmedok, but whenever they sent ships to explore it, their ships would mysteriously disappear. They found what to them looked like an under developed planet, Hasphal. He sent ships there to find that it was not populated.He wanted the people to start off fresh. With the willing few he had, he sent them to inhabit the planet of Hasphal. So the same problem of Fliridian won't fall upon Hasphal, he sent them without the perks and technology of Fliridian so the population can be maintained. He felt it was better than just exterminating his own people, but again, with every good, there is a bad.Unknown to anyone who scouted the planet before, there were creatures called jehts. The jehts went into hiding underground until the Fliridians would eventually leave... But they didn't. Instead, they evolved their race, changing into humans. When the jehts finally decided they wanted to reclaim their surface, the humans refused to let them. In fact, the humans were repulsed by their disfigured features and named them as if they were creatures from Remerin, demons. Until this day, jehts are still fighting for what is rightfully theirs...



Spoiler: ShowHide
Sen is a rough young woman, not really too smart, but very sarcastic. She has been through a lot during her life. As a child, for years, all she can remember was being in a chamber having needles stuck in her, striking painful sensations, and blurred visions of a woman. It finally ended one day when she woke up in a nice house at the age of 6. She had a brother, and parents, a nice bed to sleep in, she was enrolled in a school, and had a good friend. Was it all just a crazy nightmare?This somewhat good life went on for a long time until one day, at the age of 14, on her way to the park from school, she was kidnapped. Again, these terrible feelings, the same blurred visions.... It wasn't a nightmare. After a few days of torture, she was thrown on the side of her house where her brother found her. But she was different... Cold.... Not the same Sen he grew up with. He asked her questions, "where were you?" "what's going on?" "what happened to your eyes?" All she could say was "leave me alone." He noticed her voice wasn't the same. He backed off, but he cared too much to just sit by and watch his sister go through this hard time alone. He made the terrible mistake of trying to comfort her. He touched her shoulder and she turned around to face him. Her eyes, golden.She blacks out.When she comes to, she sees her brother lying in a pool of water. Pale as if he'd drowned. Had she done this? She heard her mom rushing to the room and climbed out of the window. She knew they would blame her. "That DEMON!" she hears her mom say in agony as she's running into the woods.For years all she could do was run, kill, and hide. She ends up finding a shack in a relatively quiet area. Nobody could find her there. She makes a home for herself and lives there.

A couple of years later, it appears as if the ridders have found her. She begins getting knocks on the door, death threats, and battles. This goes on until the present. She is now 23 years old. She finally gets sick of it. Losing all hope and grip on humanity, she vows to become the monster everyone wants her to be.... Until one day an unprepared demon ridder named Jagen sees more in her heart than she thought she had left.




Spoiler: ShowHide

Sen

With every last fiber of her body, Sen only knows survival. Her life is vague. Plagued by dreams of horror and frustration of what she believes them to be. Having betrayed the only family she has known by killing her brother, she seeks no truths and accepts the inevitability that she will always be hunted as a Demon.

Sen lives at the edge of a forgotten and abandoned forest where she has survived for years on her own. Using her apparent demonic ability to control moisture in the air she was able to survive. Becoming a hardened survivor and living off the land alone, in what has become penance for the crime she has commit.

Life in Origin Forest is no place for a human. Wolves overpopulate the area, and because of that food is scarce. Sen has survived eating any herbs and fungus that she finds with the occasional hunt or stranded animal that comes across her way. Her strongest asset is her instincts, as her formal education was cut short by the murder of her brother. Sen has become brutal and strong in this harsh environment fighting for her life every day.


Spoiler: ShowHide

Jagen

Born with nobility Jagen has been bred with the finest teachings and training. Jagen's family and culture has pressured him to hate what he does not understand, jehts. Jagen could not protect his wife against them. He found his wife brutally murdered by jehts. Stricken with grief, unable to slay the "demon" that did this to her, he puts up arms. Not in revenge for his wife but to defend anyone these creatures would come to harm. So he joins the ridders, Hasphal's elite defenders, to protect the ones who need protecting.
But everything is not what it seems and Jagen's morals tend to clash with the ideals of the ridders.

Jagen was raised by wealthy owners of an inn located in the town of Pekitzer. He lived a very privileged life and was exposed to some of the finer teachings in all of Hasphal. Jagen's parents were so busy with the family business that they rarely had time for him. Because of that, Jagen indulged himself in education, religion and training. He grew to embrace the intricacies of strategy and war, and grew a passion for some of the more obscure and unpredictable weapons and fighting styles. Jagen became one of the most formidable tournament fighters in Pekitzer and was eventually recruited by the ridders. He declined initially, but years later volunteered after tragedy struck his life.


Spoiler: ShowHide

Jynx

Growing up, Jynx has always been able to hide the fact that he is a jeht. He could blend in with hasphalians by changing form and looking like one of them. He attended school with them, worked with them, he wanted to be just like them. Jynx even fell in love with one of them, but that all felt like a lie to Jynx and he could not live his life that way. Accepting that jehts and hasphalians could not live together, Jynx travels like a nomad living with both hasphalians and jehts, trying to find a place for himself in the world.

Jynx has traveled Hasphal and has never truly found a place to call home. He has been to many of the cities and small towns of Hasphal and has seen the same type of prejudice and hate towards jhets no matter where he went or which side he was posing on. As much as he would want these things to change he figured it won't and he eventually alluded to a life of solitude away from both jhets and humans.


Spoiler: ShowHide

Sinara

Little is known about the hasphalian Sinara. Her hate for jehts is almost as strong as her disdain for her own kind. Sinara shows little allegiance with anyone and seems to live for the purpose of killing for the ridders rather than the ridders purpose. She is an efficient killer and skilled assassin taking little time to dispatch her enemies.

Sinara's early life was full of pain and isolation. Sinara and her younger sister Miranda were orphans who grew up in an unnamed town; overworked and under fed. They spent each day longing for a chance at a real life and family. The days of work and hunger led Sinara to have deep disdain for society. Soon the town was ravaged by demons and that day of having a real family never came. Sinara and Miranda's first encounter with demons wounded them. That day, they nearly lost the only thing they have ever truly possessed: their lives. They grew enraged by the mere mention of the word demon and vowed to find a way to rid the world of them.

When they were of age they joined the ridders. Miranda took a more internal role, while Sinara worked more on the field of battle. Both were Max's best recruits, but Sinara was his prize possession and once he saw the potential in her skill, he honed them to reach a status beyond measure.


Spoiler: ShowHide

Grandeur Maximillion

Seemingly out of nowhere, a man arrived in what is known as a cold and harsh place called D'halis. With only a few men by his side he found a way to keep demons away, and if need be extinguish them with little effort. He taught the men how to fight and protect this place. As time went on they elected him their leader. This man was called Grandeur Maximillion. No one knows where he came from or why he decided to help these people. The town started to blindly follow Max and they did everything he told them. He formed a militia which sole purpose was to kill or capture demons. These where the Demon Ridders. He introduced techniques and ancient relics to these people. He ordered the construction of a grand tower with technology this world has never seen. In the years that the tower was under construction, he spread the mighty hand of the ridders all around the world. He became the known leader of Hasphal, and ruled unopposed with the power of the ridders.




Spoiler: ShowHide


  • Discover a world full of 2D pixel animations.
  • Indulge in story and action through the exciting motion comic cut scenes.
  • Use strategy and plan your party based on what they can do in a unique battle system. The environment could be your greatest weapon or your worst enemy. Cut down trees or throw pillars at your enemies to gain an advantage in battle.
  • Find secrets and explore as you uncover artifacts and quests to discover lore and other unique items.
  • Explore the diverse world of Hasphal. Climb mountains or dive deep into oceans. Visit grand palaces, mystical forests and beautiful cities.
  • Experience both the day and night system. As time goes by different creatures emerge. Players and enemies' skills change depending on what time of the day it is. People go on about their daily lives as they react to the time of day, or day in a week.
  • Solve fun and engaging puzzles. Use individual tools and skills of each character to solve a variety of puzzles and obstacles. Jump over cliffs and slice down trees, what ever it takes to move your journey along.





Spoiler: ShowHide

















Battle Backgrounds







Main Trailer:
https://www.youtube.com/watch?v=dRA7_O64okM



Credits (Not Up To Date)
Spoiler: ShowHide
 


Special Thanks And Dedications
Spoiler: ShowHide

My Husband, Tyrell
My Mom, Barbara
My Sons, Adonus and Lucas
My Daughter, Nova


Find and support us at:
Official Website
demonsrevenge.com
Facebook
https://www.facebook.com/DemonsRevenge
Twitter
https://twitter.com/_DemonsRevenge_

More Support
Spoiler: ShowHide

I have to update the support bars to include the new logo. The links will stay the same.


















The images in are here, ready to use and linking to the rmrk topic:
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Rotation.gif[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img][/url]


And with out the links:

[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img]


You can show your support where ever you go by including one of these small images in your sig and linking it here.

Or just by helping spread the word!
6
Troubleshooting / Help / [Resolved]Autotile Problem
October 31, 2010, 12:46:46 pm
Anyone know why my autotile came out like this??

Spoiler: ShowHide


I followed these directions:
http://www.rpgmakerweb.com/material.html?prod=xp

When I click to put down 1 tile, it doesn't even show up.

7
I need a good scripter to help me test and debug the issues in my game (there are multiple scripting/compatibility issues) I won't be sending the game itself, it would be too big. I will make a small demo with my test map and send it instead.
If anyone is interested, PM me or reply here. I'm no scripter so I don't know what exactly is going wrong with certain things.
8
Script Requests / Any good menu makers?
October 27, 2010, 02:39:35 pm
I need a scripter to make a full menu system and animated. By full I mean:

Item
Equip
Status
Magic
Quest
Party
Info Book
Save

By animated, I mean windows fade in or come in from a corner or something of the sort.

So ultimately, you would not only be making a menu, it would be implementing existing scripts or making scripts such as :

a quest script
party switching system
and an information book.

I'll provide plenty of references and mockups.

Ideally it would a be a one scene menu. Sort of like ForeverZero's or Ryexander's over at Chaos Project. (Here)

I am willing to pay, but I do have a limit.

If anyone is interested, send me a PM or just reply here.
9
Script Troubleshooting / A* Pathfinding Problem
October 10, 2009, 05:03:43 pm
Sorry guys, I don't know how I did it, but I fixed it!
Just realized that my post didn't fit.
I fixed it.
Ok, I made an event and in the move route I have
Code: text
node = Node.new(55, 16); char = 113; path = A_Star_Pathfinder.new(node, char, false); path.generate_path

in a script call. Then turn up and wait 300 right after. Everything works fine until the event gets to 55, 16. It doesn't turn up or wait 300. Then an error pops up with this
line 738 No Method error occured
undefined method 'list'for nil:nilclass

Code: text
  #--------------------------------------------------------------------------
 # * Move Type : Custom (move event, pattern, etc.)
 #   Note: The script overwrites this method, which _might_ lead to
 #   compatibility problems with other scripts. You can remove this
 #   method to fix any such problem, but the character won't be able
 #   to detect the need to recalculate the path.
 #--------------------------------------------------------------------------
 def move_type_custom
   # Interrupt if not stopping
   if jumping? or moving?
     return
   end
   # For each move command starting from the index
   while @move_route_index < @move_route.list.size <----------------------------------------------------Error is on that line!
     # Get the move command at index
     command = @move_route.list[@move_route_index]
     # If command code is 0 (end of list)
     if command.code == 0
       # If [repeat action] option is ON
       if @move_route.repeat
         # Reset move route index to the top of the list
         @move_route_index = 0
       end
       # If [repeat action] option is OFF
       unless @move_route.repeat
         # If move route is forced and not repeating
         if @move_route_forcing and not @move_route.repeat
           # The move route is no longer forced (moving ended)
           @move_route_forcing = false
           # Restore original move route
           @move_route = @original_move_route
           @move_route_index = @original_move_route_index
           @original_move_route = nil
### CODE ADDED HERE ############################################################
           # If there was a path to follow and we reached goal
           if @a_star_paths[0]
             if self.x == @a_star_paths[0].goal_node.x and
                 y == @a_star_paths[0].goal_node.y
               # Call the reach method if one was provided
               if @a_star_paths[0].reach_method
                 @a_star_paths[0].reach_method.call
               end
             end
             follow_next_path
           end
### ADDED CODE ENDS ############################################################
         end
         # Clear stop count
         @stop_count = 0
       end
       return
     end # if command.code == 0
     # For move commands (from move down to jump)
     if command.code <= 14
       # Branch by command code
       case command.code
       when 1  # Move down
         move_down
       when 2  # Move left
         move_left
       when 3  # Move right
         move_right
       when 4  # Move up
         move_up
       when 5  # Move lower left
         move_lower_left
       when 6  # Move lower right
         move_lower_right
       when 7  # Move upper left
         move_upper_left
       when 8  # Move upper right
         move_upper_right
       when 9  # Move at random
         move_random
       when 10  # Move toward player
         move_toward_player
       when 11  # Move away from player
         move_away_from_player
       when 12  # 1 step forward
         move_forward
       when 13  # 1 step backward
         move_backward
       when 14  # Jump
         jump(command.parameters[0], command.parameters[1])
       end
       # If movement failure occurs when [Ignore if can't move] option is OFF
       if not @move_route.skippable and not moving? and not jumping?
### CODE ADDED HERE ############################################################
         # If there's a path but it couldn't be followed (probably because
         # another character blocked it)
         if @a_star_paths[0] and
            A_Star_Pathfinder::COLLISION_WAIT >= 0 and
            (A_Star_Pathfinder::COLLISION_LIMIT < 0 or
            @a_star_paths[0].collision_counter <= A_Star_Pathfinder::COLLISION_LIMIT)
           # Setup path again to update starting location.
           # original goal node is used because pathfinding changes
           # the goal node to current node
           goal = @a_star_paths[0].original_goal_node
           char = @a_star_paths[0].character
           range = @a_star_paths[0].range
           close = @a_star_paths[0].get_close
           reach = @a_star_paths[0].reach_method
           fail = @a_star_paths[0].fail_method
           counter = @a_star_paths[0].collision_counter
           # Find another path to goal
           @a_star_paths[0] = A_Star_Pathfinder.new
           @a_star_paths[0].setup(goal, char, range, close, reach, fail)
           @a_star_paths[0].calculate_path
           @a_star_paths[0].generate_path(false)
           @a_star_paths[0].collision_counter = counter + 1
           force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
           # Wait a bit before starting to follow the new path
           @wait_count = A_Star_Pathfinder::COLLISION_WAIT
           return
         elsif @a_star_paths[0]
           # If collision wait is -1 or reached collision limit,
           # stop character and call any fail method
           @move_route_index = @move_route.list.size
           if @a_star_paths[0].fail_method
             @a_star_paths[0].fail_method.call
           end
           follow_next_path
         end
### ADDED CODE ENDS ############################################################
         return
       end
       # Advance index
       @move_route_index += 1
       return
     end # if command.code <= 14
     # If waiting
     if command.code == 15
       # Set wait count (from provided parameter)
       @wait_count = command.parameters[0] * 2 - 1
       @move_route_index += 1
       return
     end # if command.code == 15
     # If direction change (turning) command
     if command.code >= 16 and command.code <= 26
       # Branch by command code
       case command.code
       when 16  # Turn down
         turn_down
       when 17  # Turn left
         turn_left
       when 18  # Turn right
         turn_right
       when 19  # Turn up
         turn_up
       when 20  # Turn 90° right
         turn_right_90
       when 21  # Turn 90° left
         turn_left_90
       when 22  # Turn 180°
         turn_180
       when 23  # Turn 90° right or left
         turn_right_or_left_90
       when 24  # Turn at Random
         turn_random
       when 25  # Turn toward player
         turn_toward_player
       when 26  # Turn away from player
         turn_away_from_player
       end
       @move_route_index += 1
       return
     end # if command.code >= 16 and command.code <= 26
     # If other command (commands that don't 'return')
     if command.code >= 27
       # Branch by command code
       case command.code
       when 27  # Switch ON
         $game_switches[command.parameters[0]] = true
         $game_map.need_refresh = true
       when 28  # Switch OFF
         $game_switches[command.parameters[0]] = false
         $game_map.need_refresh = true
       when 29  # Change speed
         @move_speed = command.parameters[0]
       when 30  # Change freq
         @move_frequency = command.parameters[0]
       when 31  # Move animation ON
         @walk_anime = true
       when 32  # Move animation OFF
         @walk_anime = false
       when 33  # Stop animation ON
         @step_anime = true
       when 34  # Stop animation OFF
         @step_anime = false
       when 35  # Direction fix ON
         @direction_fix = true
       when 36  # Direction fix OFF
         @direction_fix = false
       when 37  # Through ON
         @through = true
       when 38  # Through OFF
         @through = false
       when 39  # Always on top ON
         @always_on_top = true
       when 40  # Always on top OFF
         @always_on_top = false
       when 41  # Change Graphic
         # Can't change into a tile
         @tile_id = 0
         @character_name = command.parameters[0]
         @character_hue = command.parameters[1]
         # Update direction
         if @original_direction != command.parameters[2]
           @direction = command.parameters[2]
           @original_direction = @direction
           @prelock_direction = 0
         end
         # Update frame
         if @original_pattern != command.parameters[3]
           @pattern = command.parameters[3]
           @original_pattern = @pattern
         end
       when 42  # Change Opacity
         @opacity = command.parameters[0]
       when 43  # Change Blending
         @blend_type = command.parameters[0]
       when 44  # Play SE
         $game_system.se_play(command.parameters[0])
       when 45  # Script
         result = eval(command.parameters[0])
       end
       # Update move_route_index and move to next move command in the list
       @move_route_index += 1
     end # if command.code >= 27
   end # while @move_route_index < @move_route.list.size
   #rescue <------------------------------------------------------------------------------- My rescue
 end

When I use rescue, it doesn't crash, but it doesn't finish the move route either. It does the script call and just stays there with no error.

I'd really like to get this working and any help would be appreciated. Thank you to anyone who is willing to help me with this.
10
I just put a picture in a window, but it only shows when the picture is in the RTP folder. How can I make it NOT point to the RTP folder and make it point to my game folder?

EDIT: For 20 minutes I was just wondering why it didn't work. But I figured it out (2 minutes later :P). This is resolved!

NEW QUESTION!
OK, how do I make a picture go away when I press a button?
I tried dispose, but it doesn't work.

RESOLVED! I just made a def update and put dispose.
11
Script Troubleshooting / Yin Is Requesting Help!
May 31, 2009, 12:19:02 pm
Ok, I am trying to put this ring menu http://punkid89.b1.jcink.com/index.php?showtopic=831 in this battle system http://www.rmxp.org/forums/viewtopic.php?f=11&t=62914 and the ctb+the individual battle commands add ons. Why would I be getting this error?
Spoiler: ShowHide
Script 'Ring Menu' line 373: NoMethodError occured.
undefined method '[]' for #<Game_Actor:0x3e95318>
That line points to this
rect = Rect.new(0, 0, @icons[j].width, @icons[j].height)


Also, if you have spare time, there is also a topic in the request forum (not a request anymore) for an item menu. I also need help with that.

Thank you and any help is appreciated. I can make a demo if needed.
Well, here is the demo so you can see what I have so far.
http://www.sendspace.com/file/xmmr7s
12
How would I make certain items NOT show in the item menu even though I have them?
13
(I need help, this is no longer a request.... Unless you want it to be and can fix this! :P)

Script Request

This is a request for a combination of 2 existing scripts.

Script Title:
Separate Item Bags
RMXP or RMVX:
This is for XP
Detailed Description:

Let me explain. Right now, the script I am using is set up to go to the item menu. You assign items with the 1, 2, 3 and 4 keys. You press shift to enter the item bags of the actors. In this scene, you can see who has what and unassign items.

What I want is the party's item menu underneath it. I want everything to be done in 1 scene. If you are in the actors selection items then you have to press b or escape to get back to the party items menu (which would be on the bottom of that), you do all of the assigning in the party items menu and you will see it updating as you are doing it. I would also like to be able to assign a max items for each actor if possible which would show under their picture. I hope I am clear with my explanation.

Screen shots:
Right now the item script I am using looks like this


I want it to look like this

(I did this with paint)

The script
Here is the script I need combined with the regular item menu.
Code: text
#==============================================================================
# Seperate Items For Actors
#==============================================================================
# SephirothSpawn
# Version 1
# 2.2.05
# Thanks to Near Fantastica for his Keyboard Module, and  Katzbalger for requesting it
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Seperate Items For Actors", "SephirothSpawn", 1, "2.2.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Seperate Items For Actors") == true
 
#==============================================================================
# ** Keyboard Input Module
#==============================================================================
# Near Fantastica
# Version 5
# 29.11.05
#==============================================================================
# The Keyboard Input Module is designed to function as the default Input module
# dose. It is better then other methods keyboard input because as a key is
# tested it is not removed form the list. so you can test the same key multiple
# times the same loop.
#==============================================================================

module Keyboard
 #--------------------------------------------------------------------------
 @keys = []
 @pressed = []
 Mouse_Left = 1
 Mouse_Right = 2
 Back= 8
 Tab = 9
 Enter = 13
 Shift = 16
 Ctrl = 17
 Alt = 18
 Esc = 27
 Space = 32
 Numberkeys = {}
 Numberkeys[0] = 48
 Numberkeys[1] = 49
 Numberkeys[2] = 50
 Numberkeys[3] = 51
 Numberkeys[4] = 52
 Numberkeys[5] = 53
 Numberkeys[6] = 54
 Numberkeys[7] = 55
 Numberkeys[8] = 56
 Numberkeys[9] = 57
 Numberpad = {}
 Numberpad[0] = 45
 Numberpad[1] = 35
 Numberpad[2] = 40
 Numberpad[3] = 34
 Numberpad[4] = 37
 Numberpad[5] = 12
 Numberpad[6] = 39
 Numberpad[7] = 36
 Numberpad[8] = 38
 Numberpad[9] = 33
 Letters = {}
 Letters["A"] = 65
 Letters["B"] = 66
 Letters["C"] = 67
 Letters["D"] = 68
 Letters["E"] = 69
 Letters["F"] = 70
 Letters["G"] = 71
 Letters["H"] = 72
 Letters["I"] = 73
 Letters["J"] = 74
 Letters["K"] = 75
 Letters["L"] = 76
 Letters["M"] = 77
 Letters["N"] = 78
 Letters["O"] = 79
 Letters["P"] = 80
 Letters["Q"] = 81
 Letters["R"] = 82
 Letters["S"] = 83
 Letters["T"] = 84
 Letters["U"] = 85
 Letters["V"] = 86
 Letters["W"] = 87
 Letters["X"] = 88
 Letters["Y"] = 89
 Letters["Z"] = 90
 Fkeys = {}
 Fkeys[1] = 112
 Fkeys[2] = 113
 Fkeys[3] = 114
 Fkeys[4] = 115
 Fkeys[5] = 116
 Fkeys[6] = 117
 Fkeys[7] = 118
 Fkeys[8] = 119
 Fkeys[9] = 120
 Fkeys[10] = 121
 Fkeys[11] = 122
 Fkeys[12] = 123
 Collon = 186
 Equal = 187
 Comma = 188
 Underscore = 189
 Dot = 190
 Backslash = 191
 Lb = 219
 Rb = 221
 Quote = 222
 State = Win32API.new("user32","GetKeyState",['i'],'i')
 Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
 #--------------------------------------------------------------------------
 def Keyboard.getstate(key)
   return true unless State.call(key).between?(0, 1)
   return false
 end
 #--------------------------------------------------------------------------
 def Keyboard.testkey(key)
   Key.call(key) & 0x01 == 1
 end
 #--------------------------------------------------------------------------
 def Keyboard.update
   @keys = []
   @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left)
   @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right)
   @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back)
   @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab)
   @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter)
   @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift)
   @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl)
   @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt)
   @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc)
   @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space)
   for key in Keyboard::Numberkeys.values
     @keys.push(key) if Keyboard.testkey(key)
   end
   for key in Keyboard::Numberpad.values
     @keys.push(key) if Keyboard.testkey(key)
   end
   for key in Keyboard::Letters.values
     @keys.push(key) if Keyboard.testkey(key)
   end
   for key in Keyboard::Fkeys.values
     @keys.push(key) if Keyboard.testkey(key)
   end
   @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon)
   @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal)
   @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma)
   @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore)
   @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot)
   @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash)
   @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb)
   @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb)
   @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote)
   @pressed = []
   @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left)
   @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right)
   @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back)
   @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab)
   @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter)
   @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift)
   @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl)
   @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt)
   @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc)
   @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space)
   for key in Keyboard::Numberkeys.values
     @pressed.push(key) if Keyboard.getstate(key)
   end
   for key in Keyboard::Numberpad.values
     @pressed.push(key) if Keyboard.getstate(key)
   end
   for key in Keyboard::Letters.values
     @pressed.push(key) if Keyboard.getstate(key)
   end
   for key in Keyboard::Fkeys.values
     @pressed.push(key) if Keyboard.getstate(key)
   end
   @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon)
   @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal)
   @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma)
   @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore)
   @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot)
   @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash)
   @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb)
   @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb)
   @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote)
 end
 #--------------------------------------------------------------------------
 def Keyboard.trigger?(key)
   return true if @keys.include?(key)
   return false
 end
 #--------------------------------------------------------------------------
 def Keyboard.pressed?(key)
   return true if @pressed.include?(key)
   return false
 end
end

#==============================================================================
# ** Bitmap
#==============================================================================

class Bitmap
 #--------------------------------------------------------------------------
 # * Scale Blt
 #--------------------------------------------------------------------------
 def scale_blt(dest_rect, src_bitmap,
   src_rect = Rect.new(0, 0, src_bitmap.width, src_bitmap.height), opacity = 255)
   w, h = src_rect.width, src_rect.height
   scale = [w / dest_rect.width.to_f, h / dest_rect.height.to_f].max
   ow, oh = (w / scale).to_i, (h / scale).to_i
   ox, oy = (dest_rect.width - ow) / 2, (dest_rect.height - oh) / 2
   stretch_blt(Rect.new(ox + dest_rect.x, oy + dest_rect.y, ow, oh),
     src_bitmap, src_rect )
 end
end

#==============================================================================
# ** Game_Party
#==============================================================================

class Game_Party
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :items
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_individualactorcache_gameparty_item_number item_number
 #--------------------------------------------------------------------------
 # * Get Number of Items Possessed
 #     item_id : item ID
 #--------------------------------------------------------------------------
 def item_number(item_id)
   # If In Battle, loads Active Battler Numbers
   if $game_temp.in_battle
     n = 0
     for item in $scene.active_battler.item_cache
       if item.id == item_id
         n += 1
       end
     end
     return n
   else
     # If quantity data is in the hash, use it. If not, return 0
     return @items.include?(item_id) ? @items[item_id] : 0
   end
 end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :item_cache
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_individualactorcache_gameactor_setup setup
 #--------------------------------------------------------------------------
 # * Setup
 #--------------------------------------------------------------------------
 def setup(actor_id)
   # Sets Item Cache
   @item_cache = []
   # Original Actor Setup Method
   seph_individualactorcache_gameactor_setup(actor_id)
 end
 #--------------------------------------------------------------------------
 # * Assign Item
 #     item_id : Items ID #
 #--------------------------------------------------------------------------
 def assign_item(item_id)
   item = $data_items[item_id]
   unless item.nil?
     @item_cache << item
     @item_cache.sort! {|a, b| a.id<=>b.id}
     item_number = $game_party.items.include?(item_id) ? $game_party.items[item_id] : 0
     $game_party.items[item_id] = [[item_number - 1, 0].max, 99].min
   end
 end
 #--------------------------------------------------------------------------
 # * Unassign Item
 #     item_id : Items ID #
 #--------------------------------------------------------------------------
 def unassign_item(item_id)
   item = $data_items[item_id]
   unless item.nil?
     if @item_cache.include?(item)
       use_item(item_id)
       $game_party.gain_item(item_id, 1)
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Use Item
 #     item_id : Items ID #
 #--------------------------------------------------------------------------
 def use_item(item_id)
   item = $data_items[item_id]
   unless item.nil?
     for i in 0...@item_cache.size
       if item == @item_cache[i]
         @item_cache.delete_at(i)
         break
       end
     end
   end
 end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader :active_battler
end

#==============================================================================
# ** Window_Item
#==============================================================================

class Window_Item < Window_Selectable
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   # For Out Of Battle Use
   unless $game_temp.in_battle
     # Add item
     for i in 1...$data_items.size
       if $game_party.item_number(i) > 0
         @data.push($data_items[i])
       end
     end
     # Adds In Actor Item Cache
     for actor in $game_party.actors
       for item in actor.item_cache
         @data << item unless @data.include?(item)
       end
     end
     # Also add weapons and items if outside of battle
     for i in 1...$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
   # For In Battle Use
   else
     for item in $scene.active_battler.item_cache
       @data << item
     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
end

#==============================================================================
# ** Window_ItemCacheHeading
#==============================================================================

class Window_ItemCacheHeading < Window_Base
 #--------------------------------------------------------------------------
 # * Constant
 #--------------------------------------------------------------------------
 DRAW_CHARACTER = true
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index)
   super(actor_index * 160, 64, 160, 160)
   self.contents = Bitmap.new(width - 32, height - 32)
   @frame = 0
   refresh(@actor = $game_party.actors[actor_index])
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh(actor = @actor)
   self.contents.clear
   @actor = actor
   return if @actor.nil?
   # Draws Actors Name
   self.contents.draw_text(4, 0, contents.width - 8, 32, @actor.name, 1)
   # Draws Actors Sprite
   if DRAW_CHARACTER
     draw_sprite(0, 32, 128, 96, @actor.character_name, @actor.character_hue, 0, @frame)
   else
     bitmap = RPG::Cache.battler(@actor.battler_name, @actor.battler_hue)
     self.contents.scale_blt(Rect.new(0, 32, 128, 96), bitmap)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   # If Character Sprite
   if DRAW_CHARACTER
     if Graphics.frame_count % 10 == 0
       @frame == 3 ? @frame = 0 : @frame += 1
       refresh
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Sprite
 #--------------------------------------------------------------------------
 def draw_sprite(x, y, w, h, name, hue, stance, frame)
   # Gets Bitmap
   bitmap = RPG::Cache.character(name, hue)
   # Bitmap Division
   cw, ch = bitmap.width / 4,  bitmap.height / 4
   # Gets Animation Offsets
   x_off, y_off = cw * frame, ch * stance
   # Draws Bitmap
   self.contents.scale_blt(Rect.new(x, y, w, h), bitmap, Rect.new(x_off, y_off, cw, ch))
 end
end

#==============================================================================
# ** Window_ItemCache
#==============================================================================

class Window_ItemCache < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index)
   super(actor_index * 160, 224, 160, 256)
   @actor = $game_party.actors[actor_index]
   refresh
   self.index = 0
   self.active = false
 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 = []
   # Adds In Actor Item Cache
   @actor.item_cache.sort! {|a, b| a.id<=>b.id}
   for item in @actor.item_cache
     @data << item
   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, y = @data[index], index * 32
   bitmap = RPG::Cache.icon(item.icon_name)
   self.contents.blt(0, y + 4, bitmap, Rect.new(0, 0, 24, 24))
   self.contents.draw_text(32, y, 212, 32, item.name)
 end
end

#==============================================================================
# ** Scene_ActorCache
#==============================================================================

class Scene_ItemCache
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @help_window = Window_Help.new
     @help_window.set_text('Select Item To Unassign', 1)
   @scene_objects = [@help_window]
   for i in 0..3
     eval "@actor_#{i}_heading = Window_ItemCacheHeading.new(#{i})"
     eval "@scene_objects << @actor_#{i}_heading"
     eval "@actor_#{i}_cache = Window_ItemCache.new(#{i})"
     eval "@scene_objects << @actor_#{i}_cache"
   end
   @actor_0_cache.active = true
   @actor_index = 0
   # Execute transition
   Graphics.transition
   # Main loop
   while $scene == self
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Updates Scene Objects
     @scene_objects.each {|x| x.update}
     # Frame update
     update
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose Scene Objects
   @scene_objects.each {|x| x.dispose}
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # If B button is pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to menu screen
     $scene = Scene_Menu.new
   end
   # If C button is pressed
   if Input.trigger?(Input::C)
     item = eval "@actor_#{@actor_index}_cache.item"
     if item.nil?
       # Plays Buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Plays Decision SE
     $game_system.se_play($data_system.decision_se)
     # Usassins Item
     $game_party.actors[@actor_index].unassign_item(item.id)
     # Refreshes Window
     eval "@actor_#{@actor_index}_cache.refresh"
   end
   # If Left or Right Buttons Are Pressed
   if Input.trigger?(Input::LEFT)
     # Plays Cursor SE
     $game_system.se_play($data_system.cursor_se)
     # Deativates Current Window
     eval "@actor_#{@actor_index}_cache.active = false"
     # Changes Window Index
     @actor_index == 0 ? @actor_index = 3 : @actor_index -= 1
     # Actives New Window
     eval "@actor_#{@actor_index}_cache.active = true"
   elsif Input.trigger?(Input::RIGHT)
     # Plays Cursor SE
     $game_system.se_play($data_system.cursor_se)
     # Deativates Current Window
     eval "@actor_#{@actor_index}_cache.active = false"
     # Changes Window Index
     @actor_index == 3 ? @actor_index = 0 : @actor_index += 1
     # Actives New Window
     eval "@actor_#{@actor_index}_cache.active = true"
   end
   # If A button is pressed
   if Input.trigger?(Input::A)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to Item Cache screen
     $scene = Scene_Item.new
     return
   end
 end
end

#==============================================================================
# ** Scene_Item
#==============================================================================

class Scene_Item
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_individualactorcache_sceneitem_update update
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Updates Near's Keyboard Module
   Keyboard.update
   # Assign To Player 1
   if Keyboard.trigger?(Keyboard::Numberkeys[1])
     # If Actor is nil
     if $game_party.actors[0].nil?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Plays Decison SE
     $game_system.se_play($data_system.decision_se)
     # Assigns Item
     $game_party.actors[0].assign_item(@item_window.item.id)
     # Refreshs Window
     @item_window.refresh
   end
   # Assign To Player 2
   if Keyboard.trigger?(Keyboard::Numberkeys[2])
     # If Actor is nil
     if $game_party.actors[1].nil?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Plays Decison SE
     $game_system.se_play($data_system.decision_se)
     # Assigns Item
     $game_party.actors[1].assign_item(@item_window.item.id)
     # Refreshs Window
     @item_window.refresh
   end
   # Assign To Player 3
   if Keyboard.trigger?(Keyboard::Numberkeys[3])
     # If Actor is nil
     if $game_party.actors[2].nil?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Plays Decison SE
     $game_system.se_play($data_system.decision_se)
     # Assigns Item
     $game_party.actors[2].assign_item(@item_window.item.id)
     # Refreshs Window
     @item_window.refresh
   end
   # Assign To Player 4
   if Keyboard.trigger?(Keyboard::Numberkeys[4])
     # If Actor is nil
     if $game_party.actors[3].nil?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Plays Decison SE
     $game_system.se_play($data_system.decision_se)
     # Assigns Item
     $game_party.actors[3].assign_item(@item_window.item.id)
     # Refreshs Window
     @item_window.refresh
   end
   # If A button is pressed
   if Input.trigger?(Input::A)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to item screen
     $scene = Scene_ItemCache.new
   end
   # Orginal Update Method
   seph_individualactorcache_sceneitem_update
 end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end

It is made by SephirothSpawn

If you have any specific questions, please don't hesitate to ask me. Thank you to anyone who is able and willing to complete this task.
14
I just need to know where the states are stored. What classes and/or defs because for some reason my states are not going away... Not even with recover all.
15
Script Troubleshooting / Fonts[Resolved]
May 12, 2009, 12:04:18 pm
My fonts get cut off when there is only one line of text. I'm using ccoa's UMS. It only happens with the letters that hang like y, p, g, j, but it is annoying. Is there a fix? I've tried many fonts with the same results, some worse than others.
16
I just need a fix for these two scripts. When ever a sound effect from Dalissa's Battlecry is supposed to happen, the Fmod script says that the file can't be found when it's clearly in the SE folder. Here are the scripts

FMOD Ex Audio
http://www.rmxp.org/forums/viewtopic.php?t=55486.0

Dalissa's Battlecry
http://punkid89.b1.jcink.com/index.php?showtopic=245&hl=dalissa

Please help me figure this out. Thank you to anyone who is willing to help. For some reason, code tags make my whole post disappear. I will find find the links in a little bit. Ok, the liks have been posted.
This issue was fixed.
17
Script Requests / Force Points Script Request
April 25, 2009, 10:25:46 pm
This is a request for a new script.

Script Title:
I would name this script "Force Points"
RMXP or RMVX:
XP
Detailed Description:
What this script would do is add another attribute in battle called Force Points. Maximum points would be 20 for every character. It is basically like an MP, but for everything. I should be able to choose how many points each command (Attack, Defend, Skip, Etc) removes/adds and also how many points each skill removes/add. Force points should be carried on to the next battle unless they sleep at an inn (meaning I should be able to refill the points through a call script, if possible I would also like to be able to recharge 1 point at a time through call scripts, but if not, I'm fine with it just refilling). Also, if the character doesn't have enough, they won't be able to use the command or the skill that takes more than the amount that they have. I wish I could be more descriptive.

Screen shots:
Here is where I would like the FP to be displayed.


Other Scripts I am using (in order):
http://www.sendspace.com/file/7jt7gh
This is my scripts rxdata. So you know exactly what scripts I am using. Please make it compatible with that battle system if you can only make it for the default, I can see if I can make it compatible myself and I know I have SDK in there somewhere, but I would like it to be unsdk. Thank you to anyone who is willing to take on this task.

If you need more information, let me know through PM or through this topic and I will add the information to this post.
18
I am using English version RMXP.

What can be conflicting with my animated battlers? :???: When their HP gets low or when they have status inflicted, they don't go into their status pose. It happens during battle and no error occurs. It simply doesn't go into the correct position and I don't know why. All the other positions work correctly.
Here is my rxdata file.

http://www.sendspace.com/file/8442th

By the way, some scripts are commented out because I'm not sure if I will use them yet. So I know that none of those are the problem.

If anyone can help me with this I'd really appreciate it.
19
Script Requests / Need a script to include a picture
March 31, 2009, 10:05:12 pm
Script Request
Hello all, I am requesting what I hope is a small edit of Near Fantastica's NPC Interactions script. All I want it to do is while I am in the scroll window, If I press a certain button (doesn't matter, I should be able to change it throught the input line) it will pop up a picture with the same file name as the information being displayed.

Script Title:
Here is the script
The code tag is not working

The Script: ShowHide
#======================================
# ■ NPC Interactions
#======================================
#  By: Near Fantastica
#   Date: 17.06.05
#   Version: 1
#======================================
#
#================================
# ■ Player Log
#================================

class Player_Log
  #--------------------------------------------------------------
  attr_accessor :keys
  #--------------------------------------------------------------
  def initialize
    @keys = []
  end
  #--------------------------------------------------------------
end

#================================
# ■ Scene Player Log
#================================

class Scene_Player_Log
  #--------------------------------------------------------------
  def initialize
    @spriteset = nil
    @keys = []
    @replaces = []
    @text = ""
    @list = $player_log.keys
    file = $player_log.keys[0]
    file.upcase!
    setup(file)
  end
  #--------------------------------------------------------------
  def setup(file)
    @list.push(file) if not @list.include?(file)
    @keys = []
    @replaces = []
    @file = file + ".rxdata"
    @text = IO.readlines("NPC Interactions/#{@file}")
    find_keys
    find_text
  end
  #--------------------------------------------------------------
  def find_keys
    for line in @text
      x = @text.index(line)
      words = line.split
      for word in words
        if word.include?("[") and word.include?("]")
          @replaces.push(x)
          word.delete!("[")
          word.delete!("]")
          word.gsub!(/_/, ' ')
          @keys.push(word)
          if not @list.include?(word)
            @list.push(word)
          end
        end
      end
    end
  end
  #--------------------------------------------------------------
  def find_text
    for replace in @replaces
      line = @text[replace]
      line.delete!("[")
      line.delete!("]")
      line.gsub!(/_/, ' ')
      @text[replace] = line
    end
  end
  #--------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    @command_window = Window_Command.new(180, @list)
    @command_window.height = 480
    @command_window.opacity = 100
    @scroll_window = Window_Scrolling.new(@keys, @replaces, @text)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @command_window.dispose
    @scroll_window.dispose
  end
  #--------------------------------------------------------------
  def update
    @command_window.update
    @scroll_window.update
    if @command_window.active
      update_command
      return
    end
    if @scroll_window.active
      update_scroll
      return
    end
  end
  #--------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      setup(@list[@command_window.index])
      @command_window.setup(@list)
      @scroll_window.y = 0
      @scroll_window.setup(@keys, @replaces, @text)
      @command_window.active = false
      @scroll_window.active = true
      return
    end
  end
  #--------------------------------------------------------------
  def update_scroll
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @scroll_window.active = false
      return
    end
    if Input.repeat?(Input::UP)
      return if @scroll_window.y == 0
      @scroll_window.y+=16
    end 
    if Input.repeat?(Input::DOWN)
      return if (@scroll_window.sy - 480) <= (@scroll_window.y * -1)
      @scroll_window.y-=16
    end 
  end
end

#================================
# ■ Scene Interaction
#================================

class Scene_NPC_Interaction
  #--------------------------------------------------------------
  def initialize(interpreter, file = nil)
    @spriteset = nil
    @interpreter = interpreter
    @name = @interpreter.event.name
    file = @name if file == nil
    @keys = []
    @replaces = []
    @text = ""
    @list = []
    file.upcase!
    setup(file)
  end
  #--------------------------------------------------------------
  def setup(file)
    @list.push(file) if not @list.include?(file)
    @keys = []
    @replaces = []
    @file = file + ".rxdata"
    @text = IO.readlines("NPC Interactions/#{@file}")
    find_keys
    find_text
  end
  #--------------------------------------------------------------
  def find_keys
    for line in @text
      x = @text.index(line)
      words = line.split
      for word in words
        if word.include?("[") and word.include?("]")
          @replaces.push(x)
          word.delete!("[")
          word.delete!("]")
          word.gsub!(/_/, ' ')
          @keys.push(word)
          if not @list.include?(word)
            @list.push(word)
          end
        end
      end
    end
  end
  #--------------------------------------------------------------
  def find_text
    for replace in @replaces
      line = @text[replace]
      line.delete!("[")
      line.delete!("]")
      line.gsub!(/_/, ' ')
      @text[replace] = line
    end
  end
  #--------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    @name_window = Window_Name.new(@name)
    @command_window = Window_Command.new(180, @list)
    @command_window.y = 64
    @command_window.height = 416
    @command_window.opacity = 100
    @scroll_window = Window_Scrolling.new(@keys, @replaces, @text)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    player_keys = $player_log.keys
    @list.shift
    npc_keys = @list
    temp = player_keys | npc_keys
    $player_log.keys = temp
    Graphics.freeze
    @spriteset.dispose
    @name_window.dispose
    @command_window.dispose
    @scroll_window.dispose
  end
  #--------------------------------------------------------------
  def update
    @command_window.update
    @scroll_window.update
    if @command_window.active
      update_command
      return
    end
    if @scroll_window.active
      update_scroll
      return
    end
  end
  #--------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      setup(@list[@command_window.index])
      @command_window.setup(@list)
      @scroll_window.y = 0
      @scroll_window.setup(@keys, @replaces, @text)
      @command_window.active = false
      @scroll_window.active = true
      return
    end
  end
  #--------------------------------------------------------------
  def update_scroll
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @scroll_window.active = false
      return
    end
    if Input.repeat?(Input::UP)
      return if @scroll_window.y == 0
      @scroll_window.y+=16
    end 
    if Input.repeat?(Input::DOWN)
      return if (@scroll_window.sy - 480) <= (@scroll_window.y * -1)
      @scroll_window.y-=16
    end 
  end
end

#================================
# ■ Window Scroll
#================================

class Window_Scrolling < Window_Base
  #--------------------------------------------------------------
  attr_reader   :sy
  #--------------------------------------------------------------
  def initialize(keys, replaces, text)
    @sx = 460
    if text.size * 32 >= 480
      @sy = (text.size+1) * 32
    else
      @sy = 480
    end
    super(180, 0, @sx, @sy)
    @keys = keys
    @replaces = replaces
    @text= text
    self.opacity = 100
    self.contents = Bitmap.new(@sx - 32, @sy - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  #--------------------------------------------------------------
  def refresh
    self.contents.clear
    y=0
    for i in 0...@text.size
      if @replaces.include?(i)
        id = @replaces.index(i)
        words = @text[i].split
        lenght = 0
        for word in words
          key_words = @keys[id].split
          if key_words.include?(word)
            self.contents.font.color = text_color(6)
            self.contents.draw_text(lenght, y, @sx, 32, word)
            temp = self.contents.text_size(word)
            lenght += temp.width
            lenght += 8
          else
            self.contents.font.color = normal_color
            self.contents.draw_text(lenght, y, @sx, 32, word)
            temp = self.contents.text_size(word)
            lenght += temp.width
            lenght += 8
          end
        end
      else
        self.contents.font.color = normal_color
        self.contents.draw_text(0, y, @sx, 32, @text[i])
      end
      y+=32
    end
  end
  #--------------------------------------------------------------
  def setup(keys, replaces, text)
    @keys = keys
    @replaces = replaces
    @text= text
    if @text.size * 32 >= 480
      @sy = (text.size+1) * 32
    else
      @sy = 480
    end
    self.height = @sy
    self.contents.dispose
    self.contents = Bitmap.new(@sx - 32, @sy - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
end

#================================
# ■ Window Name
#================================

class Window_Name < Window_Base
  #--------------------------------------------------------------------------
  def initialize(name)
    @name = name
    super(0, 0, 180, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype  # "Gold" window font
    self.contents.font.size = $defaultfontsize
    self.opacity = 100
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 160, 32, @name, 1)
  end
end


#================================
# ■ Window Command
#================================

class Window_Command < Window_Selectable
   #--------------------------------------------------------------
  def setup(commands)
    @commands = commands
    @item_max = commands.size
    self.contents.dispose
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
end

#======================================
# ■ Interpreter
#======================================

class Interpreter
  def event
    return $game_map.events[@event_id]
  end
end

#======================================
# ■ Game Event
#======================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  def name
    return @event.name
  end
end



Here's the link

http://punk.ohsk.net/forums/index.php?show...ction"


RMXP or RMVX:

XP
Screenshots: The picture should be in the middle of the screen and if possible in a different window that adapts to the size of the picture (if possible or easy)
Other Scripts I am using (in order):
Would adding a picture to this script really conflict with anything else if it working fine already? If it would, I will post my scripts.rxdata.