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.

Messages - Metaron

1
RMXP Script Database / Re: [XP] Blizz-ABS
September 28, 2022, 06:35:37 am
Hi everyone,

I want to make some changes to Game_Battler 3 through following this guide that Wraight89 has posted - https://forum.chaos-project.com/index.php?topic=14666.0 

The guide above talks heavily about the default battle system but I wondered if this would also apply to Blizz-Abs?

Ideally I want to change how weapon damage works in the game by having certain weapon types i.e. Knives, bows etc scale of Dexterity instead of Strength. I don't like the idea that all weapon damage is run off Strength.

Would changes made to Game_Battler 3 be compatiable with how Blizz-Abs functions? If not, is there a way of modifying how this works in Blizz-Abs?

As always thank you for your time and patience.

2
This did the trick! Cheers again KK20 :)
3
You're a lifesaver KK20, it fixed my error on start up.

It has given an odd display though with the top of the dialogue boxes where the player names shows, the main box seems to cut through it.

I've uploaded an image here for it:  https://imgur.com/grzmFdG

I've also modified the link in my previous post for the error if you need to see it still.

Do you reckon I need to fiddle with the settings in the [XPA] XPA_Window script?

Thanks again for your help :)
4
Hi there, I've nearly finished moving my game over to the ACE Engine however i've got one error left with one of the scripts I have:

Image of the error found here: https://imgur.com/o6QtEoT

Script '[0132] Advanced Message Script'line 279: RuntimeError occurred

String Modified.

This is from using Dubealex's Advanced Message Script R4, I've placed the script below:

Spoiler: ShowHide

#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true  #Set the letter by letter mode ON/OFF         

#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS

attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :event_message_x_ofset
attr_accessor :event_message_y_ofset
 
def initialize
 
@name_box_x_offset = 0      #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8          #Choose the width of the Name Box. default= 8 
@name_box_height = 26        #Choose the height of the Name Box. default= 26

@font_type = "Tahoma"          #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22                      #Choose the default Font Size for message box text
@name_font_size = 22            #Choose the deafault Font Size for Name Box text
@name_box_text_color=0        #Choose the Text Color of the Name Box
@message_box_text_color=0  #Choose the Text Color of the Message Box

@message_box_opacity = 160            #Choose the opacity of the message window. Default=160
@message_box_skin = "Pirata"  #Choose the WindowSkin for the Message Box
@name_box_skin = "Angels"      #Choose the WindowSkin for the Name Box

@message_width = 480          #Choose the width size of the message box. Default=480
@message_height = 160        #Choose the height size of the message box. Default=160
@message_x = 80                  #Choose the X position of the message box. Default=80
@message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
@message_y_top = 16          #Choose the Y top position of the message box. Default=16

@event_message_x_ofset = 0  #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 48  #Choose the Y position offset of the event message. Default=48

end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================


#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable 

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
  $soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
  @gaiji_cache = Bitmap.new($gaiji_file)
else
  @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message

if @name_window_frame != nil
  @name_window_frame.dispose
  @name_window_frame = nil
end

if @name_window_text  != nil
  @name_window_text.dispose
  @name_window_text  = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh

self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
  @x = 8
end

if $game_temp.message_text != nil
  @now_text = $game_temp.message_text
  if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
    @face_file = $1 + ".png"
    @x = @face_indent = 128
    if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
      self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
    end
    @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
  end

  begin
  last_text = @now_text.clone
  @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
  end until @now_text == last_text
  @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
    $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
  end
 
  #NEW
  #Dubealex's Stop Skip Text ON-OFF
  @now_text.gsub!(/\\[%]/) { "\100" }
  #End new command
 
  #NEW
  #Dubealex's Show Monster Name Feature
  @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
  $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
  end
  #End new command
 
  #NEW
  #Dubealex's Show Item Price Feature
  @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
  $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
  end
  #End new command
 
  #NEW
  #Dubealex's Show Hero Class Name Feature
  @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
  $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
  end
  #End new command
 
  #NEW
  #Dubealex's Show Current Map Name Feature
  @now_text.gsub!(/\\[Mm]ap/) do
  $game_map.name    != nil ? $game_map.name    : ""
  end
  #End new command
 
  #NEW
  #Dubealex's Choose Name Box Text Color
  @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
  $ams.name_box_text_color=$1.to_i
  @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
  end
  #End new command
 
  name_window_set = false
  if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
    name_window_set = true
    name_text = $1
    @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
  end

  if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
    @popchar = $1.to_i
    if @popchar == -1
      @x = @indent = 48
      @y = 4
    end
    @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
  end

  @max_choice_x = 0
  if @popchar >= 0
    @text_save = @now_text.clone
    @max_x = 0
    @max_y = 4
    for i in 0..3
      line = @now_text.split(/\n/)[3-i]
      @max_y -= 1 if line == nil and @max_y <= 4-i
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      @max_x = cx if cx > @max_x
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    self.width = @max_x + 32 + @face_indent
    self.height = (@max_y - 1) * 32 + 64
    @max_choice_x -= 68
    @max_choice_x -= @face_indent*216/128
  else
    @max_x = self.width - 32 - @face_indent
    for i in 0..3
      line = @now_text.split(/\n/)
      next if line == nil
      line.gsub!(/\\\w\[(\w+)\]/) { "" }
      cx = contents.text_size(line).width
      if i >= $game_temp.choice_start
        @max_choice_x = cx if cx > @max_choice_x
      end
    end
    @max_choice_x += 8
  end
  @cursor_width = 0
  @now_text.gsub!(/\\\\/) { "\000" }
  @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
  @now_text.gsub!(/\\[Gg]/) { "\002" }
  @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
  @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
  #NEW
  #Dubealex's Permanent Color Change
  @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
    $ams.message_box_text_color= $1.to_i
    @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
    end
  #End of new command
 
  #NEW
  #Dubealex's Font Change Feature
    @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
    buftxt = $1.to_s
    $ams.font_type = buftxt
    @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
    end
  #End of new command
 
  @now_text.gsub!(/\\[.]/) { "\005" }
  @now_text.gsub!(/\\[|]/) { "\006" }
  @now_text.gsub!(/\\[>]/) { "\016" }
  @now_text.gsub!(/\\[<]/) { "\017" }
  @now_text.gsub!(/\\[!]/) { "\020" }
  @now_text.gsub!(/\\[~]/) { "\021" }
  @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
  @now_text.gsub!(/\\[Ii]/) { "\023" }
  @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
  @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
  @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
  @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
 
  reset_window
 
  if name_window_set
    color=$ams.name_box_text_color
    off_x =  $ams.name_box_x_offset
    off_y =  $ams.name_box_y_offset
    space = 2
    x = self.x + off_x - space / 2
    y = self.y + off_y - space / 2
    w = self.contents.text_size(name_text).width + $ams.name_box_width + space
    h = $ams.name_box_height + space
    @name_window_frame = Window_Frame.new(x, y, w, h)
    @name_window_frame.z = self.z + 1
    x = self.x + off_x + 4
    y = self.y + off_y
    @name_window_text  = Air_Text.new(x, y, name_text, color)
    @name_window_text.z = self.z + 2
  end
end

reset_window

if $game_temp.choice_max > 0
  @item_max = $game_temp.choice_max
  self.active = true
  self.index = 0
end

if $game_temp.num_input_variable_id > 0
  digits_max = $game_temp.num_input_digits_max
  number = $game_variables[$game_temp.num_input_variable_id]
  @input_number_window = Window_InputNumber.new(digits_max)
  @input_number_window.number = number
  @input_number_window.x = self.x + 8
  @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end

#--------------------------------------------------------------------------

def update

super

if @fade_in
  self.contents_opacity += 24
  if @input_number_window != nil
    @input_number_window.contents_opacity += 24
  end
  if self.contents_opacity == 255
    @fade_in = false
  end
  return
end
@now_text = nil if @now_text == ""

if @now_text != nil and @mid_stop == false
  if @write_wait > 0
    @write_wait -= 1
    return
  end
  text_not_skip = LETTER_BY_LETTER_MODE
  while true
    @max_x = @x if @max_x < @x
    @max_y = @y if @max_y < @y
    if (c = @now_text.slice!(/./m)) != nil
      if c == "\000"
        c = "\\"
      end
     
      if c == "\001"
        @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
        temp_color = $1
        color = temp_color.to_i
        leading_x = temp_color.to_s.slice!(/./m)
        if leading_x == "#"
          self.contents.font.color = hex_color(temp_color)
          next
        end
        if color >= 0 and color <= 7
          self.contents.font.color = text_color(color)
        end
        next
      end

      if c == "\002"
        if @gold_window == nil and @popchar <= 0
          @gold_window = Window_Gold.new
          @gold_window.x = 560 - @gold_window.width
          if $game_temp.in_battle
            @gold_window.y = 192
          else
            @gold_window.y = self.y >= 128 ? 32 : 384
          end
          @gold_window.opacity = self.opacity
          @gold_window.back_opacity = self.back_opacity
        end
        c = ""
      end

      if c == "\003"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        speed = $1.to_i
        if speed >= 0 and speed <= 19
          @write_speed = speed
        end
        c = ""
      end

      if c == "\004"
        @now_text.sub!(/\[(.*?)\]/, "")
        buftxt = $1.dup.to_s
        if buftxt.match(/\//) == nil and buftxt != "" then
          $soundname_on_speak = "Audio/SE/" + buftxt
        else
          $soundname_on_speak = buftxt.dup
        end
        c = ""
      elsif c == "\004"
        c = ""
      end
     
      if c == "\005"
        @write_wait += 5
        c = ""
      end
     
      if c == "\006"
        @write_wait += 20
        c = ""
      end
     
      if c == "\016"
        text_not_skip = false
        c = ""
      end
     
      if c == "\017"
        text_not_skip = true
        c = ""
      end
     
      if c == "\020"
        @mid_stop = true
        c = ""
      end
     
      if c == "\021"
        terminate_message
        return
      end
     
      if c == "\023"
        @indent = @x
        c = ""
      end

      if c == "\024"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @opacity = $1.to_i
        color = self.contents.font.color
        self.contents.font.name = $ams.font_type
        self.contents.font.size = $ams.font_size
        self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
        c = ""
      end

      if c == "\025"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        self.contents.font.size = [[$1.to_i, 6].max, 32].min
        c = ""
      end

      if c == "\026"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += $1.to_i
        c = ""
      end
     
      if c == "\027"
        @now_text.sub!(/\[(.*?)\]/, "")
        @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
      c = ""
      end

      if c == "\030"
        @now_text.sub!(/\[(.*?)\]/, "")
        self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
        if $soundname_on_speak != ""
          Audio.se_play($soundname_on_speak)
        end
        @x += 24
        c = ""
      end

      if c == "\n"
        @lines += 1
        @y += 1
        @x = 0 + @indent + @face_indent
        if @lines >= $game_temp.choice_start
          @x = 8 + @indent + @face_indent
          @cursor_width = @max_choice_x
        end
        c = ""
      end
     
      if c == "\022"
        @now_text.sub!(/\[([0-9]+)\]/, "")
        @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
        c = ""
      end
     
      #NEW
      #Dubealex's Text Skip On/OFF Command
      if c == "\100"
          if @alex_skip==false
            @alex_skip=true
          else
            @alex_skip=false
          end
        c = ""
      end 
      #end of new command
                                 
      if c != ""
        self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        if $soundname_on_speak != "" then
          Audio.se_play($soundname_on_speak)
        end
      end
     
#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z

  if Input.press?(Input::C) # <-- Change the value on that line
    if @alex_skip==false     
    text_not_skip = false
    end
      end
    else
      text_not_skip = true
      break
    end
   
    if text_not_skip
      break
    end
  end
  @write_wait += @write_speed
  return
end

if @input_number_window != nil
  @input_number_window.update
  if Input.trigger?(Input::C)
    $game_system.se_play($data_system.decision_se)
    $game_variables[$game_temp.num_input_variable_id] =
      @input_number_window.number
    $game_map.need_refresh = true
    @input_number_window.dispose
    @input_number_window = nil
    terminate_message
  end
  return
end

if @contents_showing
  if $game_temp.choice_max == 0
    self.pause = true
  end
 
  if Input.trigger?(Input::B)
    if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
      $game_system.se_play($data_system.cancel_se)
      $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
      terminate_message
    end
  end
 
  if Input.trigger?(Input::C)
    if $game_temp.choice_max > 0
      $game_system.se_play($data_system.decision_se)
      $game_temp.choice_proc.call(self.index)
    end
    if @mid_stop
      @mid_stop = false
      return
    else
      terminate_message
    end
  end
  return
end

if @fade_out == false and $game_temp.message_text != nil
  @contents_showing = true
  $game_temp.message_window_showing = true
  refresh
  Graphics.frame_reset
  self.visible = true
  self.contents_opacity = 0
  if @input_number_window != nil
    @input_number_window.contents_opacity = 0
  end
  @fade_in = true
  return
end

if self.visible
  @fade_out = true
  self.opacity -= 48
  if self.opacity == 0
    self.visible = false
    @fade_out = false
    $game_temp.message_window_showing = false
  end
  return
end
end

#--------------------------------------------------------------------------

def get_character(parameter)

case parameter
when 0 
  return $game_player
else
  events = $game_map.events
  return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
  events = $game_map.events
  if events != nil
    character = get_character(@popchar)
    x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
    y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
    self.x = x
    self.y = y
  end
elsif @popchar == -1
  self.x = -4
  self.y = -4
  self.width = 648
  self.height = 488
else
  if $game_temp.in_battle
    self.y = 16
  else
    case $game_system.message_position
    when 0 
      self.y = $ams.message_y_top
    when 1 
      self.y = $ams.message_y_middle
    when 2 
      self.y = $ams.message_y_bottom
    end
    self.x = $ams.message_x
    if @face_file == nil
      self.width = $ams.message_width
      self.x = $ams.message_x
    else
      if self.width <= 600
        self.width = 600
        self.x -=60
      end
    end
    self.height = $ams.message_height
  end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
  self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
  self.opacity = 255
  self.back_opacity = 0
elsif $game_system.message_frame == 0
  self.opacity = 255
  self.back_opacity = $ams.message_box_opacity
else
  self.opacity = 0
  self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
  return 0
else
  if @gaiji_cache.width < num * 24
    return 0
  end

  if self.contents.font.size >= 20 and self.contents.font.size <= 24
    size = 24
  else
    size = self.contents.font.size * 100 * 24 / 2200
  end

  self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

  if $soundname_on_speak != "" then
    Audio.se_play($soundname_on_speak)
  end
  return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
  return 32
else
  return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s
  • == nil ? split_s
  • = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width  = target.text_size(split_s
  • ).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s
  • ).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
  target.font.size = rubysize
  target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
  target.font.size = sizeback
  target.draw_text(x, y, width, target.font.size, split_s
  • )
  return width
else
  if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
    @opacity_text_buf.dispose
    @opacity_text_buf = Bitmap.new(buf_width, height)
  else
    @opacity_text_buf.clear
  end
  @opacity_text_buf.font.size = rubysize
  @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
  @opacity_text_buf.font.size = sizeback
  @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s
  • , 1)
  if sub_x >= 0
    target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  else
    target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
  end
  return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
  unless $data_items[index].name == nil
    r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
  end
when "w"
  unless $data_weapons[index].name == nil
    r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
  end
when "a"
  unless $data_armors[index].name == nil
    r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
  end
when "s"
  unless $data_skills[index].name == nil
    r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
  end
else
  r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
  unless @gaiji_cache.disposed?
    @gaiji_cache.dispose
  end
end

unless @opacity_text_buf.disposed?
  @opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
  @input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

def update_cursor_rect
if @index >= 0
  n = $game_temp.choice_start + @index
  self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
  self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================


#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================


#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
  $map_infos[key] = $map_infos[key].name
end

#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new

end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
  red = 0
  green = 0
  blue = 0
  if string.size != 6
    print("Hex strings must be six characters long.")
    print("White text will be used.")
    return Color.new(255, 255, 255, 255)
  end
  for i in 1..6
    s = string.slice!(/./m)
    if s == "#"
      print("Hex color string may not contain the \"#\" character.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    value = hex_convert(s)
    if value == -1
      print("Error converting hex value.")
      print("White text will be used.")
      return Color.new(255, 255, 255, 255)
    end
    case i
    when 1
      red += value * 16
    when 2
      red += value
    when 3
      green += value * 16
    when 4
      green += value
    when 5
      blue += value * 16
    when 6
      blue += value
    end
  end
  return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
  case character
  when "0"
    return 0
  when "1"
    return 1
  when "2"
    return 2
  when "3"
    return 3
  when "4"
    return 4
  when "5"
    return 5
  when "6"
    return 6
  when "7"
    return 7
  when "8"
    return 8
  when "9"
    return 9
  when "A"
    return 10
  when "B"
    return 11
  when "C"
    return 12
  when "D"
    return 13
  when "E"
    return 14
  when "F"
    return 15
  end
  return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)

super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text  Ends
#==========================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias ams_original_write_save_data write_save_data

def write_save_data(file)
  ams_original_write_save_data(file)
  Marshal.dump($ams, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias ams_original_read_save_data read_save_data

def read_save_data(file)
  ams_original_read_save_data(file)
  $ams      = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================


Line 279 seems to point to this bit in the script:
Spoiler: ShowHide
 #Dubealex's Font Change Feature
    @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
    buftxt = $1.to_s
    $ams.font_type = buftxt
    @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
    end
  #End of new command


Would anyone have any suggestions on what I can try to get rid of this error?

Many thanks!
5
RMXP Script Database / Re: [XP] Blizz-ABS
January 30, 2019, 04:50:48 pm
Cheers KK20, I managed to get rid of the error by turning off the observer AI for that particular enemy and it doesn't crash anymore. It doesn't seem to be a problem for any other enemies that have the observer trait, just that one.

Thanks for the quick response :)
6
RMXP Script Database / Re: [XP] Blizz-ABS
January 29, 2019, 04:17:26 pm
Hey all,

I'm getting an odd script error during combat when the main characters are fighting only certain enemies.

I've tried removing all skills that the enemies use, changing the area where they fight and it keeps occurring.


Script 'BlizzABS part 2' line 5224: NoMethodError occurred

undefined method 'last' for nil:NilClass

Would anyone have any idea what this section of code in blizz abs part 2 might relate to so it can help me narrow down what could be causing the issue?

I'm on Version: 2.84
7
RMXP Script Database / Re: [XP] Blizz-ABS
August 24, 2014, 10:34:36 am
Hi, is there anyway to remove all active summons at once from the map for cut scene purposes?  :)
8
 :^_^': Ha, well that solves that then. Thank you for your patience KK20.
9
Got it! Cheers for that  :) *Levels up*.

And really? Under the forced actions it says:

3. action_type : either ATTACK, DEFEND, ESCAPE (only for enemies), SKILL or ITEM (only for actors)
10
What would be the best way to set that up? I can do it so far with just the players position and the one square the bomb is located on as a conditional branch, but I want it to have a slightly larger radius.
11
Greetings all, I'm trying to create an interesting boss fight using Blizz-abs where you damage the boss to a certain amount of health and then he'll retreat onto a ledge and then cast a barrage of bombs (timed traps) that will set off and the player has to dodge them.

I checked in the handbook and it states that you can't force an enemy to use a skill.

The way I'm doing this at the moment is having each bomb as an enemy with a perception range of three squares and then setting up a conditional branch in a parallel process that if the player can be seen by the enemy the player will then receive damage. This option kinda works except sometimes it ignores the player all together.
The other option is to make so it so the bombs have a large perception range and are able to cast their own bombs, when the trap explodes the enemy goes along with it. This also seems to ignore the player quite a lot as well.

So, my question is that is there a more simple way of doing this? Any help would be greatly appreciated.
12
RMXP Script Database / Re: [XP] Blizz-ABS
January 05, 2014, 07:26:03 pm
Cheers very much, it works like a charm!  :)
13
RMXP Script Database / Re: [XP] Blizz-ABS
January 05, 2014, 01:07:58 pm
This may sound like a strange request but is there any way to tweak the script so that when a character defends instead of looking up the shield they have equipped for the correct sprite it looks at the weapon they have equipped instead?

So for example I have Arshes_def1.png it'll look up weapon ID 1 instead of looking up a shield with the id of 1.



14
Will this work with Blizz-ABS 2.84? Or has this add on been replaced by implementing combos?
15
How much do you charge for running, jumping etc XP char sets?
16
RMXP Script Database / Re: [XP] Easy Party Switcher
January 03, 2013, 05:56:34 pm
Brilliant, this works perfectly  :haha: I spent so much time thinking I had made an error somewhere in the game. *Levels up*
17
RMXP Script Database / Re: [XP] Easy Party Switcher
January 03, 2013, 04:52:58 pm
Elevenius the best method I've found for turning an actor invisible is to create an entirely new actor with no character graphic that you add to the party for cutscenes and then remove after, while having him permanently disabled in the party switcher.

I've encountered an odd error of my own, I've turn a character to non available, however when trying to turn him available again using this code "$game_actors[2].not_available = false" the game simply freezes and refuses to do anything else.
18
Troubleshooting / Help / Re: Few questions on Blizz ABS
September 25, 2012, 07:12:15 am
After playing around with common events and browsing the forum I've figured out how to stop actors your not playing as from using certain skills. Simply putting this "$game_party.actors[0].id == ID_OF_ACTOR" in a conditional branch and it detects which actor is the leader as true/false and if a character is not the main leader it removes the map skills and restores it if that character is moved to the leader. Thanks to ForeverZer0.

The only issue left is the one I have with the dog summon.
19
Troubleshooting / Help / Re: Few questions on Blizz ABS
September 21, 2012, 07:42:27 am
Hmm, sounds complicated to pull off. I'm gonna try and see what I can do with common events then to remove the skills from an actor if you're not controlling him. If you do manage to code it as a script let me know, as it would make the job much much easier  :^_^':.
20
Troubleshooting / Help / Re: Few questions on Blizz ABS
September 19, 2012, 07:03:46 am
Bump, if someone could lend me a hand I would be very grateful.

Thanks in advance.