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Topics - whitespirits

1
Script Troubleshooting / Image Map Maker issue
April 10, 2018, 03:48:24 pm
Hey guys, im in really bad need of getting this working and it almost does. It will save most maps as PNG but some throw me an error causing me loads of problems

https://rpgmaker.net/engines/rmxp/utilities/82/

example of error,

https://imgur.com/0xDPVcc
2
Script Requests / Player Housing
January 16, 2018, 06:45:49 am
Hello all, I have been scouting around for a player housing script that allows a player to buy a house and then drop furniture around that you can buy as an item. I have seen a good system using event spawner but it just seems really heavy with scripts and SDK. I also found a light event spawner for XP that could potentially work if a house scritpt was used with it.

Here is the housing I found that feels a little messy with the amount of scripts required.

http://save-point.org/thread-2128.html

The event spawner that is much lighter

http://rmrk.net/index.php?topic=49541.0

Thanks guys, I think this system would be a great thing for people to have!
3
Script Troubleshooting / convert scrip to XP
October 24, 2017, 06:46:39 am
#==============================================================================# ■ Meow Face Exit Canceler#------------------------------------------------------------------------------# Hide Game Window's Border, Disable Close Button and Alt + F4#==============================================================================# How to Use:# Plug & Play, Put this script below Material and above Main#==============================================================================MF_GPPSA = Win32API.new('kernel32', 'GetPrivateProfileStringA', 'PPPPLP', 'L')MF_FW = Win32API.new('user32', 'FindWindow', 'pp', 'l')MF_SCL = Win32API.new('user32', 'SetClassLong', 'lil', 'i')MF_SWL = Win32API.new('user32', 'SetWindowLong', 'iii', 'i')MF_TITLE = " " * 256MF_GPPSA.call('Game','Title','',MF_TITLE,256,".\\Game.ini")MF_TITLE.delete!(" ")MF_HWND = MF_FW.call('RGSS Player', MF_TITLE)MF_SCL.call(MF_HWND, -26, 0x0200)MF_SWL.call(MF_HWND, -16, 0x14000000)


Im looking to stop people closing XPA with ALT F4 and the X for close to stop issues
4
Script Requests / Simple Crafting Demo/Script
August 09, 2017, 02:22:49 pm
Hey guys does anyone know any cool crafting or forge system? Im looking for a demo if possible so I can get an instant feel for it :)
5
New Projects / Wing Of Misadventure MMORPG
March 30, 2017, 01:55:31 pm
 

We are opening and English Server for Beta soon!

WEBSITE - http://wingofmisadventure.4tabern.com/en

FACEBOOK - https://www.facebook.com/wingofmisadventureenglish/


Hello!

I present to you, Wing Of Misadventure , a true MMO created through RPG Maker VX Ace!, The game has come a long way over the last year and is very near BETA stages! As many will know starting a MMO is no easy task and requires lots of time and money to allow the game to reach its full potential! That's the reason we have started this Kick Starter page to gain financial support to improve all aspects of the game.

The proposal of the game

Wing Of Misadventure is a professional-quality MMO created through Forjerum , and is based on group battles. As the essence of a true MMO, it is impossible to evolve alone in this game, since most of the enemies have a power far superior to that of the player.

We bring through Misadventure a unique universe with its own history and particularities that revolve around 15 gods and 15 races.

The great work around a great project

Wing Of Misadventure has been produced for years and is created by 4Tabern, the same team that made available the Open Source database for MMO's in RPG Maker VX Ace called Forjerum.

We use in the project various illustrations and resources created by us, and we use the limit of the potential that we are guaranteed using the RPG Maker.

Of course, since 4Tabern is a team that has always been contributing to the online gaming community, we will continue to strengthen Forjerum's potential through Wing.

Systems

Combat

Wing Of Misadventure has some carefully created systems that will give a full and complete 2D mmorpg experience! We have implemented a fast paced action combat system that will truly test players not only in the world of PVE but PVP also!

The System of battle of wing of misadventure will have only a few points.

First, the maps will have a few monsters, that why each monster is the strength of a player, and face monsters of your own level alone will be a real challenge. (except low levels where we facilitate things)

Our Defense system also will not make you immune to any kind of enemy. We call the defense of "resistance" and she is based on reducing the damage received in a percentage. Unless you regenerate more to life than receives as damage (which depends on the attributes of your character), you can die for any monster.

In spite of a monster to have the strength of a player, the reward that he will give is equivalent to the work that the player will have to defeat him, we want to create an interaction in battle where stand just attacking is sign the death warrant.

The Monsters will use spells and as soon as they start, a hint to get away from them will be shown on the screen. That is not always easy or possible. (for our cani kinchs iarumas and sure it will be easier)

Heads will be a real complication. Die in misadventure at the very least can cost you a level, and face a boss is a task in which anyone can die without the right team to help you. In addition, it is impossible to escape of the statement of a boss after he woke up.

But the risk is worth it, despite a boss could cost up to an hour of battle, in the end the reward could be a whole level.

Missions/Quests

On the system of missions!
The game will have a number of missions around the world, there will be only two kinds of missions, the secondary and primary.

The difference between primary and secondary are that the primary missions will release new aspects of the game, for example, spells and access to certain maps, apart from bringing high level awards for the player.

We are also working on an alternative system of missions that will "create" a temporary mission every time interval in a random place off the map with a difficulty and random prize.

(obviously, NPC and random story for the alternatives)

Equipment

A little bit about our system of equipment!
The equipment can make up to 14 different bonus and they always are based on points of status or direct points (such as physical endurance, chance of critical and etc...)

There are several levels to an item, we split in the following:
Transcendent
Divine
Holy
Legendary
Masterpiece
Only one
Copy
Super rare
Very rare
Rare
Unusual
Common
Useless

From bottom to top, the higher the level, the stronger the item will be. The level of the item is defined at random in two ways, dropping in the monsters or through the creation with a craftsman.

The chance is also lower for items above unusual, and transcendent items will be the most powerful (we will be able to say that they are going to be unique items on the server that will appear once or twice a month).

Despite the chance to be fixed in the drop. In the creation of items is different, the greater your level of Craftsman, the more chances you will have to create an item of higher quality (in the maximum level of craftsman is right that all your items will be copies, but transcendent items will still be really difficult).

To put in issues of force, an item of level 1 in the transcendent quality probably has the strength of an entry level 99 in the common quality.

Another important point is that not all the items that are on the same level they give the same bonuses, that's because we want to make each item of the game more "only".

Elemental System

On the elemental system of the game!
Each of the magic and weapons of the game will have damage based on one of the elements of the game.

The elements are:
Fire
Air
Water
Earth
Darkness
Light

Each of the elements have chances only to cause extra effects us enemies, for example, attacks of fire has a chance to burn the enemies, and attacks of water has a chance to recover your life.

Also there will be resistance elementals, certain monsters and items will have more resistance to certain elements in the game.

Each class will have magic based on 2 OR 3 elements. And we'll announce soon the elements of each class.

MMO Standard Systems

Trade

Wing has a very simple but effective trade system that players can use to buy or sell items to each other!

Party

Team with your friends to progress as far as possible against some difficult obstacles in the world of Wing. On screen health and specific class roles will all add to becoming the perfect team!

Shops

Take a stop at the local stores in the game to find new and improved items and loot that can be purchased with gold to improve aspects of your character!

Guilds

Start your recruitment process as you embark on building a guild full of players that can help each other through Wing!

Crafting

Our developer has been working extremely hard in making a very special system for crafting that will truly engage players in developing their own custom made armors and weapons to use against foes in the game.

The Story

The Michs worship the goddess Lyaloto, the protector of the winds. The history of his race is one of the oldest in the world of Misadventure.

Misadventure emerged with the collaboration of 15 gods, but Lyaloto created the first living beings of Misadventure blowing towards the forests. Of all her creations, the one that brought her most happiness were the Mich Adapse, beings who carry in all directions the ideas and emotions of the goddess. Lyaloto left only two important rules for the Michs to follow suit:

The Michs could not relate to any other race sentimentally.

They should also protect life in Misadventure in all its form, especially the lives of the animals created by the goddess Mich. The murder of a creature Mich is a veritable affront to existence Mich and the goddess Lyaloto.

The Michs had not been bred for combat, for Lyaloto, they should live in peace, but that changed completely when the god Oto placed his race in Misadventure.

The Aiprahs were soon the second race created at Misadventure, and were put into the world by Oto, the god of thunder. Oto has always been the god with the most destructive air, and has placed in the Aiprahs a senseless irrationality, making them a race specially created to destroy. With the arrival of the Aiprahs in Misadventure, the world began to be destroyed little by little and the Michs were threatened. Lyaloto was furious with Oto, and the gods had their first battle.

A battle of unspeakable dimensions happened, and Oto was finally put at the mercy of the final blow of Lyaloto, but the other gods intervened and caused Oto to withdraw the Aiprahs from Misadventure. The god of thunder felt humiliated and begged the Aiprahs to stay. A vote was made among the 15 gods, and by only one vote, the Aiprahs could stand on condition that Oto corrected the madness of the Aiprahs, and so he did. The Aiprahs had their folly erased.

Lyaloto however, suffered deeply with the death of many Michs, and realized that, they could not live in Misadventure without the ability to combat. It was when Lyaloto cut off one of his wings, relinquishing half of his power, and delivered it to the most valiant Michs, who turned the wing into a spiritual source of Mich's existence.

Lyaloto could no longer defeat Oto after that, but the Michs possessed the power of a true god in their hands.

Media


6
New Projects / RMVX WING MMO MAKER
July 02, 2016, 02:34:53 pm
WING MMORPG MAKER

http://www.tabernarpg.com/t1837-wing-mmorpg-maker-release


I bring here as promised Wing MMORPG Maker for everyone.  Finally!


Wing MMORPG Maker is nothing more than the source code of Wing Of Misadventure project.  An adaptation or transformation of RPG Maker VX Ace an MMO Maker potential.  What will ensure that everyone can develop your MMOs with the stability and security that such games really need. Basically, all who love MMOs now have a super ally by your side! And for those who are studying game programming, look there, there 's no better source. Wink


Basically, it is unlike any online base you have ever seen.  This includes Netplay's Eclipse Origins, Elysium and CIA.  That why Wing Of Misadventure was initially a REAL game and TESTED online for months, without incurring in any problem or security invasion.  With unique systems and unlimited possibilities.



Well, there is a lot of complexity in creating the WOM project.
The server is developed in C #, and goes along with the Game.exe also developed in C #.
There is a DLL called WOM 32 developed in C ++ that brings some new features and methods for the use of ruby and script within the RPG Maker, besides the actual script in Ruby that was almost COMPLETELY MODIFIED.
7
Script Requests / Transform Blizz ABS addon
April 30, 2016, 04:40:56 am
Hi guys I am really looking for this addition, I need a transform script that increases stats by a percentage, has a transform animation sprite sheet then when mana reaches 0 from a drain effect of using the transform another de transform animation plays to original state, please help! thanks
8
New Projects / [XPACE] DBZ RMX-OS Test
April 25, 2016, 01:39:20 pm



JOIN OUR FACEBOOK FOR UPDATE - https://www.facebook.com/2DBONLINE/

CURRENTLY ONLINE

I am hosting a Dragonball Z game using RMX-OS Online systems that so far has proved very stable and enjoyable for players.

About the game:

The game is very much based around the Sagas of Dragonball Z series to begin with and later I will develop more custom Sagas for people to play with.

Classes & Content

So the game has a unique character collection system, You will start with basic Dragonball characters and have chance to explore quest and kill to gain 'Golden Capsules' these will grant special playable characters to collect with unique animations and skills.

I have implemented a handful of quests a City and a few large playable areas with enemies.

The world is growing on a daily basis, this should be the only download you will need as I now have implemented an Updater that should work after some testing.

Have fun!!



NEW 02/5/16 - Link -
https://www.dropbox.com/sh/75ewose35qi102o/AAAcSzyY-j21gEMzM40qYstba?dl=0

Screenshots:
Spoiler: ShowHide




9
Script Requests / A script to stop force close
April 24, 2016, 07:52:11 pm
Hi guys so I'm back to messing with rpg maker XP Ace and rmx-os, I'm wondering if a script can be made to stop people closing the client or rpg maker using the X? Maybe something that of its pressed send a message to use end game instead? Thanks
10
Script Requests / RMV-OS?
March 09, 2016, 05:39:14 am
Hey guys long time no see! I'm still in the process of looking for a good 2d mmo creator, I tried eclipse and also ofc rmxos. I'm wondering if a dev into MV would be possible? and if anyone here would like to give it a go :D?
11
Recruitment / Dragonball Z Eclipse Project
August 27, 2015, 08:30:20 am
Hi guys so I'm building an MMO using Eclipse and I'm really looking for some help! I have custom sprites and tilesets all sorted but I need to add to that. Positions are as follows -

-Mappers x2
-Pixel artist x2

Please help and support this game!

Screens
Spoiler: ShowHide
12
Hi guys, so im working on a project and would really like Ragnarok style sprites but they are kaiser size! im looking to shrink them down so they dont look out of place.

Spoiler: ShowHide
13
Resource Requests / VX Converted to XP
December 28, 2014, 11:45:42 am
Hi guys, so im using XPAce and need the VX ace tilesets and autotiles converted? can anyone help me out?

the mack tilesets are located here just scroll down.

http://vxresource.wordpress.com/category/resources/tilesets/http://vxresource.wordpress.com/category/resources/tilesets/


thanks!
14
Script Requests / RMX-OS with XPace
November 04, 2014, 03:07:09 pm
I had a link a good while ago and its all gone down now :( anyone still have it?
15
Troubleshooting / Help / RMX-OS Patching
October 12, 2014, 05:54:00 am
Hi guys, so today Valentine released Netplay v4.9 Beta and is moving through bugs ready for Netplay 5, I have had ago and all the basics are working great, Problem is i just love rmx-os and especially blizz abs, all that is needed is a day or even spread over a few weeks is some minor bug fixes. Chaucer has fixed a good amount of bugs testing with myself but there are still a few that are a pain! If anyone with experience with the system would like to help please post here, I'm really wanting to host an RPG maker xp style MMO using RMX-OS that this community can use.

PS - I don't mind paying for some fixes if that helps? Contact me on Skype
16
Resource Requests / Template of this sprite needed
October 04, 2014, 04:35:00 am
Hi guys im looking for this sprite in template form for attacks, can anyone help?

Spoiler: ShowHide


in this template but with the attack animation of above
Spoiler: ShowHide


I sat and did it myself :) not perfect but ok
17
Resource Requests / Sun light and tutorial
October 01, 2014, 08:38:17 pm
Hi guys, so I have seen some games look fantastic with a sun beam style effect I think using fog? Can anyone post a fog and a quick setup tutorial to make maps look awesome?
18
Resource Requests / Make me a grid for this character set
September 30, 2014, 05:29:40 am
Can some 1 put grid lines in for this character set so i can fit weapons in correctly and make new characters, thanks!


19
Script Requests / Player Shops RMX-OS
September 24, 2014, 03:52:22 pm
So i had an idea today to add some fun to the rmx-os, i thought about the ability to spawn an event using blizz abs and using that event you can setup your own shops by placing things inside similar to bank and setting a custom price in gold, and other players can go an buy from them if ur online or offline and then you will receive the gold when u login or when online, can this be done?
20
Script Requests / RMX-OS News feed
September 18, 2014, 04:48:36 pm
Hi guys, so all MMO have a news feed before login on whats going on in game from updates etc, on the main screen that shows servers i was wondering about adding another window below were similar to message of the day you can input text into a .txt document and it will show before login?

can anyone do this? thanks
21
Resource Requests / Waterfall Autotile
September 09, 2014, 12:13:42 pm
Hi guys im looking for a custom waterfall tile, its really lacking in my maps that can really change the feel, can anyone help?

here is what i think you would need

Spoiler: ShowHide


update with extra help

Spoiler: ShowHide


a few tiles from one i saw that would be fine

motion at 3 minutes 30 on video

https://www.youtube.com/watch?v=hsw_lvdXg64
22
Script Troubleshooting / House Decoration
September 04, 2014, 03:51:32 pm
Hi guys, so i came across a system where u can decorate your own houses ans spawn events using the system also! This would be awesome for RMX-OS in spawning monsters in game as admins etc! i imagine its gonna need some configuration as i think its linked into SDK,

Press 'D' to open menu after talking to npc

https://www.dropbox.com/s/2i8g0xelmn1ohye/House_System.rar

Here is the link it was created by mephistox

Can anyone make this compatible?
23
Tutorial Requests / Advance quest making
August 31, 2014, 06:56:42 pm
Hi guys, so im looking for some help with making more advance quests, I want to place multiple events around for instance a flower and to gather them and once the right amount of an item is gathered the npc gives a reward. also another interesting idea would be a kill count using blizz abs, example kill 5 thugs to complete quest?
24
Resource Requests / Panorama Requests
August 30, 2014, 09:38:48 am
Hi guys can some 1 make me a panorama with these clouds? mine look blocky :S

Spoiler: ShowHide
25
Script Requests / Blizz ABS/RMX-OS Respawn script
August 19, 2014, 01:19:46 pm
Hi guys so im looking for a script that will give respawns and allow players to set them. I have one called go return at the moment but its causing abs errors all the time :(
26
Script Troubleshooting / Shadow script problems
August 06, 2014, 04:56:57 pm
Hi guys so i used this script today to try and add realistic shadows to characters and enemies but its returning a syntax error

Spoiler: ShowHide
class ReflectedSprite
 attr_accessor :visible
 attr_accessor :event

 def initialize(sprite,event,viewport=nil)
   @rsprite=sprite
   @sprite=nil
   @event=event
   @disposed=false
   @viewport=viewport
   update
 end

 def dispose
   if !@disposed
     @sprite.dispose if @sprite
     @sprite=nil
     @disposed=true
   end
 end

 def disposed?
   @disposed
 end

 def update
   return if disposed?
   currentY=@event.real_y.to_i/(4*Game_Map::TILEHEIGHT)
   limit=@rsprite.src_rect.height
   shouldShow=false
   # Clipping at Y
   i=0
   while i<@rsprite.src_rect.height+Game_Map::TILEHEIGHT
     nextY=currentY+1+(i>>5)
     if @event.map.terrain_tag(@event.x,nextY)!=PBTerrain::StillWater
       limit= ((nextY * (4*Game_Map::TILEHEIGHT))-@event.map.display_y+3).to_i/4
       limit-=@rsprite.y
       break
     else
       shouldShow=true
     end
     i+=Game_Map::TILEHEIGHT
   end
   shouldShow=false if !visible
   if limit>0 && shouldShow
     # Just-in-time creation of sprite
     if !@sprite
       @sprite=Sprite.new(@viewport)
     end
   else
     # Just-in-time disposal of sprite
     if @sprite
       @sprite.dispose
       @sprite=nil
     end
     return
   end
   if @sprite
     x=@rsprite.x-@rsprite.ox
     y=@rsprite.y-@rsprite.oy
     if @event.map.terrain_tag(@event.x,@event.y)==PBTerrain::StillWater
       y-=8; limit+=8   # Arbitrary shift reflection up if on still water
     end
     if @rsprite.character.character_name[/offset/]
       y-=32; limit+=16   # Counter sprites with offset
     end
     width=@rsprite.src_rect.width
     height=@rsprite.src_rect.height
     frame=(Graphics.frame_count%40)/10
     @sprite.x=x+width/2
     @sprite.y=y+height+height/2
     @sprite.ox=width/2
     @sprite.oy=height/2
     @sprite.angle=180.0
     @sprite.z=@rsprite.z-1 # below the player
     @sprite.zoom_x=@rsprite.zoom_x
     @sprite.zoom_y=@rsprite.zoom_y
     if frame==1
       @sprite.zoom_x*=1.05    
     elsif frame==2
       @sprite.zoom_x*=1.1    
     elsif frame==3
       @sprite.zoom_x*=1.05  
     end
     @sprite.mirror=true
     @sprite.bitmap=@rsprite.bitmap
     @sprite.tone=@rsprite.tone
     @sprite.color=Color.new(248,248,248,96)
     @sprite.opacity=@rsprite.opacity*3/4
     @sprite.src_rect=@rsprite.src_rect
     if limit<@sprite.src_rect.height
       diff=@sprite.src_rect.height-limit
       @sprite.src_rect.y+=diff
       @sprite.src_rect.height=limit
       @sprite.y-=diff
     end
   end
 end
end

class SpriteShadow # Shadow code
 attr_accessor :visible
 attr_accessor :event

 def initialize(sprite,event,viewport=nil)
   @bitmap=Bitmap.new("Graphics/Pictures/Shadow  @rsprite=sprite
   @sprite=nil
   @event=event
   @disposed=false
   @viewport=viewport
   update
 end

 def dispose
   if !@disposed
     @sprite.dispose if @sprite
     @sprite=nil
     @disposed=true
   end
 end

 def disposed?
   @disposed
 end

 def update
   return if disposed?
   shouldShow=true
   limit=@rsprite.src_rect.height
     if @event.map.terrain_tag(@event.x,@event.y)==PBTerrain::Grass
       shouldShow=false
     else
       shouldShow=true
     end
   shouldShow=false if !visible
   shouldShow=false if @rsprite.character.character_name == ""
   if limit>0 && shouldShow
     # Just-in-time creation of sprite
     if !@sprite
       @sprite=Sprite.new(@viewport)
     end
   else
     # Just-in-time disposal of sprite
     if @sprite
       @sprite.dispose
       @sprite=nil
     end
     return
   end
   if @sprite
       x=@rsprite.x-@rsprite.ox
       y=@rsprite.y-@rsprite.oy
     if @rsprite.character.character_name[/offset/]
       y-=32; limit+=16   # Counter sprites with offset
     end
     width=@rsprite.src_rect.width
     height=@rsprite.src_rect.height
     if !@rsprite.character.jumping?
     @sprite.x=x+width-46
     @sprite.y=y+height-16
     end
     @sprite.z=@rsprite.z-1 # below the player
     @sprite.zoom_x=@rsprite.zoom_x
     @sprite.zoom_y=@rsprite.zoom_y
     @sprite.bitmap=@bitmap
     @sprite.tone=@rsprite.tone
     @sprite.opacity=120
   end
 end
end #Shadow code

class ClippableSprite < Sprite_Character
 def initialize(viewport,event,tilemap)
   @tilemap=tilemap
   @_src_rect=Rect.new(0,0,0,0)
   super(viewport,event)
 end

 def update
   super
   @_src_rect=self.src_rect
   tmright=@tilemap.map_data.xsize*Game_Map::TILEWIDTH-@tilemap.ox
   echoln("x=#{self.x},ox=#{self.ox},tmright=#{tmright},tmox=#{@tilemap.ox}")
   if @tilemap.ox-self.ox<-self.x    # clipped on left
     diff=(-self.x)-(@tilemap.ox-self.ox)
     self.src_rect=Rect.new(@_src_rect.x+diff,@_src_rect.y,
        @_src_rect.width-diff,@_src_rect.height)
     echoln("clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
   elsif tmright-self.ox<self.x    # clipped on right
     diff=(self.x)-(tmright-self.ox)
     self.src_rect=Rect.new(@_src_rect.x,@_src_rect.y,
        @_src_rect.width-diff,@_src_rect.height)
     echoln("clipped out right: #{diff} #{tmright+self.ox} #{self.x}")
   else
     echoln("-not- clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
   end
 end
end



class Spriteset_Map
 attr_reader :map

 def initialize(map=nil)
   @map=map ? map : $game_map
   @viewport1 = Viewport.new(0, 0, Graphics.width,Graphics.height) # Panorama, map, events, player, fog
   @viewport1a = Viewport.new(0, 0, Graphics.width,Graphics.height) # Weather
   @viewport2 = Viewport.new(0, 0, Graphics.width,Graphics.height) # "Show Picture" event command pictures
   @viewport3 = Viewport.new(0, 0, Graphics.width,Graphics.height) # Flashing
   @viewport1a.z = 100
   @viewport2.z = 200
   @viewport3.z = 500
   @tilemap = TilemapLoader.new(@viewport1)
   @tilemap.tileset = pbGetTileset(@map.tileset_name)
   for i in 0...7
     autotile_name = @map.autotile_names[i]
     @tilemap.autotiles[i] = pbGetAutotile(autotile_name)
   end
   @tilemap.map_data = @map.data
   @tilemap.priorities = @map.priorities
   @panorama = AnimatedPlane.new(@viewport1)
   @panorama.z = -1000
   @fog = AnimatedPlane.new(@viewport1)
   @fog.z = 3000
   @reflectedSprites=[]
   @shadowSprites=[]
   @character_sprites = []
   for i in @map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, @map.events[i])
     @character_sprites.push(sprite)
     if !@map.events[i].name[/noreflect/]
       @reflectedSprites.push(ReflectedSprite.new(sprite,@map.events[i],@viewport1))
     end
     if pbEventCommentInput(@map.events[i], 0, "Shadow")
       @shadowSprites.push(SpriteShadow.new(sprite,@map.events[i],@viewport1))
     end
   end
   playersprite=Sprite_Character.new(@viewport1, $game_player)
   @playersprite=playersprite
   @reflectedSprites.push(ReflectedSprite.new(playersprite,$game_player,@viewport1))
   @shadowSprites.push(SpriteShadow.new(playersprite,$game_player,@viewport1))
   @character_sprites.push(playersprite)
   @weather = RPG::Weather.new(@viewport1a)
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,$game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new
   Kernel.pbOnSpritesetCreate(self,@viewport1)
   update
 end

 def dispose
   @tilemap.tileset.dispose
   for i in 0...7
     @tilemap.autotiles[i].dispose
   end
   @tilemap.dispose
   @panorama.dispose
   @fog.dispose
   for sprite in @character_sprites
     sprite.dispose
   end
   for sprite in @reflectedSprites
     sprite.dispose
   end
   for sprite in @shadowSprites
     sprite.dispose
   end
   @weather.dispose
   for sprite in @picture_sprites
     sprite.dispose
   end
   @timer_sprite.dispose
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @tilemap=nil
   @panorama=nil
   @fog=nil
   @character_sprites.clear
   @reflectedSprites.clear
   @weather=nil
   @picture_sprites.clear
   @viewport1=nil
   @viewport2=nil
   @viewport3=nil
   @timer_sprite=nil
 end

 def in_range?(object)
   return true if $PokemonSystem.tilemap==2
   screne_x = @map.display_x
   screne_x -= 128*4 # 128 pixels = 4 tile border
   screne_y = @map.display_y
   screne_y -= 128*4
   screne_width = @map.display_x
   screne_width += Graphics.width*4+128*4
   screne_height = @map.display_y
   screne_height += Graphics.height*4+128*4
   return false if object.real_x <= screne_x
   return false if object.real_x >= screne_width
   return false if object.real_y <= screne_y
   return false if object.real_y >= screne_height
   return true
 end

 def update
   if @panorama_name != @map.panorama_name or
      @panorama_hue != @map.panorama_hue
     @panorama_name = @map.panorama_name
     @panorama_hue = @map.panorama_hue
     if @panorama.bitmap != nil
       @panorama.setPanorama(nil)
     end
     if @panorama_name != ""
       @panorama.setPanorama(@panorama_name, @panorama_hue)
     end
     Graphics.frame_reset
   end
   if @fog_name != @map.fog_name or @fog_hue != @map.fog_hue
     @fog_name = @map.fog_name
     @fog_hue = @map.fog_hue
     if @fog.bitmap != nil
       @fog.setFog(nil)
     end
     if @fog_name != ""
       @fog.setFog(@fog_name, @fog_hue)
     end
     Graphics.frame_reset
   end
   tmox = @map.display_x.to_i / 4
   tmoy = @map.display_y.to_i / 4
   @tilemap.ox=tmox
   @tilemap.oy=tmoy
   if $PokemonSystem.tilemap==0
     # Original Map View only, to prevent wrapping
     @viewport1.rect.x=[-tmox,0].max
     @viewport1.rect.y=[-tmoy,0].max
     @viewport1.rect.width=
        [@tilemap.map_data.xsize*Game_Map::TILEWIDTH-tmox,Graphics.width].min
     @viewport1.rect.height=
        [@tilemap.map_data.ysize*Game_Map::TILEHEIGHT-tmoy,Graphics.height].min
     @viewport1.ox=[-tmox,0].max
     @viewport1.oy=[-tmoy,0].max
   else
     @viewport1.rect.set(0,0,Graphics.width,Graphics.height)
     @viewport1.ox=0
     @viewport1.oy=0    
   end
   @viewport1.ox += $game_screen.shake
   @tilemap.update
   @panorama.ox = @map.display_x / 8
   @panorama.oy = @map.display_y / 8
   @fog.zoom_x = @map.fog_zoom / 100.0
   @fog.zoom_y = @map.fog_zoom / 100.0
   @fog.opacity = @map.fog_opacity
   @fog.blend_type = @map.fog_blend_type
   @fog.ox = @map.display_x / 4 + @map.fog_ox
   @fog.oy = @map.display_y / 4 + @map.fog_oy
   @fog.tone = @map.fog_tone
   @panorama.update
   @fog.update
   for sprite in @character_sprites
     if sprite.character.is_a?(Game_Event)
       if sprite.character.trigger == 3 || sprite.character.trigger == 4 ||
          in_range?(sprite.character)
         sprite.update
       end
     else
       sprite.update
     end
   end
   for sprite in @reflectedSprites
     sprite.visible=true
     sprite.visible=(@map==$game_map) if sprite.event==$game_player
     sprite.update
   end
   for sprite in @shadowSprites
     sprite.visible=true
     sprite.visible=(@map==$game_map) if sprite.event==$game_player
     sprite.update
   end
   # Avoids overlap effect of player sprites if player is near edge of
   # a connected map
   @playersprite.visible=@playersprite.visible && (
      self.map==$game_map || $game_player.x<=0 || $game_player.y<=0 ||
      ($game_map && ($game_player.x>=$game_map.width ||
      $game_player.y>=$game_map.height)))
   if self.map!=$game_map
     @weather.max-=2 if @weather.max>0    @weather.max=0 if @weather.max<0    @weather.type = 0 if @weather.max==0
     @weather.ox = 0 if @weather.max==0
     @weather.oy = 0 if @weather.max==0
   else
     @weather.type = $game_screen.weather_type
     @weather.max = $game_screen.weather_max
     @weather.ox = @map.display_x / 4
     @weather.oy = @map.display_y / 4
   end
   @weather.update
   for sprite in @picture_sprites
     sprite.update
   end
   @timer_sprite.update
   @viewport1.tone = $game_screen.tone
   @viewport1a.ox += $game_screen.shake
   @viewport3.color = $game_screen.flash_color
   @viewport1.update
   @viewport1a.update
   @viewport3.update
 end
end


im getting syntax on line 183
27
Script Requests / Blizz abs deflect and collision
August 04, 2014, 11:56:07 am
So, being as im building a dbz mmo i thought it would be pretty cool to attack projectiles away by attacking, maybe back in the same direction, also that if 1 projectile hits another they explode unless Power of projectile is ofc higher, does anyone feel they can do this with relative ease?
28
Hi guys im pretty much available a lot of the time now for running my server and testing to eradicate the engine killing bugs in the abs controller combined with rmx-os, my game is pretty much ready for beta but i am stuck due to bugs, im pretty sure there minor as each version has changed the bug and corrected others, please let me know if u can help me and everyone else using RMX-OS
29
Resource Requests / Ozaru Sprite finishing
July 28, 2014, 11:28:33 am
Hi guys so i found a sprite gif of a cool looking Ozaru just the right size and style, im wondering if anyone can add the side and rear view from this?

Spoiler: ShowHide
30
Script Troubleshooting / Graphics missing?
July 24, 2014, 05:11:26 pm
Hi guys so im not sure if this is down to rmx-os or blizz abs but when i compress my game all the projectiles and some other graphics summon errors saying there not present? any ideas whats going on? I dont really want my graphics loose although that seems to fix the problem.