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Topics - cyclope

1
Welcome! / Just some toughts
June 30, 2016, 09:45:45 pm
It's been a while, it was late at night some days ago and somehow I ended up here after years. All I can say I am very surprised for still seeing so many familiar names after so much time and also very embarrassed after reading some of my old posts. It was around six years ago when I had the dream to make a game of my own, I was 12 or 13 (as I guess some could tell), I was used emojis in every god damn sentence, my english was bad and knew nothing about making games. I was very sad at that time and needed something to distract myself. Being from little country no one knows of, this forum was my first experience sharing with people from around the world and I really want to thank everyone who was kind (even when I was getting trolled and had no idea)

After months of hard work I didn't finish a single of many games I worked on but I honestly had tons of fun in the forums and learnt thing that have helped me in my life like photoshop and making graphics. I remember posting the one and only script I made (which was possible just with A LOT of help and patience and some tutorials from the forum) and being so excited about people commenting and having Blizzard telling me "nice job" really meant allot to me even if they all didn't realize.

Well I really wanted to share my thoughts and my experiences in CP
-Alejandro
2
Academics / Urgent Help Needed for a story ending
October 13, 2011, 07:52:08 pm
Hi, I really need help with this. I am writing a script of a play for school, and I am stuck with the ending.  :facepalm: Here's the story very very resumed.

Ok, the play takes place in Spain between the XVIs and XVIIs.

Part 1

The play starts with a mono log of a shepard in a field talking about his boring life in the field and how he wished adventure. Then a duke passes by and asks where is the castle, the shepard tells him. Then a girl with a cloak pases by. The shepard sees the girl and asks what she is doing and invites her in. She accepts(the shepard still doesn't knows but she is a princes). Then a servant of the king comes running yelling the princes name. He asks the shepard if he has seen her and describes her. He realized it was just like the girl but doesn't tell the servant he knows were she is. the servant leaves. The shepard finds out she is the princes and she escaped because she didn't want to merry the duke, the princes stays with him for a time and they fall in love, blah, blah, blah. The next day the servant fins them and takes the princes to the castle.

Part 2(change of scenery)

The servant and the princess get to the castle. the king and queen, and her sister very mad. She is finally going to meet the duke(they had never met before). The duke enters, greets the kings, and goes directly to the princess sister. They tell hims that that's not his future wife but he didn't like her so he takes the sister and leaves. The princess and the king and queen where kind of offended. Then the shepard gets to the castle because the princess forgot something in his house.

After that I am in blank. The story has to end in these scene with this scenery(the castle inside). Should it end with the shepard and princess together? how? They couldn't end together? or what can happen? please I need ideas.
3
Resources / MIDI Maker?
September 27, 2011, 07:30:00 pm
Hi, I just wanted to know what is the best program to make MIDIs from scratch.
4
Script Requests / [RESOLVED][XP] Custom GameOver?
August 22, 2011, 06:36:09 pm
Hi, I've been looking for a custom game over that will show a random sentence each time you die but I can't find one. If any one could help it would be awesome. :haha:
5
I am trying to make an event via script call qith blizz abs, I've followed all the instructions in the manual but it still doesn't work. IDK what I'm doing wrong :(

Here is the code I made:
$BlizzABS.create_event(21, 7, 'Spider \e[4]', [[[[], [[0, 'e_bigspider', 260, 4, 0, 255, 0]], 0, 4, 4, [], true, false, false, false, false, 0, []]])

6
Welcome! / Hello!
June 05, 2011, 10:08:36 pm
I've been in the forum for over a year and I realized I never introduced myself :facepalm: So kind of late I will introduce myself. This has been the first forum I have joined, and the only. I love creating anyway is my passion, and making games is an interesting form it. I love to draw, create 3D models, write, read, Photoshop, learn, interact, think, analyze, Xbox, I used to play Runescape and puzzle pirates, and many other things. My first language is Spanish, but I speak fluidly English and talk some Portuguese. In RPG Maker XP I am a good at mapping, eventing, making titles/logos/gameovers, and I can edit some scripts and sprites.

I think thats enough to introduce myself  :)
7
Resources / Which of this title screens is better?
March 11, 2011, 11:53:48 pm
Hi, I just wanted to know which of this title screen is better for my RPG Maker XP game.

Screen 1:
Spoiler: ShowHide

*this one was made by Shalaren


TitleScreen 2
Spoiler: ShowHide


TitleScreen 3
Spoiler: ShowHide

8
Script Requests / Completely disable actions
February 28, 2011, 03:42:47 pm
Hi, I an using Blizz-ABS and for a cutscene I need to disable all action buttons, I found this in the manual but idk how to disable the movement, attack, and calcel buttons
Spoiler: ShowHide
$game_system.defend_button =  false
$game_system.skill_button = false
$game_system.item_button = false
$game_system.select_button = false
$game_system.hud_button = false
$game_system.hotkey_button = false
$game_system.turn_button = false
$game_system.running_button = false
$game_system.sneaking_button = false
$game_system.jumping_button = false
9
Script Requests / Different minimap
February 14, 2011, 06:28:09 pm
Hi, can some one help me making the minimap from Blizz ABS round or just smaller?
10
Entertainment / Transformers?
February 13, 2011, 01:34:00 pm
11
Resources / Resources Improvment Thread
February 01, 2011, 06:26:43 pm
Resources Improvment Thread


Introduction
Not sure if your work is good enough or you want to share some of your work? Well, post it here to know what others think of it.


What can you post?

Every kind of resource; music, titles, gameovers, characters, ext...


12
Script Requests / Scene_Hotkey + Mause Controller?
January 31, 2011, 10:41:46 pm
Is it posible to use the hotkey scene with Blizz's Mouse controller without having to use the arrowkeys? If so, can any one help me with it?
13
What is the best computer I can buy for graphic design?
14
Script Requests / Save without using scene_save
September 09, 2010, 08:07:49 pm
What i want is exactly what this topic name says, save without using Scene_Save. I (not the player) want to be able to choose in wich save file I want the game to be saved when I am doing and event.. I am ussing blizz-aabs, Mouse controller, C'coa UMS and Item Storage by g_g.
15
Recruitment / Colors recruitment topic
August 27, 2010, 10:11:27 pm
Hi, this is the recruitment topic of the new project Colors.
This is what I need:


  • 1 Mapper. I can do Maps so i just need a little more help with them and opinions of the one ive made, most maps are cities and forests

  • 1 Scripter. I have most of the scripts I need but i do need some more

  • 3 Spriters. I am ussing rtp styled characters so i guess it wont be to hard

  • 2 Artist. Mostly I need the faces of the characters in the game

  • 1 Eventer. I can do events but i suck making cutscenes so i need help in that

  • 1 Writer. I need help with the story




Requirements

  • experience

  • creativity

  • I need to see something you've made



Current Team Members

    Eventer
    • lonely_cubone



    If you want to join the team, PM with an example of something you've made


16
New Projects / [XP] Colors
August 27, 2010, 09:41:51 pm
COLORS



Background Story


Spoiler: ShowHide
At the beginnings of time the god Ka'ik created the Five Colors, Blue, Red, Yellow, White, and Black, from which he created Earth. At first Earth only had oceans, magma, rocks, clouds, and dust, but when the god realized he could mix the Colors he used all his power to make living things and Earth perfect. He made animals, plants, insects and three races. He gave each race a name, the first one ,creatures with red blood which weren't very strong but very smart, were called Mortals. The second creatures he created were called Elves. They were beautiful and fast and gentle like the wind. The third ones he called Undead because they looked as if they had no life at all. After he was done, he converted the colors into crystals and then tried to go back to the land of gods, but he had no more power. Without his power he wasn't even able to defend himself in the world he had created. One creature from every race offered their help. With no other option, he gave the blue crystal to the Undead, the red one to the Mortal, and the yellow one to the Elf. The Black and the White crystals disappeared and where never seen again. Now Ka'ik lives as a mortal until he finds a way back to the land of the god....



Story


Spoiler: ShowHide
After 300 tears after the creation of Earth a young elf named Tyos lived in a small village near the Hum Lake named Zeik. He loved hunting . One day while he was hunting in a forest away from the village he heard a loud noise and went running  to find out what was happening. When he arrived, the village was on fire. He looked for survivors but it was too late, they were dead or had escaped to the forest . He took all he could and started his journey to the closest village to ask what had happened and ask for shelter. In his way he found an old man who told him what had happened...




Features


Spoiler: ShowHide


  • Blizz-ABS

  • Custom HUD

  • Exotic CMS

  • Custom Characters

  • Mouse Controller

  • Different Skills





Screenshots


Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide




Demo


Spoiler: ShowHide
Coming Soon...



EDIT: 8/27/2010 More screenshots added
EDIT: 9/21/2010 Titlescreen changed
17
Script Requests / Blizz-ABS Running Energy?
August 25, 2010, 05:56:48 pm
Is there a way to make an limited amount of running energy that decrease every certain amount of steps and is constantly increase every certain amount of frames, and that when the running energy is totally drained down the character will be only able to walk. And I need a bar that can be added to a hud that shows the amount of running energy you have left.
18
Script Requests / Scene_Hotkey request
August 18, 2010, 04:26:35 pm
Hi, I have been searching for a Scene_Hotkey that can be easly used with Blizzard's Mouse Controller, but i didnt even found one much different from the default one. I was wondering i some one has one or can make one  :P
19
Script Requests / more than 7 autotiles per map?
August 01, 2010, 09:55:55 pm
The title of the topic says its needed to understand what i want, but if it isnt enough for you what i want is a script or a system that can allow me to have more that the 7 autotiles you can have each map.
20
Script Troubleshooting / Dubealex AMS error
July 27, 2010, 04:04:50 pm
I am getting this error with Dubealex AMS

other scripts i am ussing are
-BlizzAbs
-Mause controller(by Blizzard)
-Item Storage(by Game_Guy)
-Achievments Script(by Game_Guy)
-Advanced Scene_Name

I hope someone can help :sos:
21
 :sos: I am ussing blizz abs 2.7 and I i was wondering if some one can help me with this:
How can i have more parameters than the default ones, parameters like archery, magic, mining, hunting and be able to lvl them up by doing different stuff(whene you ese a bow you get xp for archery, whene you use skills you lvl up at magic, whene you kill animals you lvl up at hunting, and so on..) and the lvl of the character is the average of all the parameters.
22
Script Requests / [RESOLVED][XP]Buttons in map
July 17, 2010, 12:55:33 pm
Hi, i am looking for a way to put buttons in the map that will open a window whene you click on them during gameplay, like in www.runescape.com. I am ussing blizz abs. :D
23
I am ussing Blizz abs and I need a small Add-on=
I need a script or a way to make events triggerd whene you press a buttom other than left, right, down, up, a, b, c, y, z, l, r. For example if i want to triigger an event with backspace or Ctrl-C.
24
RMXP Script Database / [XP] Advanced Name Input
June 29, 2010, 11:15:18 pm
Advanced Scene_name
Authors: Cyclope
Version: 1.0
Type: Advanced name input system
Key Term: Misc System



Introduction
The default name input of rmxp is AWFUL so I searched for a new scene_name. Sadly i didnt found one I liked, so I made one myself. This script is for anyone who wants a beter name input!!


Features
   

  • Allows you to use the keyboard whene choosing a name
  • Shows the map as background
  • Easy to configure instruction window
  • Looks good
  • Plug & Play




Screenshots



Demo
Its not needed but I can post one if someone asks for it :D


Script
Use this one ONLY if you arent ussing blizz abs or Ton od Add-ons
Spoiler: ShowHide

#==============================================================================
#  Modyfied Scene_Name
#  By Cyclope
#------------------------------------------------------------------------------
#´                            Instructions
#   Place above main
#------------------------------------------------------------------------------
#   Credit:
#   Nattmath (For making Scene_Name Leters Modification)
#   Blizzard (For making Custom Cotrols)
#   Cyclope  (For modifying Scene_Name Leters Modification and Scene_Name)            
#==============================================================================

#==============================================================================
# ** Window_Instructions
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Instruction < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize
   super( 0, 400, 640, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.name = "Arial"
   self.contents.font.size = 18
   self.contents.font.color = normal_color
   #Change this text to whatever instructions u want to have!
   self.contents.draw_text(26, 9, 500, 32, "Enter = OK")
   self.contents.draw_text(128, 9, 500, 32, "Esc/Backspace = Delete")
   self.contents.draw_text(336, 9, 500, 32, "abc... = Text")
   self.contents.draw_text(448, 9, 500, 32, "Shift = Uppercase")
 end
end
#==============================================================================
# ** Window_TextName
#------------------------------------------------------------------------------
#  super ( 224, 32, 224, 80)
#==============================================================================
class Window_TextName < Window_Base
 def initialize
   super ( 224, 32, 224, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = $game_actors[$game_temp.name_actor_id]
   refresh
 end
 def refresh
   self.contents.clear
   draw_actor_graphic(@actor, 20, 48)
   self.contents.font.name = "Arial"
   self.contents.font.size = 40
   self.contents.font.color = normal_color
   self.contents.draw_text(64, 0, 96, 32, "Name:")
 end
end

#==============================================================================
# ** Window_NameEdit
#------------------------------------------------------------------------------
#  This window is used to edit your name on the input name screen.
#==============================================================================

class Window_NameEdit < Window_Base

 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor    : actor
 #     max_char : maximum number of characters
 #--------------------------------------------------------------------------
 def initialize(actor, max_char)
   super(16, 128, 608, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   @name = actor.name
   @max_char = max_char
   # Fit name within maximum number of characters
   name_array = @name.split(//)[0...@max_char]
   @name = ""
   for i in 0...name_array.size
     @name += name_array[i]
   end
   @default_name = @name
   @index = name_array.size
   refresh
   update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Return to Default Name
 #--------------------------------------------------------------------------
 def restore_default
   @name = @default_name
   @index = @name.split(//).size
   refresh
   update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Add Character
 #     character : text character to be added
 #--------------------------------------------------------------------------
 def add(character)
   if @index < @max_char and character != ""
     @name += character
     @index += 1
     refresh
     update_cursor_rect
   end
 end
 #--------------------------------------------------------------------------
 # * Delete Character
 #--------------------------------------------------------------------------
 def back
   if @index > 0
     # Delete 1 text character
     name_array = @name.split(//)
     @name = ""
     for i in 0...name_array.size-1
       @name += name_array[i]
     end
     @index -= 1
     refresh
     update_cursor_rect
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh  
   self.contents.clear
   # Draw name
   self.contents.font.size = 42
   name_array = @name.split(//)
   for i in 0...@max_char
     c = name_array[i]
     if c == nil
       c = "_"
     end
     x = 304 - @max_char * 14 + i * 26
     self.contents.draw_text(x, 15, 28, 42, c, 1)
   end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
   x = 304 - @max_char * 14 + @index * 26
   self.cursor_rect.set(x, 55, 20, 5)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  update_cursor_rect
end
end


#==============================================================================
# ** Window_NameInput
#------------------------------------------------------------------------------
#  This window is used to select text characters on the input name screen.
#==============================================================================

class Window_NameInput < Window_Base
 CHARACTER_TABLE =
 [    
   "", ""
   
 ]
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 128, 640, 0)
   self.contents = Bitmap.new(width - 32, height - 32)
   @index = 0
   refresh
 end
 #--------------------------------------------------------------------------
 # * Text Character Acquisition
 #--------------------------------------------------------------------------
 def character
   return CHARACTER_TABLE[@index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
 end

 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
 end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
#  This class performs name input screen processing.
#==============================================================================

class Scene_Name
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Get actor
   @actor = $game_actors[$game_temp.name_actor_id]
   # Make windows
   @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
   @edit_window.back_opacity = 160
   @input_window = Window_NameInput.new
   @inst_window = Window_Instruction.new
   @inst_window.back_opacity = 160
   @nametext_window = Window_TextName.new
   @nametext_window.back_opacity = 160
   @spriteset = Spriteset_Map.new
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @edit_window.dispose
   @input_window.dispose
   @inst_window.dispose
   @nametext_window.dispose
   @spriteset.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @edit_window.update
   @input_window.update
   @nametext_window.update
   @inst_window.update
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If cursor position is at [OK]
     if @input_window.character == nil
       # If name is empty
       if @edit_window.name == ""
         # If name is empty
         if @edit_window.name == ""
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         return
       end
       # Change actor name
       @actor.name = @edit_window.name
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to map screen
       $scene = Scene_Map.new
       return
     end
     # If cursor position is at maximum
     if @edit_window.index == $game_temp.name_max_char
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # If text character is empty
     if @input_window.character == ""
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Add text character
     @edit_window.add(@input_window.character)
     return
   end
 end
end

#==============================================================================
# module Input
#==============================================================================

module Input
 
 #----------------------------------------------------------------------------
 # Simple ASCII table
 #----------------------------------------------------------------------------
 Key = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
        'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
        'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
        'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
        'Y' => 89, 'Z' => 90,
        '0' => 48, '1' => 49, '2' => 50, '3' => 51, '4' => 52, '5' => 53,
        '6' => 54, '7' => 55, '8' => 56, '9' => 57,
        '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,
        'F1' => 112, 'F2' => 113, 'F3' => 114, 'F4' => 115, 'F5' => 116,
        'F6' => 117, 'F7' => 118, 'F8' => 119, 'F9' => 120, 'F10' => 121,
        'F11' => 122, 'F12' => 123,
        ';' => 186, '=' => 187, ',' => 188, '-' => 189, '.' => 190, '/' => 220,
        '\\' => 191, '\'' => 222, '[' => 219, ']' => 221, '`' => 192,
        'Backspace' => 8, 'Tab' => 9, 'Enter' => 13, 'Shift' => 16,
        'Left Shift' => 160, 'Right Shift' => 161, 'Left Ctrl' => 162,
        'Right Ctrl' => 163, 'Left Alt' => 164, 'Right Alt' => 165,
        'Ctrl' => 17, 'Alt' => 18, 'Esc' => 27, 'Space' => 32, 'Page Up' => 33,
        'Page Down' => 34, 'End' => 35, 'Home' => 36, 'Insert' => 45,
        'Delete' => 46, 'Arrow Left' => 37, 'Arrow Up' => 38,
        'Arrow Right' => 39, 'Arrow Down' => 40,
        'Mouse Left' => 1, 'Mouse Right' => 2, 'Mouse Middle' => 4,
        'Mouse 4' => 5, 'Mouse 5' => 6}
 # default button configuration
 UP = [Key['Arrow Up']]
 LEFT = [Key['Arrow Left']]
 DOWN = [Key['Arrow Down']]
 RIGHT = [Key['Arrow Right']]
 A = [Key['Shift']]
 B = [Key['Esc'], Key['NumberPad 0'], Key['X']]
 C = [Key['Space'], Key['Enter'], Key['C']]
 X = [Key['A']]
 Y = [Key['S']]
 Z = [Key['D']]
 L = [Key['Q'], Key['Page Down']]
 R = [Key['W'], Key['Page Up']]
 F5 = [Key['F5']]
 F6 = [Key['F6']]
 F7 = [Key['F7']]
 F8 = [Key['F8']]
 F9 = [Key['F9']]
 SHIFT = [Key['Shift']]
 CTRL = [Key['Ctrl']]
 ALT = [Key['Alt']]
 # All keys
 ALL_KEYS = (0...256).to_a
 # Win32 API calls
 GetKeyboardState = Win32API.new('user32','GetKeyboardState', 'P', 'I')
 GetKeyboardLayout = Win32API.new('user32', 'GetKeyboardLayout','L', 'L')
 MapVirtualKeyEx = Win32API.new('user32', 'MapVirtualKeyEx', 'IIL', 'I')
 ToUnicodeEx = Win32API.new('user32', 'ToUnicodeEx', 'LLPPILL', 'L')
 # some other constants
 DOWN_STATE_MASK = 0x80
 DEAD_KEY_MASK = 0x80000000
 # data
 @state = "\0" * 256
 @triggered = Array.new(256, false)
 @pressed = Array.new(256, false)
 @released = Array.new(256, false)
 @repeated = Array.new(256, 0)
 #----------------------------------------------------------------------------
 # update
 #  Updates input.
 #----------------------------------------------------------------------------
 def self.update
   # get current language layout
   @language_layout = GetKeyboardLayout.call(0)
   # get new keyboard state
   GetKeyboardState.call(@state)
   # for each key
   ALL_KEYS.each {|key|
       # if pressed state
       if @state[key] & DOWN_STATE_MASK == DOWN_STATE_MASK
         # not released anymore
         @released[key] = false
         # if not pressed yet
         if !@pressed[key]
           # pressed and triggered
           @pressed[key] = true
           @triggered[key] = true
         else
           # not triggered anymore
           @triggered[key] = false
         end
         # update of repeat counter
         @repeated[key] < 17 ? @repeated[key] += 1 : @repeated[key] = 15
       # not released yet
       elsif !@released[key]
         # if still pressed
         if @pressed[key]
           # not triggered, pressed or repeated, but released
           @triggered[key] = false
           @pressed[key] = false
           @repeated[key] = 0
           @released[key] = true
         end
       else
         # not released anymore
         @released[key] = false
       end}
 end
 #----------------------------------------------------------------------------
 # dir4
 #  4 direction check.
 #----------------------------------------------------------------------------
 def Input.dir4
   return 2 if Input.press?(DOWN)
   return 4 if Input.press?(LEFT)
   return 6 if Input.press?(RIGHT)
   return 8 if Input.press?(UP)
   return 0
 end
 #----------------------------------------------------------------------------
 # dir8
 #  8 direction check.
 #----------------------------------------------------------------------------
 def Input.dir8
   down = Input.press?(DOWN)
   left = Input.press?(LEFT)
   return 1 if down && left
   right = Input.press?(RIGHT)
   return 3 if down && right
   up = Input.press?(UP)
   return 7 if up && left
   return 9 if up && right
   return 2 if down
   return 4 if left
   return 6 if right
   return 8 if up
   return 0
 end
 #----------------------------------------------------------------------------
 # trigger?
 #  Test if key was triggered once.
 #----------------------------------------------------------------------------
 def Input.trigger?(keys)
   keys = [keys] unless keys.is_a?(Array)
   return keys.any? {|key| @triggered[key]}
 end
 #----------------------------------------------------------------------------
 # press?
 #  Test if key is being pressed.
 #----------------------------------------------------------------------------
 def Input.press?(keys)
   keys = [keys] unless keys.is_a?(Array)
   return keys.any? {|key| @pressed[key]}
 end
 #----------------------------------------------------------------------------
 # repeat?
 #  Test if key is being pressed for repeating.
 #----------------------------------------------------------------------------
 def Input.repeat?(keys)
   keys = [keys] unless keys.is_a?(Array)
   return keys.any? {|key| @repeated[key] == 1 || @repeated[key] == 16}
 end
 #----------------------------------------------------------------------------
 # release?
 #  Test if key was released.
 #----------------------------------------------------------------------------
 def Input.release?(keys)
   keys = [keys] unless keys.is_a?(Array)
   return keys.any? {|key| @released[key]}
 end
 #----------------------------------------------------------------------------
 # get_character
 #  vk - virtual key
 #  Gets the character from keyboard input using the input locale identifier
 #  (formerly called keyboard layout handles).
 #----------------------------------------------------------------------------
 def self.get_character(vk)
   # get corresponding character from virtual key
   c = MapVirtualKeyEx.call(vk, 2, @language_layout)
   # stop if character is non-printable and not a dead key
   return '' if c < 32 && (c & DEAD_KEY_MASK != DEAD_KEY_MASK)
   # get scan code
   vsc = MapVirtualKeyEx.call(vk, 0, @language_layout)
   # result string is never longer than 2 bytes (Unicode)
   result = "\0" * 2
   # get input string from Win32 API
   length = ToUnicodeEx.call(vk, vsc, @state, result, 2, 0, @language_layout)
   return (length == 0 ? '' : result)
 end
 #----------------------------------------------------------------------------
 # get_input_string
 #  Gets the string that was entered using the keyboard over the input locale
 #  identifier (formerly called keyboard layout handles).
 #----------------------------------------------------------------------------
 def self.get_input_string
   result = ''
   # check every key
   ALL_KEYS.each {|key|
       # if repeated
       if self.repeat?(key)
         # get character from keyboard state
         c = self.get_character(key)
         # add character if there is a character
         result += c if c != ''
       end}
   # empty if result is empty
   return '' if result == ''
   # convert string from Unicode to UTF-8
   return self.unicode_to_utf8(result)
 end
 #----------------------------------------------------------------------------
 # get_input_string
 #  string - string in Unicode format
 #  Converts a string from Unicode format to UTF-8 format as RGSS does not
 #  support Unicode.
 #----------------------------------------------------------------------------
 def self.unicode_to_utf8(string)
   result = ''
   string.unpack('S*').each {|c|
       # characters under 0x80 are 1 byte characters
       if c < 0x0080
         result += c.chr
       # other characters under 0x800 are 2 byte characters
       elsif c < 0x0800
         result += (0xC0 | (c >> 6)).chr
         result += (0x80 | (c & 0x3F)).chr
       # the rest are 3 byte characters
       else
         result += (0xE0 | (c >> 12)).chr
         result += (0x80 | ((c >> 12) & 0x3F)).chr
         result += (0x80 | (c & 0x3F)).chr
       end}
   return result
 end
 
end

#==============================================================================
# ** Scene_Name Leters Modification Made By Nattmath and Improved Cyclope
#------------------------------------------------------------------------------
#  Makes you imput stuf with the keyboard
#==============================================================================
class Scene_Name
 
 alias name_input_update update
 def update
   (65...91).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     let = let.downcase unless Input.press?(Input::Key['Shift'])
     @edit_window.add(let)
   end}
   (48...58).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   (186...192).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   (219...222).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   if Input.trigger?(Input::Key['Backspace'])
     @edit_window.back
   end
   if Input.trigger?(Input::Key['Arrow Left'])
     @edit_window.back
   end
   if Input.trigger?(Input::Key['Enter'])
       # If name is empty
       if @edit_window.name == ""
         # Return to default name
         @edit_window.restore_default
         # If name is empty
         if @edit_window.name == ""
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         return
       end
       # Change actor name
       @actor.name = @edit_window.name
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to map screen
       $scene = Scene_Map.new
   end
   if Input.trigger?(Input::Key['Space'])
     @actor.name = @edit_window.name
     $game_system.se_play($data_system.decision_se)
     @edit_window.add(" ")
   end
   name_input_update
 end
end

Use this one if you ARE ussing Blizz ABS, RMXOS or Ton of Add-ons(If you are ussing Ton of Add-ons be sure to have Custum controls by blizzard on)
Spoiler: ShowHide

#==============================================================================
#  Modyfied Scene_Name
#  By Cyclope
#------------------------------------------------------------------------------
#´                            Instructions
#   Place above main
#------------------------------------------------------------------------------
#   Credit:
#   Nattmath (For making Scene_Name Leters Modification)
#   Blizzard (For making Custom Cotrols)
#   Cyclope  (For modifying Scene_Name Leters Modification and Scene_Name)            
#==============================================================================

#==============================================================================
# ** Window_Instructions
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Instruction < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize
   super( 0, 400, 640, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.name = "Arial"
   self.contents.font.size = 18
   self.contents.font.color = normal_color
   #Change this text to whatever instructions u want to have!
   self.contents.draw_text(26, 9, 500, 32, "Enter = OK")
   self.contents.draw_text(128, 9, 500, 32, "Esc/Backspace = Delete")
   self.contents.draw_text(336, 9, 500, 32, "abc... = Text")
   self.contents.draw_text(448, 9, 500, 32, "Shift = Uppercase")
 end
end
#==============================================================================
# ** Window_TextName
#------------------------------------------------------------------------------
#  super ( 224, 32, 224, 80)
#==============================================================================
class Window_TextName < Window_Base
 def initialize
   super ( 224, 32, 224, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = $game_actors[$game_temp.name_actor_id]
   refresh
 end
 def refresh
   self.contents.clear
   draw_actor_graphic(@actor, 20, 48)
   self.contents.font.name = "Arial"
   self.contents.font.size = 40
   self.contents.font.color = normal_color
   self.contents.draw_text(64, 0, 96, 32, "Name:")
 end
end

#==============================================================================
# ** Window_NameEdit
#------------------------------------------------------------------------------
#  This window is used to edit your name on the input name screen.
#==============================================================================

class Window_NameEdit < Window_Base

 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor    : actor
 #     max_char : maximum number of characters
 #--------------------------------------------------------------------------
 def initialize(actor, max_char)
   super(16, 128, 608, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   @name = actor.name
   @max_char = max_char
   # Fit name within maximum number of characters
   name_array = @name.split(//)[0...@max_char]
   @name = ""
   for i in 0...name_array.size
     @name += name_array[i]
   end
   @default_name = @name
   @index = name_array.size
   refresh
   update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Return to Default Name
 #--------------------------------------------------------------------------
 def restore_default
   @name = @default_name
   @index = @name.split(//).size
   refresh
   update_cursor_rect
 end
 #--------------------------------------------------------------------------
 # * Add Character
 #     character : text character to be added
 #--------------------------------------------------------------------------
 def add(character)
   if @index < @max_char and character != ""
     @name += character
     @index += 1
     refresh
     update_cursor_rect
   end
 end
 #--------------------------------------------------------------------------
 # * Delete Character
 #--------------------------------------------------------------------------
 def back
   if @index > 0
     # Delete 1 text character
     name_array = @name.split(//)
     @name = ""
     for i in 0...name_array.size-1
       @name += name_array[i]
     end
     @index -= 1
     refresh
     update_cursor_rect
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh  
   self.contents.clear
   # Draw name
   self.contents.font.size = 42
   name_array = @name.split(//)
   for i in 0...@max_char
     c = name_array[i]
     if c == nil
       c = "_"
     end
     x = 304 - @max_char * 14 + i * 26
     self.contents.draw_text(x, 15, 28, 42, c, 1)
   end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
   x = 320 - @max_char * 14 + @index * 26
   self.cursor_rect.set(x, 55, 20, 5)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  update_cursor_rect
end
end


#==============================================================================
# ** Window_NameInput
#------------------------------------------------------------------------------
#  This window is used to select text characters on the input name screen.
#==============================================================================

class Window_NameInput < Window_Base
 CHARACTER_TABLE =
 [    
   "", ""
   
 ]
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 128, 640, 0)
   self.contents = Bitmap.new(width - 32, height - 32)
   @index = 0
   refresh
 end
 #--------------------------------------------------------------------------
 # * Text Character Acquisition
 #--------------------------------------------------------------------------
 def character
   return CHARACTER_TABLE[@index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
 end

 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
 end
end
#==============================================================================
# ** Scene_Name
#------------------------------------------------------------------------------
#  This class performs name input screen processing.
#==============================================================================

class Scene_Name
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Get actor
   @actor = $game_actors[$game_temp.name_actor_id]
   # Make windows
   @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
   @edit_window.back_opacity = 160
   @input_window = Window_NameInput.new
   @inst_window = Window_Instruction.new
   @inst_window.back_opacity = 160
   @nametext_window = Window_TextName.new
   @nametext_window.back_opacity = 160
   @spriteset = Spriteset_Map.new
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @edit_window.dispose
   @input_window.dispose
   @inst_window.dispose
   @nametext_window.dispose
   @spriteset.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @edit_window.update
   @input_window.update
   @nametext_window.update
   @inst_window.update
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If cursor position is at [OK]
     if @input_window.character == nil
       # If name is empty
       if @edit_window.name == ""
         # If name is empty
         if @edit_window.name == ""
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         return
       end
       # Change actor name
       @actor.name = @edit_window.name
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to map screen
       $scene = Scene_Map.new
       return
     end
     # If cursor position is at maximum
     if @edit_window.index == $game_temp.name_max_char
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # If text character is empty
     if @input_window.character == ""
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Add text character
     @edit_window.add(@input_window.character)
     return
   end
 end
end
#==============================================================================
# ** Scene_Name Leters Modification Made By Nattmath and Improved Cyclope
#------------------------------------------------------------------------------
#  Makes you imput stuf with the keyboard
#==============================================================================
class Scene_Name
 
 alias name_input_update update
 def update
   (65...91).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     let = let.downcase unless Input.press?(Input::Key['Shift'])
     @edit_window.add(let)
   end}
   (48...58).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   (186...192).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   (219...222).each{|i|
   if Input.trigger?(i)
     $game_system.se_play($data_system.decision_se)
     let = Input::Key.index(i)
     @edit_window.add(let)
   end}
   if Input.trigger?(Input::Key['Backspace'])
     @edit_window.back
   end
   if Input.trigger?(Input::Key['Arrow Left'])
     @edit_window.back
   end
   if Input.trigger?(Input::Key['Enter'])
       # If name is empty
       if @edit_window.name == ""
         # Return to default name
         @edit_window.restore_default
         # If name is empty
         if @edit_window.name == ""
           # Play buzzer SE
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # Play decision SE
         $game_system.se_play($data_system.decision_se)
         return
       end
       # Change actor name
       @actor.name = @edit_window.name
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to map screen
       $scene = Scene_Map.new
   end
   if Input.trigger?(Input::Key['Space'])
     @actor.name = @edit_window.name
     $game_system.se_play($data_system.decision_se)
     @edit_window.add(" ")
   end
   name_input_update
 end
end



Instructions
Just place above main  :)


Compatibility
Not tested with SDK


Credits and Thanks


  • Cyclope(for creating the script
  • Nattmath(for making the keyboard imput script)
  • Blizzard (for making Custom Controlls script)



Author's Notes
This is my first script! If you find any bug or have a suggestion please let me know :^_^':
25
Is there a way to modify scene_name or a script to use the keyboard to when changing a characters name :???:
26
Introduction
Hi! 8) I need a HUD that works with blizzabs and mause pathfinder, and be an ingame menu. I want it to look as the HUD in runescape(www.runescape.com). The HUD has to be for only one character (i dont like partys).

How i want it to look(i made this in fotoshop)
I want menus to open whene i click on them(i am using pathfinder(http://forum.chaos-project.com/index.php/topic,5909.0.html) and mause controller(http://forum.chaos-project.com/index.php/topic,4710.0.html))
Spoiler: ShowHide

Spoiler: ShowHide

I think the pictures explain the HUD, but tell me if you dont understand something.
I need this menus for the HUD :P
Inventory
I need gold as an item
Spoiler: ShowHide

Skills
Spoiler: ShowHide

Save and load
Spoiler: ShowHide

Hotkeys
Spoiler: ShowHide

Equipment
Spoiler: ShowHide

Exit
Spoiler: ShowHide

PS. Sorry for my bad english