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 - [Luke]

41
RMXP Script Database / Re: [XP] Blizz-ABS
November 12, 2010, 04:23:59 pm
How to make an enemy stand still until it sees, hears or percieves the player?
42
RPG Maker Scripts / Re: Blizzard Script Development Pack
November 02, 2010, 11:15:02 am
Niche, that's a really great idea to have something with acronyme "SDK" that's actually helpful with RMXP. Imagine the moment when a dialog can occur:
"- I wonder if it would be helpful to use SDK.
- Yeah, probably, that's a great pack.
- But there are many people talking about disadvantages...
- Are you kidding? It's BLIZZARD, it has no disadvantages - just some gaps that you have to fill with your own extensions if you wish.
- What? Blizzard made the SDK?
- Yeah, of course.
- But they say it makes big errors and call it Self Destruction Kit...
- Errrr... What are you talking about?
- I... whoa, I get it, you mean his Script Development Pack, right?
- Well... I recall the old name, of course, but what did you mean?
- Ummm... Just another SDK.
- There was another one? Another pack of scripts?
- No, it's a scripting tool. Something, let's say, like MACL.
- So what does it do?
- It was intended to help the script compatibility, but it's not perfect.
- You mean it wasn't finished?
- It kinda was. It just can cause trouble... sometimes.
- So why did people use it?
- You know... I have no idea. I'm gonna think about it"
:)
43
Since it hasn't been added to the "Suggested Features" list in the first post, I'm gonna repeat my suggestion:
Charging Progress Bar - a visual feature showing the progress of weapon/skills/items charging to make player know how much time has left to charge. Appearance isn't as much important as the laglessness, however having the skill's name displayed on such a bar would be great.

And a new one:
Enemy Names: When an enemy has an "\n" tag in the event name, its name is displayed over its head (just like HP bars). Also if there's a tag with parameter "\name['Blue Ghost']" this name is shown instead of the database one (so you don't have to copy an enemy in the database if it has same stats and skills as others, but after death triggers something different). The color of the name might depend on the battle state, for example: idle enemy - orange, enemy in battle - red, NPC - yellow, player's ally - green, maybe also with option of showing names of the rest of the party, in, let's say, blue.
44
Niche, if you really need an exclusive method, like... ummm... when you really need non-integer values (floats, doubles - just real numbers) you can simply use this:
($floating_point_variable > minimum && $floating_point_variable < maximum)
while "between?(number_that_your_variable_should_be_greater_than, number_that_your_variable_should_be_lesser_than)" method is just an equivalent for
($some_numeric_value >= n_t_y_v_s_b_g_t && $some_numeric_value <= n_t_y_v_s_b_l_t)
In general, between? just spares some copypastes and keyboard hits. Which is purely awesome, because that's what are all the high-level programming languages about.

I'll let you know as soon as I write the Global Time and Weather CCTS Plugin for RMX-OS. I had quit working on it since another part of tests after the release of the first version turned it out to be an ultimate disaster - I have to understand much more about CCTS.
45
RMXP Script Database / Re: [XP] Blizz-ABS
October 16, 2010, 06:10:48 pm
Quote from: Taiine on October 15, 2010, 11:43:35 pm
Additionally, did something change in the last build? When I add the branches to check if an arrow key is also being pressed before it starts doing the drain (so you don't drain energy while standing in place) I get
Spoiler: ShowHide


thats with using call script
Input.pressed?(Input::Key['Arrow Up'])
and so on. But it gives that error. It use to work! I have a demo of another game that uses the last version of the battle system and it also uses the same means and it don't throw an error back.

Probably it occurs because you call that in events while not having "Key['key_name']" hash declared. Use the default RMXP Input::UP, or whatever the default pattern for the Up button is. Same style as Input::B, Input::C etc.
46
New Projects / Re: Pokemon Elemental War III
September 27, 2010, 12:50:51 pm
Merging two RTP battlers - succesful, done well, I just can't stand this anime big-eye style. The charset looks good, but in one frame of "heading up" sprite there is a white collar visible, while in three other it isn't. Just an inconsequence, both versions are OK.

Both Mudkip and Marshtomp are good, but probably too pixelized, I don;t know if they match the rest of the sprites.
47
OK, what I'll suggest will be the Charging Progress Bar - a visual implementation of charging weapons, skills and items using a bar similar to the HP and MP ones to show the progress of charging. I've already created a topic with request for a script, but having this as a part of Blizz-ABS would be great and maybe much more likely to happen.
48
Resource Requests / Re: Weather Effects
September 17, 2010, 07:34:58 am
Diversity in a 'nothing-happens' weather, what i mean is CLOUDS that influence the sunshine. The default "empty" weather shouldn't be static - as the clouds cover the sun from time to time, screen should chenge the tone.
Also I'm thinking about "drought", apart from changing tone to more 'hot' you can add the hot air effect by blurring and shaking air.
49
RMXP Script Database / Re: [XP] Blizz-ABS
September 15, 2010, 04:26:31 am
Oh, come on. There's a superdooper combo system that has really wide possibilities. You can configure it without touching any script, you just use the Blizz-ABS Config. I know there is no specific tutorial or demo explaining all the possibilities, but that's not a reason for making the cat-from-the-Shrek-big-eyes and whine "I'm so dumb, please make it for me", especially because we know well that it won't be the last request, not only yours, but many people, including me, have no idea how exactly wide the combo system possibilities are. So think, think, think and try, try, try. And learn something instead of asking how to press the right buttons. If you want to make your game and you don't wanna think and learn, make a clearly simple RPG Maker game with default battle system and without any additional scripts. Then, the configuration will be easy.

Anyway: that text "if I make a mess, I will never forgive you" is one of the lamest ones ever.
50
Ummm, topic to delete. There was a small bug that I wanted to fix and suddenly it caused a LOT of trouble.
Any chance that somebody will write the CCTS plugin properly?
51
RMXP Script Database / [XP] CCTS Weather Plugin for RMX-OS
September 12, 2010, 05:47:49 am
Global CCTS Weather for RMX-OS
Authors: Luke
Version: 0.9
Type: RMX-OS Plugin
Key Term: RMX-OS Plugin



Introduction

This script is the first version of the CCTS plugin for RMX-OS. By now it preforms only global weather processing. I've posted it here to ask you for your comments before I complete the Global Time part of the plugin, which won't be neccessary if you use the real time for CCTS.

Important notice: It's my first script. Refrain from treating me like a lazy and lame scripter. Noob one - a little bit better.

This script is to be distributed under the same terms and conditions like the script it was created for: RMX-OS.


Features


  • global weather for every climate
  • easy to configure
  • works with Zer0 Advanced Weather
  • random weather update time
  • server messages informing about weather update



Screenshots

Not really, no.


Demo

Likewise.


Script

Note: This example script uses 10 climates instead of the default CCTS 6 to show the sense of parent climates. Configure it as you wish.

RMX-OS plugin, put in the client below CCTS and RMX-OS:
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# CCTS Global Weather Plugin for RMX-OS by Luke
# Version: 0.90
# Type: RMX-OS Add-on
# Date: 09.09.2010
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#  This script is to be distributed under the same terms and conditions like
#  the script it was created for: RMX-OS.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Information:
#
#   This script must be placed below RMX-OS and requires RMX-OS v1.1 or
#   higher to work properly.
#   This script proceeds the weather update for every climate.
#   The client sends the climate ID to the server and receives current weather.
#  
# Note:
#  
#   That's my first script. And it's for RMX-OS. And it's lame.
#   Therefore, it may not work. Report bugs, please.
#   It requires Zer0 Advanced Weather and CCTS.
#   Probably the first, definitely the second.
#  
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

if !defined?(RMXOS) || RMXOS::VERSION < 1.13
 raise 'ERROR: The "Global Weather" requires RMX-OS 1.01or higher.'
elsif !$ccts || $ccts < 1.0
 raise 'ERROR: The "Global Weather" requires CCTS 1.0 or higher.'
end

$rmxos_gccts = 0.90

#==============================================================================
# RMXOS::Network
#==============================================================================

class RMXOS::Network
 # This method checks for the two new server messages.
 alias check_game_weather_later check_game
 def check_game(message)
   # The message of weather type, power and transition.
   if message =~ /\AWEA\t(.+)\s(.+)\s(.+)\s(.+)/
       $global_weather_type = $1.to_i
       $global_weather_power = $2.to_i
       $global_weather_transition = $3.to_i
       $global_weather_variation = $4.to_i
     return true
   end
   # This message is sent when the server updates the weather.
   if message =~ /\AWEC\Z/
   # It's like "Hey, new forecast! Wanna see it?"
       $network.send("WER#{$game_map.climate.id}")
       # And that's like "Yeah dude, show me mine"
     return true
   end
   return check_game_weather_later(message)
 end
 
 # This method sends weather request on map change.
 alias enter_map_later enter_map
 def enter_map
   enter_map_later
   # "I've set all the map variables including the new climate"
   $network.send("WER#{$game_map.climate.id}")
   # "Now gimme its forecast"
   $game_screen.weather_control
 end
end

class Game_Screen
 def weather_delay
   # This method overwrites the random-based update time.
   # The value weather_delay was used when the client defined the weather.
   # Removing the need of this value would require much more code.
   # And I'm not sure if creating several new aliases would speed up anything.
   # So the weather updates itself to the global value after each 666 seconds,
   # notwithstanding that when it changes, server informs about it anyway.
   return 666
 end
 
 def weather_control
   # This method overwrites the random-based weather setting.
   # Made by copypasting and changing. Probably some of those freaky ifelses
   # were important and I shouldn't have deleted them. But for now, it works.
   # Let me know if it doesn't.
   return if @weather_count < @weather_wait &&
     ($game_map.climate.id == $game_map.old_climate.id ||
     $game_map.climate.weather && @last_weather != nil)
   @weather_count = 0
   @weather_wait = weather_delay
   if ($global_weather_type != nil && $global_weather_power != nil &&
      $global_weather_transition != nil && $global_weather_variation != nil)
     if $global_weather_variation == 0
       weather($global_weather_type,
               $global_weather_power,
               $global_weather_transition)
     else
       weather($global_weather_type,
               $global_weather_power,
               $global_weather_transition,
               $global_weather_variation)
     end
   else
     weather(0,0,0)
   end
 end
 
end


Server extension:
Spoiler: ShowHide

module CCTS
 Climates = 10 # The quantity of climates. Count them correctly or expect errors.
 def self.child_of(climate_id)
   # Define here which climates are linked to the parent ones.
   # For example, climate "Snow Indoor" have the same weather as "Snow Outdoor".
   # This is to make the BGS change when the player travels from indoor of one climate to another.
   # Pattern: when CHILD_CLIMATE then return PARENT_CLIMATE
   # The index of CHILD_CLIMATE must be HIGHER than PARENT_CLIMATE.
   case climate_id
     when 1 then return 0 # Normal Indoor (1) is a child of Normal Outdoor (0)
     when 7 then return 2 # Snow Indoor (7) is a child of Snow Outdoor (2)
     when 8 then return 3 # Desert Indoor (8) is a child of Desert Outdoor (3)
     when 9 then return 0 # No-Tint Indoor (9) is a child of Normal Outdoor
   end
   return -1 # When the climate has no parent.
 end
 def self.weather_prob(climate_id, month)
   # This is the module from the CCTS config. Works same as there. You can delete this part of Config
   # in your client scripts since the script won't be using it anymore.
   # If a climate has a parent one (see above), you don't have to include its number here.
   case climate_id
   when 0 # Normal Outdoor
     case month
     # Winter
     when 1, 2, 12
       return [[3, 17], [16, 12]]
     # Spring
     when 3, 4, 5
       return [[1, 30], [2, 25], [4, 5], [5, 25], [9, 10]]  
     # Summer  
     when 6, 7, 8
       return [[1, 15], [2, 7], [5, 11], [9, 10]]
     # Autumn
     when 9, 10, 11
       return [[1, 15], [5, 10], [9, 10]]
     end
   when 2 # Snow/Arctic (year-round, no month branching)    
     return [[3, 80], [16, 50]]
   when 3 # Desert (year-round, no month branching)
     return [[1, 5]]
   when 6 # Forest (when there are trees, you can see the "leaf" weather)
     case month
     when 1, 2, 12
       return [[3, 13], [16, 9]]
     when 3, 4, 5
       return [[1, 30], [2, 25], [4, 5], [5, 25], [9, 10]]  
     when 6, 7, 8
       return [[1, 15], [2, 7], [5, 11], [6, 15], [7, 15], [8, 15], [9, 10]]
     when 9, 10, 11
       return [[1, 15], [5, 10], [6, 25, rand(2)+1], [7, 25, rand(2)+1], [8, 25, rand(2)+1]]
     end
   end
 end
end


module RMXOS
 
 def self.load_current_extension
   return GlobalWeather
 end  
 
end

#======================================================================
# module GlobalWeather
#======================================================================

module GlobalWeather
 
 VERSION = 0.90
 RMXOS_VERSION = 1.13
 SERVER_THREAD = true
 
 # START Configuration
 WEATHER_MIN = 120 # the minimum time after which the weather is updated
 WEATHER_MAX = 360 # the maximum time.
 SERVER_MESSAGES = 3
   # 0 - no messages
   # 1 - informing about weather update,
   # 2 - informing about the update and sending to clients
   # 3 - informing about the update, the updated weather value and sending to clients
 # END Configuration
 
 def self.initialize
   @client_times = {}
   @climate_update = 0
   @climate_weather = []
   @weather_interval = 240 # starting value.
 end
 
 def self.main
   while RMXOS.server.running
     self.server_update
     sleep(0.1)
   end
 end
 
 def self.server_update
   time = Time.now
   if (time - @climate_update).to_i > @weather_interval
     print("\nWeather update initialized...\n") if SERVER_MESSAGES > 0
     for i in 0...CCTS::Climates
       self.update_weather(i)
     end
     @weather_interval = WEATHER_MIN + rand(WEATHER_MAX - WEATHER_MIN)
     @climate_update = Time.now
     client.sender.send_to_all("WEC")
   end
 end
 
 def self.client_update(client)
   case client.message
   when /\AWER(.+)/ # WEather Request. Not a rocket science.
     self.send_weather(client,$1.to_i)
   end
   return false
 end
 
 def self.send_weather(client, climate)
   begin
     weather = @climate_weather[climate]
     client.send("WEA\t#{weather[0]}\t#{weather[1]}\t#{weather[2]}\t#{weather[3]}")
     print ("Sent weather #{weather} to client #{client.player.username}\n") if SERVER_MESSAGES > 1
     @client_times[client] = time
   rescue
     @client_times.delete(client)
   end
 end
 
 def self.update_weather(climate_id)
   parent = CCTS.child_of(climate_id)
   if parent != (-1)
     @climate_weather[climate_id] = @climate_weather[parent]
     return
   end
   time = Time.now
   chance = rand(100) + 1
   month = time.month
   climate_weather = CCTS.weather_prob(climate_id, month)
   type, power, transition, variation = 0, 0, 0, 0
   return if climate_weather == nil
   climate_weather.each_index {|i|
     climate_weather[i] = nil unless chance <= climate_weather[i][1]}
   climate_weather.compact!
   unless climate_weather.empty?
     r = rand(climate_weather.size)
     type = climate_weather[r][0]
     if climate_weather[r][2] != nil
       variation = climate_weather[r][2]
     end
   end
   power = rand(50) + 1
   transition = rand(120) + 160
   @climate_weather[climate_id] = [type, power, transition, variation]
   print("Updated climate #{climate_id} weather to #{@climate_weather[climate_id]}.\n") if SERVER_MESSAGES > 2
 end
end



Instructions

Take the server extension, put it in the /RMX-OS Server/Extension/ folder and set the constants. Then add the RMX-OS plugin below RMX-OS script. Observe the errors and report them here or make your own version of this script. ;)


Compatibility

Compatibile with Zer0 Advanced Weather. Requires CCTS.


Credits and Thanks


  • Blizzard, for the mighty RMX-OS
  • Zer0, for the CCTS and Advanced Weather
  • and me.



Author's Notes

Well... it's not completed yet as it doesn't process the global time. Important note: it takes the month date from the actual month (I'm currently working on the Global Time, what will solve the problem), so the weather in game matches the one outside your window. Unless you live in Australia.
I'll let you know as soon as I finish the Global CCTS Time part of this plugin. I released it, as I said, to ask you for advices. Also, for people who will use the real time for CCTS, since that's all that they need.
And again: first script, don't bite.
52
RMXP Script Database / Re: [XP] Blizz-ABS
September 06, 2010, 05:29:25 am
As far as I remember... maybe those 10 minutes confused my memory... Auto-Targeting makes the system select a target and then all direct and homing skills are immediately performed on that target without any appearance of the pause-selection screen. But what do I know...  :P

PS. Is there any good tutorial or demo showing all the possibilities of new combo system?
53
Script Requests / Re: Charging Progress Bar for Blizz-ABS
September 06, 2010, 05:15:07 am
Okay... So maybe someone knows a similar script that does something different? I could code this if I had any basis to work on, I don't have much scripting experience, but I'm an intermediate Visual C# programmist and I can think like one. So maybe it could level this problem up to "troubleshooting" with me asking "why it doesn't work" instead of "how to do that?".
54
RMXP Script Database / Re: [XP] RMX-OS
September 04, 2010, 07:12:33 am
Okay, I'm trying to make a plugin for Scene_Waypoints script...
#==============================================================================
#   Diablo 2 Waypoints
#   by arevulopapo
#   Feb 9th 2007
#
#
#   To call the Waypoint scene use the "Call script" event command:
#   $scene = Scene_Waypoint.new(parameter)
#   where 'parameter' is the index of the waypoint you're using.
#
#   If you want to activate a waypoint without "touching" it
#   call a script like this:
#   $game_system.waypoints_active << index
#   where 'index' is the index of the waypoint you want to activate.
#
#   See the comments in the Game_System section (right below)
#   for informations on how to customize.
#
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  attr_accessor :waypoints
  attr_accessor :waypoints_active
  attr_accessor :waypoint_sound
  #--------------------------------------------------------------------------
  alias game_system_initialize initialize
  #--------------------------------------------------------------------------
  def initialize
    #--------------------------------------------------------------------------
    # Here you can change the sound played while teleporting
    #--------------------------------------------------------------------------
    @waypoint_sound = "Audio/SE/020-Teleport03"
    #--------------------------------------------------------------------------
    @waypoints = []
    #--------------------------------------------------------------------------
    # Here you add new waypoints. The formula is like this
    # ["Name", map_id, player_x, player_y]
    #--------------------------------------------------------------------------
    @waypoints << ["Drasgora", 5, 143, 76] # This is the first waypoint. Its index is 0
    @waypoints << ["Admin Hideout", 4, 13, 14] # This is the second waypoint. Its index is 1
    @waypoints << ["Train Ground", 14, 24, 18] # 2, monster testing zone
    #--------------------------------------------------------------------------
    @waypoints_active = []
    game_system_initialize
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
#==============================================================================
class Window_Waypoint_Name < Window_Base
  #--------------------------------------------------------------------------
  def initialize(waypoint_name)
    super(0,0,320,64)
    self.contents = Bitmap.new(288,32)
    self.back_opacity = 160
    @waypoint_name = waypoint_name
  refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0,0,288,32,@waypoint_name.to_s,1)
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
#==============================================================================
class Window_Waypoint_List < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 320, 416)
    self.back_opacity = 160
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @item_max = $game_system.waypoints.size
    self.contents = Bitmap.new(288, @item_max * 32)
    for i in 0..@item_max - 1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = 0
    y = (index) * 32
    if $game_system.waypoints_active.include?(index)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    self.contents.draw_text(x, y, 288, 32, $game_system.waypoints[index][0].to_s, 1)
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
#==============================================================================
class Scene_Waypoint
  #--------------------------------------------------------------------------
  def initialize(waypoint)
    @waypoint = waypoint
    $game_system.waypoints_active << @waypoint unless $game_system.waypoints_active.include?(@waypoint)
  end
  #--------------------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    @name_window = Window_Waypoint_Name.new($game_system.waypoints[@waypoint][0])
    @list = Window_Waypoint_List.new
    if $game_player.screen_x < 320
      @name_window.x = 320
      @list.x = 320
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @name_window.dispose
    @list.dispose
  end
  #--------------------------------------------------------------------------
  def update
    @list.update
    if Input.trigger?(Input::C)
      if $game_system.waypoints_active.include?(@list.index)
        Audio.se_play($game_system.waypoint_sound)
        $game_screen.start_flash(Color.new(255,255,255,160), 5)
        $game_map.setup($game_system.waypoints[@list.index][1])
        $game_player.moveto($game_system.waypoints[@list.index][2], $game_system.waypoints[@list.index][3])
        $game_player.straighten
        $game_map.update
        $game_map.autoplay
        $scene = Scene_Map.new
        Graphics.transition(20)
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
end


Script works fine, nut doesn;t save visited waypoints.
The variable which saves visited waypoints is $game_system.waypoints_active, so I thought it will be enough to make this plugin for RMX-OS:
module RMXOS
  module Options
    SAVE_DATA[Game_System].push('@waypoints_active')
  end
end

Of course the plugin is BELOW RMX-OS script.
Unfortunately, it raises an error whenever I call Scene_Waypoint...
Script 'Waypoints'line 107: NoMethodError occured.
undefined method 'include?' for nil:NilClass

Looks like I screwed something up.
55
Script Requests / Re: [XP]Request
September 04, 2010, 06:26:04 am
Lanzer, just take the ForeverZer0's script and level him up. :)
56
Script Requests / Re: [XP]Request
September 03, 2010, 07:38:08 pm
I said that MY idea to use the reversed "State Requirement Skills" is "kinda lame", because the good and not-lame solution would be... that what you just did ;)
57
RMXP Script Database / Re: [XP] Blizz-ABS
September 03, 2010, 09:28:51 am
Use Auto-Targeting for Blizz-ABS. Solves all your problems.
58
RMXP Script Database / Re: [XP] Blizz-ABS
September 02, 2010, 08:25:12 pm
"Call Script" command in event window, "BlizzABS::CONFIG::JUMPING = 3", perhaps. Didn't try, could work. JUMPING is probably a constant, so problems with changing its value may occur. Currently understanding that issue is over my poor and lame RGSS skills.

In other words: wait for somebody else wiser than me, I can just give you an idea to work on, so if you're trying to make somebody else do it for you, I'm not the person that you're looking for and I shouldn't be posting in this thread anymore.
59
Script Requests / Re: Charging Progress Bar for Blizz-ABS
September 02, 2010, 08:16:41 pm
Okey. I'm gonna describe this in more detail for other possible people who have problems with reading my poor Ponglish language. Whenever an item/weapon/skill takes a time to charge, the player doesn't see how long it's gonna last. In my case, player can't even notice that actor charges something (RMXOS and charset selection - no way in hell I'm gonna make action sprites for them all). So what I need is just a simple "loading" progress bar. Just like the one that you see while casting a spell in WoW. It would be helpful especially for the actions with "Trigger after Charge".
Thanks in advance. Such a script would be probably helpful for many people who prefer "charging" style of actions over "super mega soul rage combo" one. Forgive me the scepticism, I'm more a Gothic player (cRPGs, generally) than FF or any other jRPG one.
60
Easy, man. Just... Couldn't you post all your requests in less number of topics?

Nah, nevermind. Excuse my objections. My bad. Same as the [resolved] tag that I missed. Just... ya know, when some of your requests can be easily found on this forum, just like this one... just leave some place on the first page for the scripts that haven't been done, yup? ;)