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Topics - JellalFerd

1
Resource Requests / Hammer Icon?
October 12, 2011, 06:52:34 pm
I need a simple hammer icon.
2
Resources / Jellal's Resources
September 07, 2011, 07:19:46 pm
Just leaving this thread here for sharing any resources I make.
Spoiler: ShowHide

3
Event Systems / Fall System
July 05, 2011, 04:55:30 am
Fall System
Version: 1
Type: Map Add-On



Introduction
Remember in various Legend of Zelda games like Phantom Hourglass where you could just walk off the edges of cliffs?
This was sorta designed to do just that.


Features


  • Adds a falling system when moving off of ledges



Screenshots
Nil.


Demo
Download


Instructions
First step:
Rectify your tileset's passibility, otherwise this whole thing becomes meaningless from the beginning.
Spoiler: ShowHide

I have no idea why I made the wall edges passable too
Assign each tile that they player should fall on a terrain tag.
Spoiler: ShowHide

Second step:
Make a variable that tracks the players terrain tag. Now make a variable that tracks the players X and Y coordinates, and map ID as long as it's not the fallen tile terrain tag(Optional, you'll see its usage later)
Spoiler: ShowHide

Now here's the fun and creative part; deciding what happens next. Just fill in the events that happen in the condition if the player is in that terrain tag.
Here's what I usually do:
Make the event call a common event to tell what the falling events are(for organizational purposes)
And the common event usually just has something to do with move routes, immobilizing, and dealnig damage. and transparency flags
like so
Spoiler: ShowHide


If I wasn't too good at explaining, refer back to the demo.


Credits and Thanks


  • Me :V:



Author's Notes
Nil.
4
Is it possible to divide the MenuStatus into a window for each player's stats?
Y'know, like this guy did:
http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=mfu_in_order&list=UL
I'm only assuming he did because the window moves.
5
RMXP Script Database / [XP] Hotkey Number Modifier
June 16, 2011, 10:09:22 am
Hotkey Number Modifier
Authors: Jellalferd
Version: .7
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction
This script modifies the number of hotkeys you have.


Features


  • Modifies the amount of Hotkeys




Screenshots



Demo
The script is pretty much plug and play, so I think no demo is required.


Script
Spoiler: ShowHide

module BlizzCFG
 Hotkeys = 3
end

class Hotkeys
 BlizzABS::Cache::Keys = 0...BlizzCFG::Hotkeys
 BlizzABS::Cache::HotkeyRange = 1..BlizzCFG::Hotkeys
 
 
end

class Scene_Hotkeys
 def update_choice
# set x position
   @choice.x = 160 + @index * 32
   # if pressed B
   if Input.trigger?(Input::B)
     # play cancel sound
     $game_system.se_play($data_system.cancel_se)
     # create map scene
     $scene = Scene_Map.new
   # if C is pressed
   elsif Input.trigger?(Input::C)
     # play sound
     $game_system.se_play($data_system.decision_se)
     # not active
     @active = false
     # the one that was active the last time is now active
     @skill_window.active = @last_active
     @item_window.active = (!@last_active)
   # if RIGHT is being pressed
   elsif Input.repeat?(Input::RIGHT)
     # if RIGHT is pressed or index is less than 9
     if Input.trigger?(Input::RIGHT) || @index < BlizzCFG::Hotkeys-1
       # play sound
       $game_system.se_play($data_system.cursor_se)
       # set new index
       @index = (@index + 1) % BlizzCFG::Hotkeys
     end
   # if LEFT is being pressed
   elsif Input.repeat?(Input::LEFT)
     # if LEFT is pressed or index is equal or greater than 1
     if Input.trigger?(Input::LEFT) || @index >= 1
       # play sound
       $game_system.se_play($data_system.cursor_se)
       # set new index
       @index = (@index + BlizzCFG::Hotkeys-1) % BlizzCFG::Hotkeys
     end
   end
 end
end



Instructions
Just modify this line:
Hotkeys = 3



Compatibility

  • I haven't tested it with Direct Hotkeys yet.

  • The direct edit in Scene_Hotkeys should make it incompatible with Z-Hud...for now.




Credits and Thanks


Author's Notes
I got inspired to make this because of this:
Spoiler: ShowHide
6
Script Requests / [XP] Circular HP Guage
June 02, 2011, 06:52:00 am
Well, I'm horrible with explaining, but I'll give it a shot.
I was wondering if it were possible to create a circular HP gauge script.
Basically, here's a model of how I wanted it to work;
Spoiler: ShowHide






7
Projects / Games / Blizz-ABS Boss Test
May 22, 2011, 04:54:29 am
Introduction

Well, after going into extreme boredom, I decided to entertain myself. ...Don't think  about that last sentence too hard. :naughty:
Anyways, I ended up making some incredibly easy to defeat but still annoying boss with Blizz-ABS. Anyways, since I decided I couldn't beat it without attacking it through its dialogue scene, I wanted to see how others could do against it. :V:
Screenshots

This pretty much explains why you shouldn't play it.


Characters


This games features the ever popular and widely loved...ALUXES/ARSHES!... :facepalm:
And some generic no-personality villain.

Download

I can't believe you actually read past characters.
Download


Side Notes

Yeah, I used Chaos Project music.
Spoiler: ShowHide
Big whoop, wanna fight about it?

Controls
[/b]
Z - Attack Key
C - Defend Key, not that you can actually defend in the game.
X - Menu
Shift - Run
Arrow Keys - Movement
Q,W,E, - Toggle HUD, Hotkeys, and Minimap.
8
Welcome! / Salutations
May 22, 2011, 12:10:46 am
Well, hello thar.
I decided to join here after being a lurker. ;_;
...Anyways, to give a brief introduction, I'm a person, with two eyes, a nose, and a mouth... :V:
9
Event Systems / Event Title Screen
May 15, 2011, 05:40:11 pm
Event Title Screen
Version: 1
Type: Title System



Introduction
Turns the title scene into an evented system


Features


  • Gives complete control of your title



Screenshots
I think the demo will show anything that needs to be shown.


Demo
http://www.sendspace.com/file/if99oq - Broken


Instructions
This will require editing the scene title script, like so.
Spoiler: ShowHide
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # If battle test
   if $BTEST
     battle_test
     return
   end
   # Load database
   $data_actors        = load_data("Data/Actors.rxdata")
   $data_classes       = load_data("Data/Classes.rxdata")
   $data_skills        = load_data("Data/Skills.rxdata")
   $data_items         = load_data("Data/Items.rxdata")
   $data_weapons       = load_data("Data/Weapons.rxdata")
   $data_armors        = load_data("Data/Armors.rxdata")
   $data_enemies       = load_data("Data/Enemies.rxdata")
   $data_troops        = load_data("Data/Troops.rxdata")
   $data_states        = load_data("Data/States.rxdata")
   $data_animations    = load_data("Data/Animations.rxdata")
   $data_tilesets      = load_data("Data/Tilesets.rxdata")
   $data_common_events = load_data("Data/CommonEvents.rxdata")
   $data_system        = load_data("Data/System.rxdata")
   # Make system object
   $game_system = Game_System.new
   update

 end
 def update
 command_new_game
 end
 #--------------------------------------------------------------------------
 # * Command: New Game
 #--------------------------------------------------------------------------
 def command_new_game
   # Play decision SE
   # Stop BGM
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each type of game object
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($data_system.start_map_id)
   # Move player to initial position
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
   # Switch to map screen
   $scene = Scene_Map.new
 end
 #--------------------------------------------------------------------------
 # * Command: Continue
 #--------------------------------------------------------------------------
 def command_continue
   # If continue is disabled
   unless @continue_enabled
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Switch to load screen
   $scene = Scene_Load.new
 end
 #--------------------------------------------------------------------------
 # * Command: Shutdown
 #--------------------------------------------------------------------------
 def command_shutdown
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # Shutdown
   $scene = nil
 end
 #--------------------------------------------------------------------------
 # * Battle Test
 #--------------------------------------------------------------------------
 def battle_test
   # Load database (for battle test)
   $data_actors        = load_data("Data/BT_Actors.rxdata")
   $data_classes       = load_data("Data/BT_Classes.rxdata")
   $data_skills        = load_data("Data/BT_Skills.rxdata")
   $data_items         = load_data("Data/BT_Items.rxdata")
   $data_weapons       = load_data("Data/BT_Weapons.rxdata")
   $data_armors        = load_data("Data/BT_Armors.rxdata")
   $data_enemies       = load_data("Data/BT_Enemies.rxdata")
   $data_troops        = load_data("Data/BT_Troops.rxdata")
   $data_states        = load_data("Data/BT_States.rxdata")
   $data_animations    = load_data("Data/BT_Animations.rxdata")
   $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
   $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
   $data_system        = load_data("Data/BT_System.rxdata")
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each game object
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   # Set up party for battle test
   $game_party.setup_battle_test_members
   # Set troop ID, can escape flag, and battleback
   $game_temp.battle_troop_id = $data_system.test_troop_id
   $game_temp.battle_can_escape = true
   $game_map.battleback_name = $data_system.battleback_name
   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Play battle BGM
   $game_system.bgm_play($game_system.battle_bgm)
   # Switch to battle screen
   $scene = Scene_Battle.new
 end
end




Credits and Thanks


    I think somebody else had made something similar to this, but I have no idea who they are.



Author's Notes
10
Blizz-ABS Scene_Hotkeys New Interface
Authors: JellalFerd
Version: 1
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction
This script adds a new interface to Scene_Hotkeys


Features


  • Adds a new interface to Scene_Hotkeys




Screenshots

Spoiler: ShowHide



Demo

Download


Script
Spoiler: ShowHide

#==============================================================================
# Scene_Hotkeys
#------------------------------------------------------------------------------
#  This class handles the skill/item hotkey processing.
#==============================================================================

class Scene_Hotkeys
  alias scene_hotkeys_main_later main
  def main
    #Draw background fog
    @fundo6 = Plane.new
    @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
    @fundo6.blend_type = 1
    @fundo6.z = 1
    @fundo6.opacity = 200 
    #Draw Background images
    if $blizzabs_z_hud != nil
    #Draw Background images
    @hotkey = Sprite.new
    @hotkey.bitmap = RPG::Cache.picture("Z_hud_Hotkeys")
    @hotkey.z = 2000
    @hotkey.x = 75
    @hotkey.y = 75
    @hotkey.opacity = 180
    else
    @hotkey = Sprite.new
    @hotkey.bitmap = RPG::Cache.picture("hotkeys")
    @hotkey.z = 2000
    @hotkey.x = 15
    @hotkey.y = 75
    @hotkey.opacity = 180
    end
    scene_hotkeys_main_later
    if $scene != self
      @hotkey.dispose
      @fundo6.dispose
    end
  end
  #----------------------------------------------------------------------------
  # update
  #  The update processing method.
  #----------------------------------------------------------------------------
  alias original_update update
  def update
    @fundo6.ox += 1
    @fundo6.oy += 1   
    original_update
    @item_window.opacity = 0
    @skill_window.opacity = 0
  end
end


Place below Blizz-ABS and Z-HUD if Z-HUD is being used.


Instructions
Put this image inside your Fog folder, and name it "Fog01"
Spoiler: ShowHide

Now, put this image inside your Pictures folder, and name it "hotkeys"
Spoiler: ShowHide

If using Z-Hud, use this in the place of hotkeys, except name it "Z_hud_Hotkeys"
Spoiler: ShowHide

Compatibility
  • Will not work with Z-hud.[/li]



Credits and Thanks

Author's Notes
I wasn't fond of the Scene_Hotkeys apperance, so I decided to change it myself. Anyways, this is my first script.
Script meaning edit of a script, of course. :<_<: