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Messages - lilbrudder917

1
Troubleshooting / Help / [XP] Scripts.rxdata recovery?
August 17, 2020, 03:52:35 pm
Hi. The worst happened to me just now.. while playtesting my project, my system crashed and now all my rxdata files are corrupt. Opening the project in RMXP now says "Failed to load actor data." That would be fine if it was just the actor data but all of them are lost. Scripts.rxdata is the only one I need. Is there any way to salvage this file? I'd be willing to pay a $50 bounty to anyone who can get my work back.

https://drive.google.com/file/d/1HTTsQUx1iAwG2Ez9nxS0fGw9XSJSFRv3/view?usp=sharing
2
Installing RMX-OS on Linux

Setting up our environment
For the purposes of this tutorial, we will be installing RMX-OS on a fresh Vultr instance running a 32-bit version of Ubuntu Server 14.04. You will need to download the ISO here, as Vultr does not natively support Ubuntu 14.04.

Once registered with Vultr, begin by deploying a new Cloud Compute instance. You can choose whichever server location you wish to use.
Spoiler: ShowHide


Make sure to upload and select the Ubuntu 14.04 ISO. Finally, choose a hostname and label - anything works. Then, deploy the server and wait for Vultr to finish up.
Spoiler: ShowHide


Click on the label you gave the server to manage your server, then click on the icon displayed below to view the console in noVNC. This is important because you won't be able to SSH into the machine until Ubuntu is installed. This step can vary a lot, so unless requested, I won't walk you through the steps to install Ubuntu - just make sure you include the OpenSSH package. Follow the steps in this guide if you need help.

Spoiler: ShowHide



Setting up Ruby
This part is easy. We're going to be installing Ruby 1.9.1 through Ruby Version Manager (RVM). To install, SSH into your server and run:

sudo apt-get install software-properties-common libmysqlclient* mysql-client
sudo apt-add-repository -y ppa:rael-gc/rvm
sudo apt-get update
sudo apt-get install rvm
sudo shutdown -r 0

This will install RVM (and other RMX-OS dependencies) and also reboot the server, which is required to actually use RVM. Note that you may have to use the noVNC console again to start the server back up; it will try to reinstall Ubuntu. Press escape and then select "Boot from first disk." When the server starts back up, SSH back into it and run the following command:

rvm install ruby-1.9.1
This will take some time, but will eventually complete. Use the following command to ensure that Ruby was installed correctly.

ruby -v

If you get a Ruby not installed error, try using the following:


rvm use ruby-1.9.1


Getting our files

Next, we need to get RMX-OS and its required files onto the server. We will be using the MRMX-OS version of RMX-OS provided by Aegisrox, though I am unsure if it would make a difference if you used the official Blizzard version. Download MRMX-OS from here or here.

If you do not have an FTP client that supports SFTP, download the Filezilla FTP client here. Open Filezilla and fill in the following settings:

Host: sftp://YOUR SERVER'S IP ADDRESS HERE
Username: THE USERNAME YOU SET UP IN UBUNTU
Password: THE PASSWORD YOU SET UP IN UBUNTU
Port: LEAVE BLANK OR 22

Once connected via SFTP, the default directory will be your home directory. This is a fine spot for MRMX-OS, so create a new directory (perhaps called "game" or something similar) and enter it. Unzip the MRMX-OS zip file and upload the contents of the "MRMX-OS Server" folder into the newly created directory.

Return to your SSH shell and enter the following commands:

gem install mysql
cd ./NAME OF YOUR NEW DIRECTORY/
vi ./RMX-OS.rb

Scroll down to line 72, press Insert to enter insert mode, and replace
require "./bin/#{version}/mysql_api"
with this:
require 'mysql'
Then, press escape and type in :wq, then press enter to write and quit.

Finally, edit your cfg.ini file to point to the MySQL server you will be using. If you need help setting up the MySQL server, I would be happy to continue this guide to include that information as well. But for now, run the following code:
ruby ./RMX-OS.rb

You should get the following warning screen, or something similar:
Spoiler: ShowHide

==========================================================================
RMX-OS Server v2.0 (using Ruby v1.9.1)
MRMX-OS System Server v1.0
==========================================================================
Loading extensions...
'MOTD.rb' v1.0 loaded and initialized.
'UserLogger.rb' v1.2 loaded and initialized.
--------------------------------------------------------------------------
> Starting TCP Server at '127.0.0.1:54269'...
> Connecting to MySQL database 'rmxosdb'...
Unexpected error occured!
Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2)
./src/SQL.rb:23:in `new'
/home/aov/game/src/SQL.rb:23:in `initialize'
/home/aov/game/src/Server.rb:81:in `new'
/home/aov/game/src/Server.rb:81:in `connect_to_database'
/home/aov/game/src/Server.rb:55:in `start'
./RMX-OS.rb:109:in `main'
./RMX-OS.rb:269:in `<main>'

RMX-OS Server is being terminated...


If you do, then that means that RMX-OS is properly running on Ubuntu, but still requires a SQL database to connect to. Let me know if you found this guide helpful; if anyone needs help setting up the SQL database I'd be happy to assist, but the bulk of the work is done! Pat yourself on the back and treat yourself to something nice.

Edit: Following the same instructions, I was able to get RMX-OS working on Ubuntu Linux 16.04 (64-bit).
3
Still having issues, unfortunately. I've replaced the mysql.so file in the RMX-OS main directory with edwardthefma's version, but that doesn't seem to have changed anything. I thought maybe to replace /bin/1.9/mysql_api.so with it, which appeared promising. It instead gave me this error.
Spoiler: ShowHide
./RMX-OS.rb:72:in `require': libmysqlclient.so.15: cannot open shared object file: No such file or directory


I finally located what I believe to be a valid libmysqlclient.so.15 file for my OS and placed it in /usr/lib/.
I now have this error, which I definitely have never seen before.

Spoiler: ShowHide
./RMX-OS.rb:72:in `require': /home/aov/game/bin/1.9/mysql_api.so: undefined symbol: Init_mysql_api


I'll keep trying. If I manage to get it working I'll write a step-by-step guide on how to get this running on a Linux VPS.



UPDATE: I had issues in the past installing the mysql gem, but I actually was able to do it this time for some reason. I got the server up and running. I'll write a guide shortly.
4
I know it's a long shot, and I apologize for the necropost.. I've been able to get this working on 32-bit Ubuntu 14.04, and I specifically saved the command line inputs necessary but I can't seem to find them, which kind of binds me. Has anybody been able to get the server working on any version of Linux? It's fine if it's not Ubuntu 14.04 (in fact, it's preferably a newer, possibly 64-bit version). If I need to rebuild the .so files, that's fine, though I'd appreciate any help involved there since I have no idea what that would require. The error I get is as follows:
Spoiler: ShowHide
<internal:lib/rubygems/custom_require>:29:in `require': /home/aov/server/bin/1.9/mysql_api.so: invalid ELF header - /home/l/server/bin/1.9/mysql_api.so (LoadError)
 from <internal:lib/rubygems/custom_require>:29:in `require'
 from ./RMX-OS.rb:139:in `<main>'

Any help would be greatly appreciated, though I understand it may be unlikely that anyone is working on this anymore.
5
Tutorial Requests / Re: [REQUEST][XP]Soft Level Cap
December 16, 2018, 09:49:59 pm
Gotcha. In that case, this will be the version you'd want to use. Same instructions as the last one, just slightly changed so it won't keep excess EXP.

class Game_Actor < Game_Battler
  attr_accessor   :final_level                   # final level
 
  alias old_setup_soft_cap setup
  def setup(actor_id)
    old_setup_soft_cap(actor_id)
    actor = $data_actors[actor_id]
    @final_level = actor.final_level
  end
 
  #--------------------------------------------------------------------------
  # * Change Level
  #     level : new level
  #--------------------------------------------------------------------------
  def level=(level)
    # Check up and down limits
    level = [[level, @final_level].min, 1].max
    # Change EXP
    self.exp = @exp_list[level]
  end
 
  def final_level=(final)
    @final_level = final
    # automatically adjust level when cap is lifted
    self.exp+=0
  end

  #--------------------------------------------------------------------------
  # * Change EXP
  #     exp : new EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    return if cant_get_exp?
    @exp = [[exp, 9999999].min, 0].max
    # Level up
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      # make sure xp cap is successful
      self.level = @final_level if @level >= @final_level
      break if @level >= @final_level
      @level = [@level + 1, @final_level].min
      # Learn skill
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # Level down
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # Correction if exceeding current max HP and max SP
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end

 
end

class Game_Battler
  #--------------------------------------------------------------------------
  # * Determine [Can't Get EXP] States
  #--------------------------------------------------------------------------
  def cant_get_exp?
    for i in @states
      if $data_states[i].cant_get_exp
        return true
      end
    end
    if level >= @final_level
      return true
    end
    return false
  end
end
6
Tutorial Requests / Re: [REQUEST][XP]Soft Level Cap
December 16, 2018, 05:08:41 pm
No worries. It's technically not using a status effect/state to not gain experience, it's just using the code where that takes place. I was actually messing around with it and it's also not complete - if the characters gain a large sum of XP at once (enough for more than one level) it can bypass the soft cap (and actually, it would only effect manual level changes, not through gained XP). Of course since you want to change the max level for each character, that's a little different and you should disregard the above code altogether. What you should use is this:


class Game_Actor < Game_Battler
  attr_reader   :final_level                   # final level
 
  alias old_setup_soft_cap setup
  def setup(actor_id)
    old_setup_soft_cap(actor_id)
    actor = $data_actors[actor_id]
    @final_level = actor.final_level
  end
 
  def final_level=(final)
    @final_level = final
    # automatically adjust level when cap is lifted
    self.exp+=0
  end

  #--------------------------------------------------------------------------
  # * Change Level
  #     level : new level
  #--------------------------------------------------------------------------
  def level=(level)
    # Check up and down limits
    level = [[level, @final_level].min, 1].max
    # Change EXP
    self.exp = @exp_list[level]
  end


  #--------------------------------------------------------------------------
  # * Change EXP
  #     exp : new EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    # Level up
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      break if @level >= @final_level
      @level = [@level + 1, @final_level].min
      # Learn skill
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # Level down
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # Correction if exceeding current max HP and max SP
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end

 
end

You won't be able to use a variable but you can use a script call for $game_actors[ACTOR_ID].final_level = 10, or 20, or whichever. Set it individually for each character, and it defaults to whatever you have in the database. Do you want the characters to continue to gain XP when they're at their cap? Like, if Aluxes has enough XP for level 20, but his cap is 10, should he become level 20 when the cap is raised, or should he only have up to the XP of a level 10 as well?
7
Tutorial Requests / Re: [REQUEST][XP]Soft Level Cap
December 16, 2018, 02:19:12 pm
Sure, this is pretty easy. Assuming it's okay for the level cap to be consistent across all characters (like, as long as you don't want Aluxes' cap to be 10 and Basil's to be 15) and if it's okay that the characters don't gain XP and can "jump" to another level once the cap changes, you can just throw this somewhere below the default scripts:


class Game_Battler
  #--------------------------------------------------------------------------
  # * Determine [Can't Get EXP] States
  #--------------------------------------------------------------------------
  def cant_get_exp?
    for i in @states
      if $data_states[i].cant_get_exp
        return true
      end
    end
    if level >= $game_variables[REPLACE]
      return true
    end
    return false
  end
end

Make sure you replace "REPLACE" with the variable number you want to use as the cap. If one of my previous assumptions is incorrect let me know - I'll make it work however you'd like.
8
RMXP Script Database / Re: [XP] Blizz ABS BattleCry
August 10, 2018, 01:57:24 pm
Quote from: CriticalHit on August 10, 2018, 01:51:46 pm
The link to the script download page gives an error. Could this link be fixed or is there another way to get this script?


Hey, the script can be found at https://pastebin.com/qnizUWCt
9
Script Requests / Re: Conditional Branch addon
March 22, 2018, 03:11:37 pm
Just add @fade = false to Game_System#bgm_fade. Or replace the script with this one:

#==============================================================================
# Self Variables Script v. 1.02
# by Caldaron (16.09.2006)
#==============================================================================
module FadeIn
  #--------------------------------------------------------------------------
  MAPS = []        # Map IDs in which the BGM fades in
  FADE = 6        # Time in seconds of fade in
  #--------------------------------------------------------------------------
end
#==============================================================================
module RPG
  #--------------------------------------------------------------------------
  class AudioFile
    #--------------------------------------------------------------------------
    def initialize(name = "", volume = 100, pitch = 100, fade = 0)
      @name = name
      @volume = volume
      @pitch = pitch
      @fade = fade
    end
    #--------------------------------------------------------------------------
    attr_accessor :name
    attr_accessor :volume
    attr_accessor :pitch
    attr_accessor :fade
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  alias fade_init initialize
  #--------------------------------------------------------------------------
  def initialize
    fade_init
    @time = 0
    @wait = 10
    @fade = false
    @bgm_name = nil
    @bgm_volume = 0
    @bgm_pitch = 0
    @bgm_wait = 0
  end
  #--------------------------------------------------------------------------
  def bgm_play(bgm)
    @fade = false
    if bgm != nil and bgm.name != ""
      if bgm.fade != nil
        bgm_fade_in(bgm.name, bgm.volume, bgm.pitch, bgm.fade)
        @playing_bgm = RPG::AudioFile.new(bgm.name, bgm.volume, bgm.pitch, FadeIn::FADE)
      else
        Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
        @playing_bgm = bgm
      end
      else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  def bgm_fade_in(name, volume, pitch, time)
    @playing_bgm = RPG::AudioFile.new(name, volume, pitch, time)
    @bgm_name = name
    @bgm_volume = volume
    @bgm_pitch = pitch
    @bgm_wait = time
    @fade = true
  end
  #--------------------------------------------------------------------------
  # * Fade Out Background Music
  #     time : fade-out time (in seconds)
  #--------------------------------------------------------------------------
  alias bgm_fade_new_fade_out bgm_fade
  def bgm_fade(time)
    bgm_fade_new_fade_out(time)
    @fade = false
  end
  #--------------------------------------------------------------------------
  alias fade_update update
  #--------------------------------------------------------------------------
  def update
    if @fade
      @wait -= 1
      if @wait == 0
        @time += @bgm_volume/(@bgm_wait * 4.00)
        if @time >= @bgm_volume
          Audio.bgm_play("Audio/BGM/" + @bgm_name, @bgm_volume, @bgm_pitch)
          @fade = false
          @bgm_name = nil
          @bgm_volume = 0
          @bgm_pitch = 0
          @time = 10
        else
          Audio.bgm_play("Audio/BGM/" + @bgm_name, @time, @bgm_pitch)
        end
        @wait = 10
      end
    end
    fade_update
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Game_Map
  #--------------------------------------------------------------------------
  def autoplay
    if @map.autoplay_bgm
      if FadeIn::MAPS.include?(@map_id)
        $game_system.bgm_fade_in(@map.bgm.name, @map.bgm.volume, @map.bgm.pitch, FadeIn::FADE)
      else
        $game_system.bgm_play(@map.bgm)
      end
    end
    if @map.autoplay_bgs
      $game_system.bgs_play(@map.bgs)
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  alias fade_phase5 update_phase5
  #--------------------------------------------------------------------------
  def update_phase5
    $game_system.bgm_stop
    fade_phase5
  end
  #--------------------------------------------------------------------------
  alias fade_end battle_end
  #--------------------------------------------------------------------------
  def battle_end(result)
    fade_end(result)
    $game_system.bgm_play($game_temp.map_bgm)
  end
  #--------------------------------------------------------------------------
end
10
Script Requests / Re: Conditional Branch addon
March 22, 2018, 02:30:26 pm
Ah, my bad. When I was trying it myself I did have it on one line with $game_system.playing_bgm.nil? but I think I definitely had to have made the mistake of not putting a ! in front of it.

Edit: Strangely though it still doesn't seem to work, neither true nor false options are evaluating.
Edit 2: !$game_system.playing_bgm.nil? && $game_system.playing_bgm.name == "whatever" works, for whatever reason $game_system.playing_bgm && $game_system.playing_bgm.name == "whatever" does not. Guess it's a RGSS quirk or something.
11
Script Requests / Re: Conditional Branch addon
March 22, 2018, 02:26:10 pm
Quote from: KK20 on March 22, 2018, 02:19:52 pm
@F0: If you're so opposed to it, then just combine the two as
$game_system.playing_bgm && $game_system.playing_bgm.name == "TRACKNAME"

There's nothing stating you can't use and/or in Conditional Branch scripts.


There's not, but it will return a NoMethodError if no BGM is playing since playing_bgm returns nil.
12
Script Requests / Re: Conditional Branch addon
March 22, 2018, 12:07:06 pm
Hey! You can actually do this pretty easily with nested conditional branches. In the conditional branch menu, go into the 4th tab and select Script and insert
!$game_system.playing_bgm.nil?

This confirms that there is a BGM track playing at the moment. Then, inside of the branch, create a second conditional branch, again on the 4th tab with Script selected, and insert
$game_system.playing_bgm.name == "TRACKNAME"
Make sure you replace TRACKNAME with the name of the BGM file.

Ultimately, your event should look like this:
Spoiler: ShowHide
13
Hi! First off, welcome to the forum  :)

Since you don't mention what RPG Maker version you're using, I'll assume it's RMXP (mainly because that's the only one I'm familiar with and can answer). RMXP doesn't natively support gifs for animation, but there are scripts available for that (link is in Spanish and I haven't used it personally). For animated monster sprites, I was able to find this, though I haven't used it myself to know how it works.

For the third question, you can make use of the Application Data folder to create a global directory for your game, regardless of where the player keeps it.
Something along the lines of:
path = ENV['APPDATA']+'/Your Game/'
if !File.directory?(path)
Dir.mkdir(path)
File.open(path+"demo.dat", "w") {|f| f.write("1") }
end

in the demo, and then in the final game checking to see if that file exists. You can take it a step further by storing the save file there, and then loading it into "demo variables" in the final game to see what the player has done in the demo.

In the final game, you could have something like

  read_demo_save_data(ENV['APPDATA']+'/Your Game/demo.dat')
  def read_demo_save_data(file)
    # Read character data for drawing save file
    characters = Marshal.load(file)
    # Read each type of game object
    $demo_system        = Marshal.load(file)
    $demo_switches      = Marshal.load(file)
    $demo_variables     = Marshal.load(file)
    $demo_self_switches = Marshal.load(file)
    $demo_screen        = Marshal.load(file)
    $demo_actors        = Marshal.load(file)
    $demo_party         = Marshal.load(file)
    $demo_troop         = Marshal.load(file)
    $demo_map           = Marshal.load(file)
    $demo_player        = Marshal.load(file)
  end

and see if the player has finished the demo (say, represented by switch 55) with $demo_switches[55]. Let me know if this isn't super clear, I'll try to clarify or make a demo for you.
14
Quote from: BoisterousHero on November 14, 2017, 10:41:01 pm

Bless you for even looking at this disaster. Thank you.

I didn't realize those were commented out, I think I thought it was already present in the windows_dispose method. It's definitely a step in the right direction.


You know that would make sense, right? I thought the same thing when I looked at it. I kept trying to move the order of certain things around. I tried setting line 1117 (@status_window.visible = true) to false, thinking that was just a mistake. Seems like windows_dispose comes up a few times for purposes other than ending the battle, so those two lines are really the only pieces that needed to be changed as far as I can tell.
15
Wow, it's been a while since I've stopped lurking and actually made a post.

In "SBSXP BATTLE 1" you need to uncomment lines 139 and 143. The comments are preventing
@status_window.dispose

and
@result_window.dispose if @result_window != nil
from running, which keeps them from being disposed.
16
Tutorials / Re: Another Glide System
August 03, 2010, 12:12:50 pm
Wouldn't this:
Spoiler: ShowHide


be more efficient?


EDIT: Also, http://forum.chaos-project.com/index.php/topic,5727.0
17
Script Requests / Re: Quite a few scripts needed!
June 03, 2010, 08:27:07 pm
Quote from: Blizzard on May 17, 2010, 03:24:03 am
Mode 7 does usually not work with Blizz-ABS. If it does, it's probably a miracle and a unique combination that won't work with anything else. So yeah.


Nope. Doesn't.

And yes, Blizzard would know if Blizz-ABS Controller sends the level up data or not.
18
Script Requests / Re: Quite a few scripts needed!
June 03, 2010, 05:21:50 pm
Quote from: Richirdo on June 03, 2010, 08:23:22 am
6. A script that allows for the world map to move (like how the title of chaos project has the lightning moving).

8. A script for a star map that changes overtime.

Nearly forgot but the scripts I'm using are Blizz-ABS and RMX-OS. I will be using later Tons of Add-ons and Mode 7


Theres an event command for 6, unless you meant you wanted the player to be able to make the map move. Then you could still event that, but I found a script somewhere that could do that...
Spoiler: ShowHide
#==================================================================#
#  #*****************#        Scroll camera v1.5 Falcao script     #
#  #*** By Falcao ***#        allow you move the game camera       #       
#  #*****************#        with the directional keys            #
#         RMXP                                                     #
# makerpalace.onlinegoo.com         V 1.5                          #
#==================================================================#

module Camera

# Button to run the script (Key "A" of the keyboard)
Button = Input::X 

# Speed of the camera (set 1 until 10)
Speed = 5

#Switch to disable or enable the script (on, off)
CameraDisable = 50

end

class Game_System
  attr_accessor :camera
  alias falcaoscroll_initialize initialize
  def initialize
    falcaoscroll_initialize
    @camera = false
  end
end

class Active_Arrow
  def initialize
    @arrow_up = Sprite.new
    @arrow_up.bitmap = RPG::Cache.icon("047-Skill04")
    @arrow_up.x = 325
    @arrow_up.y = 40
    @arrow_up.z = 200
    @arrow_up.angle = 180
    @arrow_up.visible = false
   
    @arrow_left = Sprite.new
    @arrow_left.bitmap = RPG::Cache.icon("047-Skill04")
    @arrow_left.x = 32
    @arrow_left.y = 220
    @arrow_left.z = 200
    @arrow_left.angle = 270
    @arrow_left.visible = false
   
    @arrow_down = Sprite.new
    @arrow_down.bitmap = RPG::Cache.icon("047-Skill04")
    @arrow_down.x = 316
    @arrow_down.y = 446
    @arrow_down.z = 200
    @arrow_down.visible = false
   
    @arrow_right = Sprite.new
    @arrow_right.bitmap = RPG::Cache.icon("047-Skill04")
    @arrow_right.x = 600
    @arrow_right.y = 242
    @arrow_right.z = 200
    @arrow_right.angle = 90
    @arrow_right.visible = false
  end
  def update
     if $game_system.camera == true
     case Input.dir4
     when 2
      @arrow_up.zoom_x = 1;  @arrow_up.zoom_y = 1
      @arrow_left.zoom_x = 1;  @arrow_left.zoom_y = 1
      @arrow_right.zoom_x = 1;  @arrow_right.zoom_y = 1
      @arrow_down.zoom_x = 1.4; @arrow_down.zoom_y = 1.4
     when 4
       @arrow_up.zoom_x = 1;  @arrow_up.zoom_y = 1
      @arrow_right.zoom_x = 1;  @arrow_right.zoom_y = 1
      @arrow_down.zoom_x = 1;  @arrow_down.zoom_y = 1
       @arrow_left.zoom_x = 1.4; @arrow_left.zoom_y = 1.4
     when 6
       @arrow_up.zoom_x = 1;  @arrow_up.zoom_y = 1
      @arrow_left.zoom_x = 1;  @arrow_left.zoom_y = 1
      @arrow_down.zoom_x = 1;  @arrow_down.zoom_y = 1
       @arrow_right.zoom_x = 1.4; @arrow_right.zoom_y = 1.4
     when 8
      @arrow_left.zoom_x = 1;  @arrow_left.zoom_y = 1
      @arrow_right.zoom_x = 1;  @arrow_right.zoom_y = 1
      @arrow_down.zoom_x = 1;  @arrow_down.zoom_y = 1
      @arrow_up.zoom_x = 1.4; @arrow_up.zoom_y = 1.4
    end
    @arrow_up.visible = true
      @arrow_left.visible = true
      @arrow_down.visible = true
      @arrow_right.visible = true
    else
      @arrow_up.visible = false
      @arrow_left.visible = false
      @arrow_down.visible = false
      @arrow_right.visible = false
     end
  end
  def dispose
    @arrow_up.dispose
    @arrow_up.bitmap.dispose
    @arrow_left.dispose
    @arrow_left.bitmap.dispose
    @arrow_down.dispose
    @arrow_down.bitmap.dispose
    @arrow_right.dispose
    @arrow_right.bitmap.dispose
  end
end

class Game_Player < Game_Character
  include Camera
  alias falcaocamera_update update
  def update
    falcaocamera_update
      if Input.trigger?(Button) and @camera_action == nil and
        $game_switches[CameraDisable] == false
        @walk_anime = false
        $game_system.camera = true
        @camera_action = 1
    elsif Input.trigger?(Button) and @camera_action == 1 and
      $game_switches[CameraDisable] == false
      center(x, y)
      @move_speed = 4
      @walk_anime = true
      $game_system.camera = false
      @camera_action = nil
    end
    if $game_system.camera == true
      @move_speed = -20
    unless $game_temp.message_window_showing
      case Input.dir4
      when 2
        turn_down
        $game_map.start_scroll(2, 1,Speed)
      when 4
        turn_left
        $game_map.start_scroll(4, 1,Speed)
      when 6
        turn_right
        $game_map.start_scroll(6, 1,Speed)
      when 8
        turn_up
        $game_map.start_scroll(8, 1,Speed)
      end
    end 
  end
end
end

class Scene_Map
  alias falcaoscroll_main main
  def main
    @arrow_active = Active_Arrow.new
    falcaoscroll_main
    @arrow_active.dispose
  end
  alias falcaoscroll_update update
  def update
    @arrow_active.update
    falcaoscroll_update
  end
end



8 could be easily done with events... and I thought Mode7 didn't work with Blizz-ABS?
19
Or.. you could have just used what the UMS already gives you.
The \inc in-message code does that, too.
20
Script Requests / Re: Full Screen Message Windows
April 06, 2010, 01:56:48 am
In 1.5 of ccoa's UMS, you can do that.

The UMS

Just use \height[ ] as an in-game message. (The same way you would \v[1] or \n[1])
Or, if you would prefer to use it in a script call, you would use:
$game_system.window_height = i