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Messages - RogerSmith

1
Chat / Re: What are you listening to right now?
May 11, 2010, 10:46:59 pm
Resident Evil: The Darkside Chronicles - Alexia 2nd form.
2
Thanks Rose, allow me to raise your power level by over 9000.
3
My friend is having trouble making a proper event out of a custom graphic. I took a pic to show.



As you see, the selection box is really...wrong. Is this a problem related to the dimensions of the graphic itself?
4
Welcome! / Re: This is goodbye.
April 15, 2010, 03:20:16 pm
I'll miss seeing your Abe avy/sig around :\
5
Turned 22 back in January. :naughty:
6
Well I removed the SDK, and the difficulty works, as does all the other scripts it seems. Hopefully everything keeps running smoothly.

Thx guys.
7
Script Requests / Re: Custom Item HUD
April 12, 2010, 10:37:15 pm
Quote from: Subsonic_Noise on April 12, 2010, 07:49:07 am
There's a MOG script for this... wait a sec.

Theeeeere you go.
You'll need a picture named "Itname" in your pictures folder, which will be shown behind the item name.

Spoiler: ShowHide
Quote#_________________________________________________
# MOG_Window Treasure Name V1.2           
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Font Name.
MPFONT = "Georgia"
#Fade ON/OFF (True - False).
MPITFD = true
#Fade Time(in seconds).
MPITTM = 7
#Window Position.
# 0 = Upper.
# 1 = Left.
# 2 = Right.
# 3 = Lower.
MPITPS = 0
# Disable Window Switch.
MPITVIS = 5
# SE.
MPITSE = "056-Right02"
end
#_________________________________________________
$mogscript = {} if $mogscript == nil
$mogscript["mptreasure"] = true
###############
# Game_System #
###############
class Game_System
attr_accessor :fdittm
attr_accessor :mpit_x
attr_accessor :mpit_y
attr_accessor :it_id
attr_accessor :item_typ
attr_accessor :item_qua
alias mog25_initialize initialize
def initialize
mog25_initialize
@fdittm = 0
@it_id = 1
@wp_id = 1
@ar_id = 1
@item_typ = 0
@mpit_x = 0
@mpit_y = 0
@item_qua = 1
end
def item_typ
return @item_typ
end
def item_qua
return @item_qua
end
def mpit_x
return @mpit_x
end
def mpit_y
return @mpit_y
end
def fdittm
if @fdittm <= 0
@fdittm = 0
end
return @fdittm
end
def it_id
return @it_id
end
end
###############
# Interpreter #
###############
class Interpreter
alias mog25_command126 command_126
def command_126
mog25_command126
$game_system.item_typ = 1
$game_system.fdittm = 255 + 40 * MOG::MPITTM
$game_system.it_id = @parameters[0]
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_system.item_qua = value
unless $game_switches[MOG::MPITVIS] == true
Audio.se_play("Audio/SE/" + MOG::MPITSE, 100,100) rescue nil
end
$ref = true
end
alias mog25_command127 command_127
def command_127
mog25_command127
$game_system.item_typ = 2
$game_system.fdittm = 255 + 40 * MOG::MPITTM
$game_system.it_id = @parameters[0]
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_system.item_qua = value
unless $game_switches[MOG::MPITVIS] == true
Audio.se_play("Audio/SE/" + MOG::MPITSE, 100,100) rescue nil
end
$ref = true
end
alias mog25_command128 command_128
def command_128
mog25_command128
$game_system.item_typ = 3
$game_system.fdittm = 255 + 40 * MOG::MPITTM
$game_system.it_id = @parameters[0]
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_system.item_qua = value
unless $game_switches[MOG::MPITVIS] == true
Audio.se_play("Audio/SE/" + MOG::MPITSE, 100,100) rescue nil
end
$ref = true
end
end 
############
# Game_Map #
############
class Game_Map
attr_reader   :map_id 
def mpitnm
$mpitnm = load_data("Data/Items.rxdata")
$mpitnm[$game_system.it_id].name
end
def mpwpnm
$mpwpnm = load_data("Data/Weapons.rxdata")
$mpwpnm[$game_system.it_id].name
end
def mparnm
$mparnm = load_data("Data/Armors.rxdata")
$mparnm[$game_system.it_id].name
end
end
###############
# Window Base #
###############
class Window_Base < Window
def nd_itpic   
mapic = RPG::Cache.picture("")       
end
def draw_mpitem(x,y)
mapic = RPG::Cache.picture("Itname") rescue nd_itpic     
cw = mapic.width 
ch = mapic.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, mapic, src_rect)
self.contents.font.name = MOG::MPFONT
self.contents.font.size = 22
if $game_system.item_typ == 1
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 30, 110, 32, $game_map.mpitnm.to_s,1)
self.contents.draw_text(x - 19, y + 19, 110, 32, $game_system.item_qua.to_s + "X",1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 29, 110, 32, $game_map.mpitnm.to_s,1)
self.contents.draw_text(x - 20, y + 18, 110, 32, $game_system.item_qua.to_s + "X",1)
elsif $game_system.item_typ == 2
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x - 19, y + 19, 110, 32, $game_system.item_qua.to_s + "X",1)
self.contents.draw_text(x + 76, y + 30, 110, 32, $game_map.mpwpnm.to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 29, 110, 32, $game_map.mpwpnm.to_s,1)
self.contents.draw_text(x - 20, y + 18, 110, 32, $game_system.item_qua.to_s + "X",1)
elsif $game_system.item_typ == 3
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 30, 110, 32, $game_map.mparnm.to_s,1)
self.contents.draw_text(x - 19, y + 19, 110, 32, $game_system.item_qua.to_s + "X",1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 29, 110, 32, $game_map.mparnm.to_s,1)
self.contents.draw_text(x - 20, y + 18, 110, 32, $game_system.item_qua.to_s + "X",1)
else
end 
end
end
##########
# Mpitem #
##########
class Mpitem < Window_Base
def initialize
super($game_system.mpit_x, $game_system.mpit_y, 250, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpitem(10,0) 
end
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog25_main main
def main
@mpit =  Mpitem.new
if  $game_switches[MOG::MPITVIS] == true
@mpit.visible = false
else
@mpit.visible = true 
end
@mpit.contents_opacity = $game_system.fdittm
mog25_main
@mpit.dispose
end
alias mog25_update update
def update
mog25_update
if $ref == true
@mpit.refresh
if MOG::MPITPS == 0
@mpit.x = 200
@mpit.y = -150
elsif MOG::MPITPS == 1
@mpit.x = -240
@mpit.y = 200 
elsif MOG::MPITPS == 2
@mpit.x = 640
@mpit.y = 200 
else
@mpit.x = 200
@mpit.y = 480   
end 
$ref = false
end
if  $game_switches[MOG::MPITVIS] == true
if $game_system.fdittm <= 0
@mpit.visible = false 
else 
@mpit.visible = true
end
else
@mpit.visible = true 
end
$game_system.mpit_x = @mpit.x
$game_system.mpit_y = @mpit.y
if MOG::MPITPS == 0
if @mpit.y < 0
@mpit.y += 8
elsif @mpit.x >= 0
@mpit.y = 0
end   
elsif MOG::MPITPS == 1
if @mpit.x < 0
@mpit.x += 10
elsif @mpit.x >= 0
@mpit.x = 0
end
elsif MOG::MPITPS == 2
if @mpit.x > 400
@mpit.x -= 10
elsif @mpit.x >= 400
@mpit.x = 400
end 
else
if @mpit.y > 380
@mpit.y -= 8
elsif @mpit.y >= 380
@mpit.y = 380
end
end
@mpit.contents_opacity = $game_system.fdittm
if MOG::MPITFD == true
$game_system.fdittm -= 3
end
end
end


Thank me later, or just send me a couple of cookies,  I feel like I could really need some.
But make sure those are vegan cookies.


Subsonic, I've never told anyone this before.....but I love you. I LOVE you. I'll give you any cookie you want.  In fact:

8
Signed and sent.
9
Well, I cut each 3rd party script out one by one and tested the game, and even after removing them leaving only the Blizz ABS and Add Ons, the error still exists. These are the lines for the Dispose section from the Window_Base where the error comes from.

# * Dispose
 #--------------------------------------------------------------------------
 def dispose
   # Dispose if window contents bit map is set
   if self.contents != nil
     self.contents.dispose
   end
   super
 end


Line 30 is the if self.contents !=nil line.

Perhaps it's my SDK version?

10
Looked through my scripts, and it all seems to be in order.



Any other suggestions?
11
RMXP Script Database / Re: [XP] Hex's Token Shop
April 11, 2010, 09:29:43 pm
Got it. I never was one for variables, but after using Tidloc's Dynamic Shop script and Hex'sscript, it's getting easier to grasp.
12
RMXP Script Database / Re: [XP] Hex's Token Shop
April 11, 2010, 08:58:37 pm
How do you give tokens to players? Is there a call script for that?
13
Hey everyone, am using the tons of addons scripts. I turned on the Difficulty addon, started the game and at the difficulty selection screen, the cursor is stuck on the default choice, and when I start the game I get this error:

Script Window_Based line 30: RGSSError occurred.

disposed window


Not script savvy, anyone have any fixes or suggestions?
14
Script Requests / [RESOLVED] Custom Item HUD
April 10, 2010, 11:34:31 pm
Intro

Hey group, i'm looking for a script that would show the names, and hopefully rarity, of dropped items/weapons/armors, much like Phantasy Star Online. I've included example pictures below.
-----------
Scripts In Use

  • Blizzard-ABS

  • Tons of Addons

  • Item Rarity by game_guy


http://forum.chaos-project.com/index.php/topic,3633.0.html - game_guy's rarity script JIC
-----------
Spoiler: ShowHide

Spoiler: ShowHide


-----------

Description of Request

Blizzard's ABS allows items to be dropped on the ground as I'm sure you know. I'd like for the script to show what item you picked up, and if possible, the rarity show up on screen. Now, the way PSO's works is by targeting whatever item box is in front of you and it shows the name and the rarity, as you guys see in those 2 pics above. I'm not sure how tough that would be to convert onto XP. If not, then simply picking up a dropped item and THEN the info appearing on screen would be great. If adding the rarity rating onto the item description box is too much, then I'd be a happy duckling to settle for just the description itself.

----------
Well, that's my request. I appreciate you, YES YOU, taking the time to read through it and I hope one of you have a bit of spare time to help me out.
15
Well nevermind, I overlooked the fact that the script itself was posted.

ANYWAY, I think I downloaded this script before, and there was an error, hopefully this time it works.
16
I'm going start by asking if anyone has ever played Phantasy Star Online? By now I'm guessing you probably know what this is about, if so, :P. Me and my friend are using Blizz's ABS and a few utilities from the Add-On. We want to create gameplay similar to PSO's, complete with section ID drops and the like.

------
For those who aren't familiar with PSO: You create a character who has a specific ID, these ID's dictate what kind of items drop from boxes and enemies. Boxes and enemies sometimes drop rare items, but they are unknown when they are first dropped. You have to bring it to a person called a Tekker, and he analyzes the rare, and it is revealed to be whatever special weapon that particular enemy/box drops.

-------
So far, the only idea I've come up with is creating section ID specific enemies with their own drops. In other words, having several of the same kind of enemies. In the end, that would involve having many section ID specific copies of the same enemies, and while I am prepared to do that, I jut want to know if there is an easier way to accomplish this. Currently I have no ideas on how to make a solid tekking system using events.

-------
Anyway, my request is: If someone could supply directions and suggestions for creating a section ID drop and a tekking system using events or a script.

------
I hope someone can assist with this, because I really enjoy using Blizz's ABS and everyone's add-ons for it, and I believe that such a system would make for a perfect PSO style game.

PS, I didn't know whether to put this in the events request or script request section, so move if needed. ;)

Edit: Well since no one pitched any ideas, I came up with a crude tekk system myself, and we had to cut out IDs since neither of us would know how to do it and this thread had no replies, so I'd like to thank all 186 people for viewing and not posting.
:)
17
Resource Requests / I'd like some sprites please.
June 08, 2009, 09:32:45 am
I'm not sure if Kalintz is just busy or doesn't care, so I just thought I'd move my request here so it'd get a bigger audience.

What I want is pretty simple actually.



I'm going to modify my original request though. This time around, I'd like him in an outfit one would wear in desert conditions. And any other NPC's in simlar garment would be a big help. But I only really need the Hunter done.

I might request the same hunter sprite wearing winter clothing like I originally asked, but I know spriters don't like to jump through request hoops, so for now just desert clothes would be great.

Thanks to anyone who wants to do this for me. And if you need an idea or something, just google up pics of Jaster Rogue.
18
I sorta thought you'd take my lack of direct input as an expression for free form.

Just make it appear well worn,  and don't make it pink mink fur. Oh god lol.
19
Well Calintz, you saw my post. That's my official request.
20
Maybe I didn't click the search button hard enough, but I ran a search and I couldn't find any winter garb character sprites. So I'm assuming no one's made any, but if they do indeed exist, yell at me and tell me so I can d/l them.

SO IT'S REQUEST TIME.

Can Calintz, or anyone who has both time and skill, make some cool fancy winter outfits for XP's character sets? I actually only need a winter outfit for the Hunter 1 set, but I think it'd be rather strange he be the only person smart enough to wear warm clothes during the cold season.


So my request is:

1 Winter outfit for Hunter character.
Spoiler: ShowHide


ALTHOUGH, a few more NPC's in winter clothing would be extremely helpful and I will be very grateful for any and all effort put into this.