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Messages - Andreavnn

21
Resources / Re: Carp
April 27, 2012, 09:31:33 pm
I combine two resources to make it, the water is from RTP and the carp I found online in a resource database.
22
 :'( I let is rotate through two days, and nothing happened. It might be MAWS acting up or not wanting to display its effects. I uploaded a demo for you to check out. I am doing everything right, I don't know what else I am doing wrong or forgetting.  :shy:

23
General Discussion / Re: DragonBall Z Pen & Paper
April 27, 2012, 08:56:05 pm
Yeah, table top games can go south really quickly if you don't play with the right people or GM. Thankfully our group has grown up together and we play well together. ;) It makes for a pretty fun every third Saturday of the month, especially when you are rolling dice pretending you are Final Flash'ing someone in the f**king face.  :evil:

@Calintz are far as layout and design I did that all myself, the images I found off Google. Most of them where rip off other sites and those from other sites, etc..etc...so I am not sure who made what. But I made some great finds with my Google-Fu.

*EDIT* And of course I edited and added some effects to the pictures too, but that hardly counts for anything.
24
Okay, I did all that and here is what I have setup in game right now. The weather effects aren't working however. What am I failing at  :facepalm:

ATES
Spoiler: ShowHide
  # quantized into intervals of 36 seconds
  LENGTH = 240
  # how much time is it when the "day" starts
  DAY_START = 6 #6am
  # how much time is it when the "night" starts
  NIGHT_START = 18 #6pm
  # makes the screen brighter during "summer" days


Parallel Process
Spoiler: ShowHide


Weather Generator
Spoiler: ShowHide


Random Weather
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25
I see, maybe I do not fully understand how the configuring works. I will explain what I am wanting to do and maybe you can help me.

Day = 2 minutes long
Night = 2 minutes long
Weather Effects = 2.5 minutes long (So some effects might go over into the day or into the night)

I hope the clears things up.  :facepalm: Sorry I guess I am not very good at explaining what I am wanting to do.
26
Thanks Blizz,  here is what I have right now and I the pictures for morning and evening aren't showing up and night and day are being eased. They just keep posting over each other again, again and again. :/

Spoiler: ShowHide


Spoiler: ShowHide
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # switch ID of the "day" switch
  DSWITCH = 51
  # switch ID of the "night" switch
  NSWITCH = 52
  # length of a day in seconds in-game, can't be less than 36, is being
  # quantized into intervals of 36 seconds
  LENGTH = 37
  # how much time is it when the "day" starts
  DAY_START = 8
  # how much time is it when the "night" starts
  NIGHT_START = 20
  # makes the screen brighter during "summer" days
  OVERLIGHTING = false
  # makes the screen darker during the night, not recommended
  OVERDARKENING = false
  # display HUD clock
  SHOW_CLOCK = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
27
General Discussion / Re: DragonBall Z Pen & Paper
April 27, 2012, 07:27:00 pm
As do I and my friends, we always want to play Pen & Paper games that no one has ever created or created well. So I began to make my own, this is my latest one. I also have a Aliens V. Predators and a Mech one, they both still need some more work.  :D
28
Resources / Carp
April 27, 2012, 07:24:46 pm
Who wants bunnies, birds or frogs running around their map when you can have carp swimming you in your water! Made this by combing  some char_sets and water. Thought it make my water feel more alive, well more than what the RTP water looks like.

Spoiler: ShowHide
29
So I want an day to be 2 minutes, meaning the weather will change every 1.5 minute, 1.5 * 24 is 36, 36 *60 is 2160. 2160 = length.

Spoiler: ShowHide
  # length of a day in seconds in-game, can't be less than 36, is being
 # quantized into intervals of 36 seconds
 LENGTH = 2160
 # how much time is it when the "day" starts
 DAY_START = 640
 # how much time is it when the "night" starts
 NIGHT_START = 1800
 # makes the screen brighter during "summer" days


This setup meaning both day and night have 1080 seconds, which is 18 minutes right? If this math is correct then I am going to make it so that night and day each have 2 minutes active time. Meaning it is day for two minutes then night and every minute and a half the weather will change so it might be raining during the night and last into the day time.


*EDIT* AHAH, my game screen is completely yellow :( What did I break?


30
@Thanks again diagostimo. I have everything in place, with this event system how many seconds in game is a hour in ATES? I am using game time not real time.
31
General Discussion / Re: [Resolved]New HUD idea
April 27, 2012, 04:47:18 pm
AWESOME! Thanks diagostimo!
32
General Discussion / DragonBall Z Pen & Paper
April 27, 2012, 01:45:53 pm

Pen & Paper RPG


Introduction

Over ten years in the making and over 60 years of Gaming Experience, it is our goal to create the best and most trusted fan created Role-Playing Game Engine for Dragon Ball Z on the internet. We aim to establish an emotional connection and community with our player base around the world through our inspiring periodical. To support the growth of our publication through a thriving and numerous base of fans from all generations and ages. We have moved away from Chaos Project to our own social media page on Facebook! Unfortunately that means we aren't going to be keeping tabs on this forum anymore. We did have over 22k views here on CP, holy $h1t batman! That is amazing;and  we want to keep that momentum moving forward and improve our system, rules and mechanics. So join Us on our Facebook page and don't forget to share Us!

DBZ RPG Facebook Page

NEW UPDATES ARE LOCATED HERE!



Features

Dynamic D10 Battle System
Six unique races
Built in training routines
Signature Techniques
Four unique Talent Trees
Over 26 different Skills
Transformations
Fusion
Z-Soul Implication
And much more...


Created by: Andreavnn
33
RMXP Script Database / Re: [XP] Blizz-ABS
April 27, 2012, 09:43:16 am
Spoiler: ShowHide
Quote2.6.5. Actor Action Sprites
Enabling this option changes the spritesets of actors when they are attacking, defending, using a skill, or using an item and plays a sprite animation. Additionally, you can enable a more extensive action sprite control for attacking, defending, skill, and item sprites individually by checking their boxes. This more extensive system will use a seperate sprite for each weapon, sheild, skill, or item. Note that this option applies to both the player and allies.



Spoiler: ShowHide
Quote5.1.1. Action Sprites (Actors and Enemies)
Action sprites are used when attacking, defending, using a skill, or using an item. The sprites must be named according to this convention:


example:
normal spriteset - arshesKnight.png
defending spriteset - arshesKnight_def.png
skill spriteset - arshesKnight_skl.png
item spriteset - arshesKnight_itm.png
example:
normal spriteset - jason.png
defending spriteset - jason_def.png
skill spriteset - jason_skl.png
item spriteset - jason_itm.png

The suffices_def, _skl and _itm need to be added on defending, skill spritesets and item spritesets respectively like in the examples. Attack sprites need to be named slightly differently. Since it is possible to create different weapon types for actors, it is necessary to use a special sprite for each weapon type for actors. The suffix _atk needs to be added together with the weapon type number.


example:
normal spriteset - lord marius.png
attack spriteset for swords - lord marius_atk1.png
attack spriteset for flails - lord marius_atk3.png

Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.


example:
normal spriteset - lord marius.png
weapon spriteset for spears - lord marius_wpn2.png
weapon spriteset for shuriken - lord marius_wpn7.png
Each attack type requires one weapon sprite which may be a 1x1 pixel sprite if necessary. Keep in mind that all spriteset files must have the same dimensions or else the system will cause a glitch with animations being displayed on the sprites. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.

Since enemies don't have weapon types, the weapon type number needs to be omitted in the file names for enemies.


example:
normal spriteset - dragon.png
attack spriteset - dragon_atk.png
normal spriteset - harpy.png
attack spriteset - harpy_atk.png

Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.


example:
normal spriteset - monster 34.png
weapon spriteset - monster 34_wpn.png
normal spriteset - alterEgo.png
weapon spriteset - alterEgo_wpn.png

Each enemy requires only one weapon sprite which may be a 1x1 pixel sprite if necessary. Keep in mind that all spriteset files must have the same dimensions or else the system will cause a glitch with animations being displayed on the sprites. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work!
5.1.2. Weapon Sprites (Actors Only)
Weapon sprites use a special sprite for each weapon, instead of each weapon type. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. The weapon spritesets need to be named exactly the same as the actor's normal sprite followed by _wpn_ID where ID is the weapon's database ID without leading zeros. It is independent from weapon types.


example:
normal spriteset - zeriab.png
attack spriteset for spears - zeriab_atk2.png
attack spriteset for flails - zeriab_atk3.png
Weapon ID 1 - zeriab_wpn_1.png
Weapon ID 34 - zeriab_wpn_34.png

Since a separate weapon sprite is used for each actor that uses the weapon, it is possible to let two different actors handle the same weapon differently, i.e. a strong knight would swing a huge sword differently than a little girl would. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.


You _wpn_ sprite must be the same dimensions as your actor sprite from what I can tell they are, but your  _wpn_ sprite isn't being displayed on top of your actor, but rather below it because is it a _wpn. May Blizz can help you better, I had the same problem with my actor and I had to edit the image to fix it not the script because they script is built to display _wpn sprites that way.
34
You could make a few events that work on actor touch that increase the actor's speed and move him forwards to the next one that does the same thing, then make a maze so if they pick the wrong ice path they end up falling back down to another map or something.
35
Troubleshooting / Help / Re: Project Logo
April 27, 2012, 12:40:42 am
Okay, thanks everyone. I will be using my google-fu tonight!
36
No problem, just pay it forward.  8)  Slippery ice and footprints in the snow are always a nice touch too.

Footprint Image > picture folder
Spoiler: ShowHide


Script
Spoiler: ShowHide
=begin
============
  Dynamic Footprints - version 1.0 (2005-11-07)
============
  by Wachunga

0.95 - original release
1.0 - fixed a small bug with directional footprints and
       updated the compatibility list
 
SETUP:
1) From the database (Tileset tab), give the appropriate tiles of any
    tilesets that you want to show footprints (e.g. sand in "Desert",
    snow in "Snow Field") the terrain tag 1.
2) Place the footprints file in the Graphics/Tilesets folder.

To prevent an event from having any footprints (e.g. birds), include <nofp>
somewhere in its name.

(If using non-RTP sprites, you may want to create customized footprints.)

FEATURES:
* customizable duration footprint fading (optional)
* direction-specific footprints (optional)
* rounded footprints paths
* overlapping footprints supported
* handles move events (jumping, speed changes, etc) and teleportation

COMPATIBILITY:
1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
    very nature isn't very compatible with footprints (short of using sprites
    or pictures instead of a tileset) because a character can move part way
    across a tile without footprints appearing.
   
  2) Near Fantastica's Squad Based Movement/Action Battle System script -
     make sure it is below this script
 
  3) Near Fantastica's Updated Day Night script - again, make sure it is below
     this script
 
  4) Baskinein's Animated Sprite script - see:
     http://www.rmxp.net/forums/index.php?s=&showtopic=27407&view=findpost&p=261921
   
  5) Fukuyama's Caterpillar script - to only have one set of footprints
     for the whole group, no modifications are necessary (just make sure his
     script is above this one). To have a separate (overlapping) set of
     footprints for each character, uncomment (by moving the "= end") the
     following lines:

module Train_Actor
class Game_Party_Actor < Game_Character     
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
      increase_steps
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
      increase_steps
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
      increase_steps
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
      increase_steps
    end
  end
end
end

=end

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 100
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

#----------------------------------------------------------------------

class Spriteset_Map
attr_accessor :footprints 
attr_accessor :fp_tilemap
def initialize
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   @character_sprites = []
   for i in $game_map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
     @character_sprites.push(sprite)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   @weather = RPG::Weather.new(@viewport1)
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,
       $game_screen.pictures[i]))
   end
   @timer_sprite = Sprite_Timer.new

   # Dynamic Footprints additions begin
   @footprints = []
   fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
   # make a column for each footprint image
   # right -> down
   fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
   # up -> right
   fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))   
   # left -> right   
   fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))   
   # down -> left
   fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
   # left -> up
   fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))   
   # down -> up
   fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

   # fill out each column, making copies of the image with decreasing opacity
   0.step(5*32, 32) do |x|
     opacity = 255
     0.step(15*32, 32) do |y|
       fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
       opacity -= 16
     end
   end

   if FP_DIRECTIONAL
     # down -> right
     fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 0, 32, 32))
     # right -> up
     fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 32, 32, 32))   
     # right -> left
     fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 64, 32, 32))   
     # left -> down
     fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 0, 32, 32))
     # up -> left
     fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 32, 32, 32))   
     # up -> down
     fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 64, 32, 32))
     
     0.step(5*32, 32) do |x|
       opacity = 255
       512.step(32*32, 32) do |y|
         fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
         opacity -= 16
       end
     end   
   end
   
   @fp_tilemap = Tilemap.new(@viewport1)   
   @fp_tilemap.tileset = fp_tileset
   @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
   # end Dynamic Footprints additions
   
   update
end

alias fp_dispose dispose
def dispose
   @fp_tilemap.dispose
   fp_dispose
end

alias fp_update update
def update
   @fp_tilemap.ox = $game_map.display_x / 4
   @fp_tilemap.oy = $game_map.display_y / 4
   @fp_tilemap.update
   unless FP_FADE_TIME == 0
     for fp in @footprints
       if fp.time > 1
         fp.time -= 1
         if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
         end
       else
         if not fp.fade
           # begin fading
           fp.time = FP_FADE_TIME
           fp.fade = true
         else       
           @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
           @footprints.delete(fp)
         end
       end
     end
   end
   fp_update
end

  def show_footprints(fp_index,fp_x,fp_y)
    # start with first layer, then stack footprints as necessary
    fp_z = 0
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
     @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
     fp_z = 1
     if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     else
       fp_z = 2
       if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
         # delete the existing footprint at these coords from the list
         # (to prevent having multiples)
         for i in @footprints.reverse
           if i.x == fp_x and i.y == fp_y and i.z == fp_z
             @footprints.delete(i)
             break
           end
         end
       end
       @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
     end
    end
    @footprints.push(Footprint.new(fp_x,fp_y,fp_z))     
  end 

end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
  alias fp_ge_init initialize
  def initialize(map_id, event)
   fp_ge_init(map_id, event)
   if @event.name.upcase.include?('<NOFP>')
     @fp_id = nil
   end
  end
end

#-------------------------------------------------------------------------------

class Game_Character

alias fp_gc_init initialize
def initialize
   fp_gc_init
   # 1st argument = second last x/y
   # 2nd argument = last x/y
   @last_x = [0,0]
   @last_y = [0,0]
   @fp_id = 0 # default footprints
end

def footprints
   # determine which prints to draw and where
   if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
     return
   end
   fp_index = nil
   # left
   if @x > @last_x[1]
     if @last_y[1] > @last_y[0]
       fp_index = FP_UR
     elsif @last_y[1] < @last_y[0]
       fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
     else
       fp_index = FP_LR
     end
   else
     # right
     if @x < @last_x[1]
       if @last_y[1] > @last_y[0]
         fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
       elsif @last_y[1] < @last_y[0]
         fp_index = FP_DL
       else
         fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
       end
     else
       # up
       if @y < @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_LU
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
         else
           fp_index = FP_DU
         end
       # down
       elsif @y > @last_y[1]
         if @last_x[1] > @last_x[0]
           fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
         elsif @last_x[1] < @last_x[0]
           fp_index = FP_RD
         else
           fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
         end
       end
     end
   end
   if fp_index != nil
     fp_x = @last_x[1]
     fp_y = @last_y[1]
     $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
   end
end

  def moveto(x, y)
    @x = x
    @y = y
    @real_x = x * 128
    @real_y = y * 128
    if @fp_id != nil
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]
    end
  end

  def increase_steps
    @stop_count = 0
    # show footprints if enabled for this character
    if @fp_id != nil and $scene.is_a?(Scene_Map)
      footprints
      # track the last positions
      @last_x.shift
      @last_x.push(@x)   
      @last_y.shift
      @last_y.push(@y)   
    end
  end

  def terrain_tag(x=@x,y=@y)
    return $game_map.terrain_tag(x, y)
  end

  def update_jump
    @jump_count -= 1
    @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
    @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
    if @fp_id != nil and @jump_count == 0
      # track the last positions
      @last_x = [@x,@x]
      @last_y = [@y,@y]     
    end
  end 
 
end

#-------------------------------------------------------------------------------

class Scene_Map
  attr_reader :spriteset

  # only change is a couple of (commented) sections to prevent teleporting
  # within same map from losing footprints when the spriteset is recreated
  def transfer_player
    $game_temp.player_transferring = false
    if $game_map.map_id != $game_temp.player_new_map_id
      $game_map.setup($game_temp.player_new_map_id)
    else # Dynamic Footprints
      fp = @spriteset.footprints
      md = @spriteset.fp_tilemap.map_data
    end
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    case $game_temp.player_new_direction
    when 2
      $game_player.turn_down
    when 4
      $game_player.turn_left
    when 6
      $game_player.turn_right
    when 8
      $game_player.turn_up
    end
    $game_player.straighten
    $game_map.update
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    if fp != nil or md != nil # Dynamic Footprints
      @spriteset.footprints = fp
      @spriteset.fp_tilemap.map_data = md
    end
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      Graphics.transition(20)
    end
    $game_map.autoplay
    Graphics.frame_reset
    Input.update
  end
end

#-------------------------------------------------------------------------------

class Footprint
attr_reader :x
attr_reader :y
attr_reader :z
attr_accessor :time
attr_accessor :fade

def initialize(x,y,z)
   @x = x
   @y = y
   @z = z
   @time = FP_BEFORE_FADE_TIME
   @fade = false
end

end
37
I have a event on my start map the calls it and setups it up so every map doesn't need to have a call event on it and the effect will be the same on each map. I am going to add a wait command too so they long last so long and then change to a effect. May I going about it wrong?
38
Here is a good thick cloud fog

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39
I made a random weather generator common event, but when I start my game is just shows variable 6 and doesn't "rotate" through the other variables.  Any help?


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40
Resource Requests / Moon Fog
April 26, 2012, 11:36:07 pm
Does anyone know of or have a moon fog? One that would have the light of the moon. I am using ATES so the screen will be tinted so I don't want a shadow. :/