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Topics - Shalaren

1
General Discussion / Side Scroller or no?
March 07, 2014, 02:09:37 pm
Ok putting the difficulty of making a Side-Scroller with our beloved RPG maker programs aside, would changing my game into a Side-Scroller be a bad Idea? (yes I know it's my choice, but I'm torn apart when trying to answer this question, so I would like some opinions).

I have been having a hard time motivating myself to finish my game... right now I have a lot going on in my life so I don't get much time to work on it, and when I do get time to be on the computer I mostly rather watch something or play something because, when working on my game for a little, 30 minutes turn into 2 hours. Don't get me wrong, I love working on my game which I am sure a lot of you would agree with me that there is just something exciting when you bring an idea that's been in your head to life. A week ago I wanted to post the progress I've made on my game and realized it was not much at all! its been more then a month and just nothing interesting I could show off! and I now understand that my expectations are far too high. I work on this game ALONE so I need to start cutting some of the work I need to do on it, and make it easier for one person to complete... and that way I could notice a considerable amount of progress coming through.

So I started cutting down the features I wanted the game to have and some maps, and even characters, and then my friend suggested, "why not make a Side-Scroller?"... you see, a side scroller would mean, designing the maps would be so much easier... you really just gotta design left and right, and that means the maps and the Character sets... (for some Npc's you just gotta design the way the look no need to animate them... and then put them on the map) that might sound like a lazy thing of me to say, but really is it? I'm just going to continue working on a story and game with just a little different light to it. ANYWAY I don't want to make this too long... I made a quick map in Sidescroller format to try it out and see what it looks like (I even made some character) so I will put the not Sidescroller screenshot and the Sidescroller screenshot...

what do you think, should I go Sidescroller and finally make it easier on one person? what's your opinion on side scrollers in general? do you have any better suggestions or ideas? please let me know :)

THIS IS MY GAME CURRENTLY
Spoiler: ShowHide

THIS IS THE SIDESCROLLER MOCK UP
Spoiler: ShowHide
2
New Projects / Shalaren Chapter 1
August 23, 2013, 12:59:54 pm


There are many versions of how this story goes, and honestly - it seems every race came up with their own little bit in it. All the versions however, have the two twin gods Ayen and Allisa, who were too young to go on creating their own world, and thus they created one together. Unfortunately they failed to create life in it, and because of that, there was nothing... and yet so much room for everything. They tried countless times, until all these attemps caused the elements to pour into the world and bring life to the spirits of nature. It wasn't long before the world grew, creating life to many species as the world became the ultimate paradise, making the two gods very proud. Ayen felt the world needed civilization and this created the Nethien, an intelligent race to help the world grow, however Allisa felt the Nethien might harm the balance and thus created the Guardians of Nature, also known as fearies. The two argued over the world's fate and were right as the two races were in war for 300 years bringing the world to endless chaos, and the twin gods decided to create the Syrilth, a race designed to understand both and share the qualities of everyone. at first the gods's plans worked as friendship blossmed around the world of shalaren as the Syrilth helped conncet the two, but it wasn't long before the syrilth learned of their superiority - to be edited 
3
Script Requests / [xp] Blizz Abs Hotkey add-ons
August 21, 2013, 01:36:33 am
This add on will let you hotkey a skill from the Skill scene. Like in Xas.
so instead of it asking you if you wanna use the skill and on which character
Spoiler: ShowHide
,
it should just ask you if you want to use it OR hotkey it.
Kinda like that
Spoiler: ShowHide

also for Items
Spoiler: ShowHide

(doesn't have to be the exact size... that's just an idea.)

it doesn't have to look like these pictures, it can be customised however. as long as the hotkeys are set from the scenes themselves. and be compatible with Mouse controller (being as the hotkey scene isnt)
4
Hey guys! I really like this Custom Message Script by Hodgeelmf, its small simple and animated and is just really pleasant to use. you can try it and you'll see what I mean. however it wont work with Blizz-ABS :( is there anyway to fix it? maybe anyway to disable blizz abs anytime the message script is acitve? its similar to ForeverZer0 CMS, its just that this one has a smoother feel and the chat bubble is a lot smaller making it very nice visually for cutscenes.
Spoiler: ShowHide



EDIT: Because of the character limit, the following script could not be fully displayed and had to be deleted. It would be best to either provide the link to the script itself or post it into something like Pastebin. -KK20
5
Recruitment / [rmxp] Shalaren Mappers needed :D
August 11, 2013, 07:52:05 pm
I am looking to build a small team, credits for being a part of the development will be provided in game and on game ads! I'm looking for team work where all developers can suggest any idea they have in mind, and can freely discuss ideas, concepts and themes of the game! The game definitely needs mappers as my mapping skills are just not good enough, it needs well written stories and dialogues in game, and just some scripting, eventing and graphics which I believe I can handle myself if there isn't anyone else. so I mostly need story writers, Dialogue writers and Mappers, really need mappers

Ok so here is some information




The world of Shalaren is inspired by many different ideas and concepts, all put into its existence, where many events take place. there are many adventures to go on and many places to visit (at least the idea of them). there Should be many hidden stories going around when talking to NPC's and many different landmarks, so although there is one main story, there will be many side stories as well.


so I'm looking for any kind of help, even tho I need mappers the most, anything else is always a big plus. anything from just giving critic and suggestions or helping with designing, scripting or eventing.
For mappers interested in what needs to be mapped, here is the map of the continent of Arcania (1 of 3) however in this game only one continent is available for gameplay, the rest exist just in story.



So it includes mapping the following maps:

Mellow Island: it's a dry Island, Occupied by a Religious cult. it is mostly dry trees and caves, it looks as if the forces of like abandoned this place.
Picture to refer to: http://th05.deviantart.net/fs70/PRE/f/2012/330/9/4/canyon_by_mikevonrotz-d5m7cnc.jpg

Amoria Forest: Where the path to Amoria begins, It starts off as a small shore but then turns into a lively forest. it is occupied by some animals such as birds and squirles, bunnies, and boars.
Picture to refer to:http://fc05.deviantart.net/fs70/f/2010/012/6/6/Forest_by_Kuroi_kisin.jpg

*Amoria Town: The small farming town of amoria occupied by mundane humans. should be about 28 residential houses. Has a tavern and 7 different kinds of shops (weapons, alchemy, scrolls, etc.)
Picture to refer to: Pic1 OR Pic2

Glorious woods: The Wild forest. Many battles took place in the Glorious woods, and these battles left clear marks. occupied by averagely dangerous animals like wolves.
Picture to refer to: Ruins!

Quiet Birch: The forest toward Franea's Pass. It isn't much different then the Glorious woods in looks, but it is A lot less active. it is as if there's nothing that lives there, yet the trees and plans are lively then ever. however it is said the Quiet Birch is Occupied by beings Franea's pass residents call 'The Sleeping Demons', However no one has seen a Sleeping Demon before, regardless the reason why the Birch is Quiet is due to the fear of waking them up.
Picture to refer to: Quiet Birch!

*Franea's Pass:An Enormous City! Protected by the Goverment of the Meastre and is being watched over by the Shroud forces. It is a highly populated City with many events going on. it is said to be the most beautiful City in Arcania and the most relaxing with all the singers and birds around.
Picture to refer to: Pic 1 OR Pic 2 OR Pic3

*Red Hawk:A big city mostly occupied by Mundanes. The whole city is themed in Red and light Brown. There is a statue of an armoured hawk at the middle of the city. The reason it is called Red Hawk is due to a very old long living story of a Hawk who saved a the land Red Hawk is on from great evil that had shed the blood of many innocents (Note the RED). Although that's just another story of many. The forces of Miea's Court of Peace have made Red Hawk as one of their settlements.
Picture to refer to: Can look like whatevers as long as the colour theme is red

Hawk's Forest: The forest right under Red Hawk City. It is occupied by Lizards and poisonous spiders, along with other minor animals. The tree's have red leaves and the grass varies between green and orange. but even so, The green is still present in the forest.
Picture to refer to: Picture #1 Or Picture #2

Heavy Pine: It is known as the place where Faeries reside. It is the one place where Magic seems to crawl under the seal and show its beauty, color theme of green, lime green, and yellow and a low of plans and bushes the Heavy pine looks like Mother Nature might be sleeping there.
Picture to refer to: Magical Trees!

Endless Shore: Nothing special really, it is just a very long rocky shore. Hazards might include oversized crabs and scorpions. It is the one place in Arcania however, where fishing is easier then ever.
Picture to refer to: Refer to this Picture


any help would be awesome
6
Script Requests / just trying to edit a hud for blizz
August 09, 2013, 11:20:47 pm
ok so I have Gold show up with the hud, but right next to it I also want to have Achievement points to show right next to it...
The achievement points are a variable so I want to have it show how much of the variable does the party have...
I tried to do it myself but I don't understand scripts that much,

so this is what it has for the gold
Spoiler: ShowHide
class Party_Gold < Sprite
 
 def initialize(hud)
   super()
   self.x ,self.y, self.z = 336, 409, 5001
   self.bitmap = Bitmap.new(140,34)
   self.bitmap.font.size = 16
   @hud = hud
   draw_text
 end
 
 def draw_text
   self.bitmap.clear
   @gold = $game_party.gold
   self.bitmap.font.color = normal_color
   self.bitmap.draw_text_full(125,0, 20, 20, $data_system.words.gold)
   self.bitmap.font.color = Color.new(193,172,81)
   self.bitmap.draw_text_full(2,0, 120, 20,@gold.to_s,2)
 end
 
 def update
   super
   self.opacity = @hud.opacity
   draw_text if @gold != $game_party.gold
 end
 
end

so what do I need to change in that to show the variable instead of gold?

Edit:
I guess to make it simple, I want to know what would this be "@gold = $game_party.gold" if I want it to be the Variable ID:5 instead of gold
I tried "@gold = $game_Variables=5" but that didn't work since I don't script xD what would it be?

Edit:
Another thing this part "$data_system.words.gold" I understand draws the currency name in the game? if so, how do I change that part to show the variable name
7
Introduction

So I am trying to create several classes with unique skills in my game, and one of my classes is a typical warrior who I'm wanting to have sword based skills. so I tried to do so but there is no feature that enables the weapon sprites to play when using skills. I know that I could just have the skill sprite look like a swinging sword, but I want the sword that will visually appear to be the sword the actor is currently wearing. so the add on will enable to create weapon specific skills that will play the sprite of the weapon your character is currently wearing ALONG with the skill sprites (with the option of having weapons have a weapon skill specific sprites {Actor_wpn_2_skl4}... Depending on the skill). Here's an example of a skill: name of the skills is Slashing wave, the actor is to appear to be swinging his sword just as he would with basic attack, (plus the skill animation being on top of it to add an effect) but the skill being a thrusting skill will shoot a wave (projectile)... and incase you are thinking it could be done through the combo system, I dont want the basic attack to be associated with it, just the animation of the weapon.

Scripts I am using right now
Blizz Abs 2.84
Mouse Controller by Blizzard
Mouse Controller Enhancement Script by Nathmatt
Auto-Targeting for Blizz-ABS by Blizzard
Visual Equipment for Blizz-ABS by Blizzard
Chrono Trigger Skill Learning
Rain of Add-ons by Xelias

I'm not sure if this would be hard to make... I hope someone has the time to take a look into it :)
Thanks in advance everyone!
8
Script Requests / Blizz ABS - Icon Sprites.
November 21, 2012, 11:34:14 pm
ok explaining this is going to be hard. its like in this cbs
http://www.santuariorpgmaker.com/forum/index.php?topic=60.0
the system doesnt at all require extra sprites, yet its so well done and looks very animated.
but I dont need all the extra stuff, its just i want to have lots of weapons in my game that will show in battle
and this system takes the icon and animates it on the normal character sprite,

just check the system out to see what I mean, it takes an icon and turns it and makes it look animated.
9
Script Requests / combo skills, BlizzAbs
June 24, 2011, 11:16:56 pm
call it however you want,
ok thats the features, a combo count, everyone knows what that is, all the attacks u make in the certain amount of time, and if waited to long it dissappears and restarts. so the feature is that it only counts combo with weapons that have an element that Ill call "Combo"

The skill feature is Skills that can be used only when a certain amount of combos is achieved,
lets say a I have this skill "Max party heal, 10 combo required, 15 Mp req" this skill can only be used if a combo of 10 is available, if waited to long and the combo count is gonem the skill cannot be used, when the skill used the req amount of the combo for the skill is decreased from the combo count, lets say I reached a combo count of 25, I used the max party heal and the combo count goes down to 15.

thank you :)
10
Script Requests / [XP] PARTY SHARE HP
May 10, 2011, 08:57:00 pm
I requested it before but I cant find the thread, as I never got a reply. so Ill just try again?
a script that makes it so that all party members share stats, meaning that if i have 3 characters, all have 100 hp
party then has 300 hp in total, and no character can die until the total reaches 0. meaning all characters die together.
if two characters have 100 hp and one of them has only 50, then the total is 250 abviously. same goes for SP and all other stats (dex,str,agi....)
as for EXP they will all have the same exp, not add them but just have a exp thing that all characters will allways be at same percent of exp and same level! if a character is added he goes to the same hp and lvl as the party!.
if you dont get what I mean ask o-o
11
Script Requests / [Resolved] Blizz Abs Hud
May 03, 2011, 10:24:11 pm
example
Spoiler: ShowHide

I requested this hud before and nathmatt scripted it for me but I requested it to soon,
the hud should of been probably the last thing to request for as I know what I want in it,
I can imagen how hard it will be to script this one so I guess I just at least need help with it
Its with images
EXP\HP+MP\NAME+LVL\HOTKEYS background
Spoiler: ShowHide

Map background
Spoiler: ShowHide

and then bars background, and full bars images, in a way that it would be easy to move it around.
Spoiler: ShowHide
HP
MP
Emepty
EXP
Emepty Exp

the rest you can probably figure out by the example.

I tried doing it my self with other hud scripts, but Im just no experienced enough with scripting :\
Big thanks to who ever could help.

also the one nathmatt made for me
Spoiler: ShowHide
#==============================================================================
# Hud
#------------------------------------------------------------------------------
#  This class was modified to support SR display and modify the number of
#  skills left to use.
#==============================================================================
$map_infos = load_data('Data/MapInfos.rxdata')
$map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
class Hud < Sprite
 
 #----------------------------------------------------------------------------
 # Initialization
 #  viewport - the viewport for the sprite
 #----------------------------------------------------------------------------
 def initialize(viewport = nil)
   # call superclass method
   super
   # create positions
   create_positions
   # get height
   h = @hud_height
   $game_system.minimap = 1
   $game_system.hotkeys = true
   @name = Player_Name.new(self)
   @lvl  = Player_Lvl.new(self)
   # create bitmap
   self.bitmap = Bitmap.new(@hud_width, h)
   # set font
   self.bitmap.font.name = 'Arial'
   # set font size
   self.bitmap.font.size = 12
   # set font to bold
   self.bitmap.font.bold = true
   # set x, y position depending on which HUD mode
   self.y = 480 - (h)
   # set z coordinate
   self.z = 1000
   # draw basic HUD
   draw_basic
   # update
   update
 end
 #----------------------------------------------------------------------------
 # create_positions
 #  Sets drawing positions. Can be aliased and the positions modified to
 #  create a different HUD.
 #----------------------------------------------------------------------------
 def create_positions
   @original_width = @hud_width = 474
   @original_height = @hud_height = 54
   @hp_x, @hp_y, @sp_x, @sp_y = 3, 15, 3, 35
   @hot_x, @hot_y, @left_x, @left_y = 4, 49, 8, 63
   @exp_x,@exp_y = 175, 0
 end
 #----------------------------------------------------------------------------
 # draw_basic
 #  Draws the HUD template.
 #----------------------------------------------------------------------------
 def draw_basic
   # fill with grey rectangle
   bitmap = RPG::Cache.picture('Hud_Back')
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.bitmap.blt(0,0, bitmap, src_rect)
   # determine color depending on HUD style
   color = case BlizzABS::Config::HUD_TYPE
   when 0 then Color.new(255, 255, 255, 192)
   when 1 then Color.new(0, 0, 0, 0)
   end
   # if color exists
   if color.is_a?(Color)
     # draw outline in color
     self.bitmap.fill_rect(@hp_x, @hp_y+3, 116, 14, color)
     # draw outline in color
     self.bitmap.fill_rect(@sp_x, @sp_y+3, 116, 14, color)
   end
   # set font color
   self.bitmap.font.color = system_color
 end
 #----------------------------------------------------------------------------
 # draw_empty
 #  Draws the HP and SP display when actor doesn't exist.
 #----------------------------------------------------------------------------
 def draw_empty
   # draw empty bars
   self.bitmap.gradient_bar_hud(@hp_x, @hp_y+3, 114, 0, 'hud_red_bar', 1)
   # draw empty bars
   self.bitmap.gradient_bar_hud(@sp_x, @sp_y+3, 114, 0, 'hud_blue_bar', 2)
   # draw empty bars
   self.bitmap.gradient_bar_hud(@exp_x, @exp_y+3, 200,0, 'hud_green_bar', 3)
   # set font color
   self.bitmap.font.color = disabled_color
   # draw empty HP
   self.bitmap.draw_text_full(@hp_x + 6, @hp_y, 48, 20, '0', 2)
   self.bitmap.draw_text_full(@hp_x + 54, @hp_y, 12, 20, '/', 1)
   self.bitmap.draw_text_full(@hp_x + 66, @hp_y, 48, 20, '0')
   # draw empty SP
   self.bitmap.draw_text_full(@sp_x + 6, @sp_y, 48, 20, '0', 2)
   self.bitmap.draw_text_full(@sp_x + 54, @sp_y, 12, 20, '/', 1)
   self.bitmap.draw_text_full(@sp_x + 66, @sp_y, 48, 20, '0')
    # draw empty EXP
   self.bitmap.draw_text_full(@exp_x + 54, @exp_y, 84, 20, '0.0', 2)
   # reset all flag variables
   @name = @level = @hp = @sp = @maxhp = @maxsp = @exp = @states = @skill =
       @skills_left = @item = @items_left = @gold = @exp = nil
 end
 #----------------------------------------------------------------------------
 # draw_hp
 #  Draws the HP display.
 #----------------------------------------------------------------------------
 def draw_hp
   # set current variables
   @hp, @maxhp = actor.hp, actor.maxhp
   # set fill rate
   rate = (@maxhp > 0 ? @hp.to_f / @maxhp : 0)
   # draw gradient bar
   self.bitmap.picture_bar(@hp_x, @hp_y+3,rate,'hp')
   # set font color depending on how many HP left
   self.bitmap.font.color = @hp == 0 ? knockout_color :
       @hp <= @maxhp / 4 ? crisis_color : normal_color
   # draw HP
   self.bitmap.draw_text_full(@hp_x+6, @hp_y, 48, 20, @hp.to_s, 2)
   # set color
   self.bitmap.font.color = normal_color
   # draw "/"
   self.bitmap.draw_text_full(@hp_x+54, @hp_y, 12, 20, '/', 1)
   # draw max HP
   self.bitmap.draw_text_full(@hp_x+66, @hp_y, 48, 20, @maxhp.to_s)
   self.bitmap.draw_text_full(@hp_x+2, @hp_y, 32, 20, $data_system.words.hp)
 end
 #----------------------------------------------------------------------------
 # draw_sp
 #  Draws the SP display.
 #----------------------------------------------------------------------------
 def draw_sp
   # set current variables
   @sp, @maxsp = actor.sp, actor.maxsp
   # set fill rate
   rate = (@maxsp > 0 ? @sp.to_f / @maxsp : 0)
   # draw gradient bar
   self.bitmap.picture_bar(@sp_x, @sp_y+3,rate,'sp')
   # set font color depending on how many SP left
   self.bitmap.font.color = @sp == 0 ? knockout_color :
       @sp <= @maxsp / 4 ? crisis_color : normal_color
   # draw SP
   self.bitmap.draw_text_full(@sp_x+6, @sp_y, 48, 20, @sp.to_s, 2)
   # set font color
   self.bitmap.font.color = normal_color
   # draw "/"
   self.bitmap.draw_text_full(@sp_x+54, @sp_y, 12, 20, '/', 1)
   # draw max SP
   self.bitmap.draw_text_full(@sp_x+66, @sp_y, 48, 20, @maxsp.to_s)
   self.bitmap.draw_text_full(@sp_x+2, @sp_y, 32, 20, $data_system.words.sp)
 end
 #----------------------------------------------------------------------------
 # draw_exp
 #  Draws the EXP display.
 #----------------------------------------------------------------------------
 def draw_exp
   # set current variables
   @exp = actor.exp
   # set fill rate
   rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
   # draw gradient bar
   self.bitmap.picture_bar(@exp_x, @exp_y+3,rate,'exp')
   self.bitmap.font.color = normal_color
   percent = (rate * 100).to_i
   self.bitmap.draw_text_full(@exp_x+60, @exp_y, 200, 18,
   "#{actor.cur_exp} / #{actor.max_exp}")
   self.bitmap.draw_text_full(@exp_x+195, @exp_y, 145, 18,percent.to_s)
   self.bitmap.draw_text_full(@exp_x+210, @exp_y, 150, 18,'%')
   self.bitmap.draw_text_full(@exp_x+2, @exp_y, 32, 18, 'EXP')
 end
 
 def draw_name
 end
 
 def draw_level
 end

 alias hud_update update
 def update
   draw_basic  if $game_temp.hud_refresh
   $game_temp.hud_refresh ? draw_exp : test_exp if actor != nil
   @name.update
   @lvl.update
   hud_update
 end
 
 def dispose
   super
   @name.dispose
   @lvl.dispose
 end
 
 def test_exp
   draw_exp if actor.exp != @exp
 end
 
 def test_name
   return
 end
 
 def test_level
   return
 end
 
end

class Hotkey_Assignment < Sprite
 
 def initialize(viewport = nil)
   # call superclass
   super
   # create bitmap
   self.bitmap = Bitmap.new(320, 32)
   # set font to bold
   self.bitmap.font.bold = true
   # decrease font size
   self.bitmap.font.size -= 8
   # set font color
   self.bitmap.font.color = system_color
   # set x and y position
   self.x, self.y, self.z = 174, 448, 1100
   # skill IDs on hotkeys
   @skills = BlizzABS::Cache::EmptyKeys
   # item IDs on hotkeys
   @items = BlizzABS::Cache::EmptyKeys
   # update display
   update
 end
 
 def draw(index = nil)
   # iterate through all hotkeys
   (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
       # if hotkey is skill hotkey
       if $game_player.skill_hotkeys[i%10] != 0
         # temporary object
         object = $data_skills[$game_player.skill_hotkeys[i%10]]
       # if hotkey is item hotkey
       elsif $game_player.item_hotkeys[i%10] != 0
         # temporary object
         object = $data_items[$game_player.item_hotkeys[i%10]]
       end
       # if any change applied (10 is used for 0)
       if @items[i%10] != $game_player.item_hotkeys[i%10] ||
           @skills[i%10] != $game_player.skill_hotkeys[i%10]
         $game_temp.hud_refresh = true
         # if object exists
         if object != nil
           # load bitmap
           bitmap = RPG::Cache.icon(object.icon_name)
           # draw bitmap
           self.bitmap.blt(30*(i-1), 0, bitmap, Rect.new(0, 0, 24, 24))
         end
         # draw hotkey number
         self.bitmap.draw_text_full(30*(i-1), 10, 30, 32, (i%10).to_s, 2)
       end}
   # set new items
   @items = $game_player.item_hotkeys.clone
   # set new skills
   @skills = $game_player.skill_hotkeys.clone
 end
 
end

class Minimap < Sprite
 
 def initialize
   # call superclass method
   super(Viewport.new(483, 364, 150, 110))
   # get autotile image from Blizz-ABS Cache
   @autotile = $BlizzABS.cache.image('minimap_autotile')
   # creates the passable floor map
   @map_back = Map_Back.new(self)
   create_passable_floor
   # set x and y position
   self.x = self.y = 0
   # set z position
   viewport.z = 5000
   # store events
   @events, @names = check_events
   # create sprites for events
   create_sevents
   @map_name = Map_Name.new(self)
   # set all sprites visible
   self.visible = true
   # update
   update
 end
 
 alias hud_update update
 def update(con=false)
   hud_update(con)
   @map_back.update
   @map_name.update
 end
 
 def dispose
   destroy_sevents
   @map_back.dispose
   @map_name.dispose
   super
 end
 
end

class Scene_Hotkeys
 
 #----------------------------------------------------------------------------
 # main
 #  The main processing method.
 #----------------------------------------------------------------------------
 def main
   # create spriteset
   @spriteset = Spriteset_Map.new
   # create viewport
   @view = Viewport.new(0, 0, 0, 0)
   # set tone to current screen tone
   @view.tone = @tone.clone
   # create HUD if HUD is turned on and HUD active
   @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
   # if ASSIGNMENT is turned
   if BlizzABS::Config::HOTKEYS
     # create assignment display
     @hotkeys = Hotkey_Assignment.new
     # set z position
     @hotkeys.z = 5000
   end
   # if MINIMAP is turned on and minimap active
   if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
     # create minimap
     @minimap = Minimap.new
   end
   # create sprite
   @choice = Sprite.new
   # create bitmap
   @choice.bitmap = $BlizzABS.cache.image('menu_arrow')
   @choice.angle = 180
   # set x, y and z positions
   @choice.x, @choice.y, @choice.z, @choice.opacity = 204, 448, 5001, 108
   # set x position offset
   @choice.ox = -8
   # set active flag
   @active = true
   # set index
   @index = 0
   # set up mode flag
   @up_mode = true
   # create modified skill window
   @skill_window = Window_Skill_Hotkey.new($game_player.battler)
   @skill_window.y -= 66
   @skill_window.height -= 70
   # create modified item window
   @item_window = Window_Item_Hotkey.new
   @item_window.y -= 66
   @item_window.height -= 70
   # set last active
   @last_active = true
   # transtition
   Graphics.transition
   # loop
   loop do
     # update game screen
     Graphics.update
     # update input
     Input.update
     # frame update
     update
     # stop if chosen an option
     break if $scene != self
   end
   # freeze screen
   Graphics.freeze
   # delete spriteset
   @spriteset.dispose
   # delete HUD elements that exist
   [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
   # delete choice sprite
   @choice.dispose
   # delete skill window
   @skill_window.dispose
   # delete item window
   @item_window.dispose
   # delete viewport
   @view.dispose
   # while real leader is not first actor in party
   while @party_leader != $game_party.actors[0]
     # switch to next actor
     $BlizzABS.player.switch_leader
   end
 end
 
 def update_choice
   # set x position
   @choice.x = 204 + @index * 30
   # 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 < 9
       # play sound
       $game_system.se_play($data_system.cursor_se)
       # set new index
       @index = (@index + 1) % 10
     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 + 9) % 10
     end
   end
 end
 
end

class Map_Back < Sprite
 
 def initialize(map)
   super()
   self.x ,self.y, self.z = 474, 356, 4999
   self.bitmap = RPG::Cache.picture('Map_Back')
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.bitmap.blt(0, 0, bitmap, src_rect)
   @map = map
 end
 
 def update
   self.opacity = @map.opacity
   if $game_system.minimap != 1
     self.visible = false
   end
 end
 
end

class Map_Name < Sprite
 
 def initialize(map)
   super()
   self.x ,self.y, self.z = 474, 456, 5001
   self.bitmap = Bitmap.new(120,32)
   self.bitmap.font.color = Color.new(255,255,255)
   self.bitmap.font.size = 16
   draw_map_name
   @map = map
 end
 
 def draw_map_name
   self.bitmap.clear
   @map_id = $game_map.map_id
   self.bitmap.draw_text_full(0,0, 160, 20, $map_infos[@map_id],1)
 end
 
 def update
   super
   self.opacity = @map.opacity
   if $game_system.minimap != 1
     self.visible = false
   end
   draw_map_name if @map_id != $game_map.map_id
 end
 
end

class Player_Name < Sprite
 
 def initialize(hud)
   super()
   self.x ,self.y, self.z = 123, 441, 5001
   self.bitmap = Bitmap.new(120,32)
   self.bitmap.font.color = Color.new(255,255,255)
   self.bitmap.font.size = 14
   @hud = hud
   draw_text
 end
 
 def draw_text
   self.bitmap.clear
   @actor = @hud.actor
   self.bitmap.font.color = Color.new(255, 255, 255)
   self.bitmap.draw_text_full(0,0, 120, 20, @actor.name)
 end
 
 def update
   super
   self.opacity = @hud.opacity
   draw_text if @actor != @hud.actor
 end
 
end

class Player_Lvl < Sprite
 
 def initialize(hud)
   super()
   self.x ,self.y, self.z = 123, 461, 5001
   self.bitmap = Bitmap.new(120,32)
   self.bitmap.font.color = Color.new(255,255,255)
   self.bitmap.font.size = 12
   @hud = hud
   draw_text
 end
 
 def draw_text
   self.bitmap.clear
   @level = @hud.actor.level
   self.bitmap.font.color = system_color
   self.bitmap.draw_text_full(0,0, 120, 20, 'LV')
   self.bitmap.font.color = normal_color
   self.bitmap.draw_text_full(15,0, 20, 20, @level.to_s,2)
 end
 
 def update
   super
   self.opacity = @hud.opacity
   draw_text if @level != @hud.actor.level
 end
 
end

class Game_Actor < Game_Battler
 
 def cur_exp
   return (@exp - @exp_list[@level] > 0 ? @exp - @exp_list[@level] : 0)
 end
 
 def max_exp
   return (@exp_list[@level] - @exp_list[@level+1]).abs
 end
 
end

class Bitmap
 
 def picture_bar(x,y,r,image)
   empty_bar = RPG::Cache.picture('empty_'+image)
   bar       = RPG::Cache.picture(image)
   h = bar.height
   w = bar.width
   self.blt(x,y,empty_bar,Rect.new(0,0,w,h))
   self.blt(x,y,bar,Rect.new(0,0,w*r,h))
 end

end

which doesnt work with "Blizz-ABS Action Recharge Time by Winkio" a script i need to use.
Thanks in advance to who ever even bothers to try.
12
Ok this is going to be so hard to explain, I'll do my best, please ask more questions if you don't understand the request.

3 party members in game play let's say, char1, char2, char3 (Char1 is the main character you control).
You walk to an event with whatever story line, and then monsters appear! There is a door that needs to be unlocked to escape.
now we can't set a move route to a character that isn't the main, setting a route moves all character, what the event does, is let's say moved character of ID: XX, in this case its 2, |Char2 to walk to Event ID:x (the event is the door), while this happens the two other characters are able to be active, meaning they fight, if char2 gets attacked the command is cancelled, so the two others basically need to protect him. as he gets to the door, there will be a countdown of a number of my choice on top of the character, again, if attacked the countdown is also cancelled and they will have to make the event give the command again. If the countdown was successful the "Event ID:x" will change a self switch, or just a normal switch.

Basically what I want to do is create a character that opens doors, by giving a command that can be activated by events, the character goes to a chosen event while the other characters stay still and fight, it will start a countdown to turning on\off a switch. But again it's a given command, if its interrupted by getting attacked or going out of screen view (meaning you can't see the character in the screen) command is cancelled and character returns to you. 

so another point is that if the location is really out of screen view, the character wont be able to reach it as it will cancel when he leaves the view.

I'd imagen the countdown tho is the hard part =\.
13
Script Requests / hardest scripits to explain
March 06, 2011, 09:48:54 pm
ok first script is General HP,EXP, AND SP
what do I mean? all party members allways but allways will have the same exp and the same lvl.
whether they go off or back in the team, and the HP and SP is a one bar shared by all party members, which means that if one dies, all party memebrs die. besically in a hud what it shows you is the Stats of you! the controller! a party member gets demaged, besically all party members do as they share the same HP bar, i think this kinda explains it, i dont want the possibility of 1 member dies and 2 other still alive, they all should have the same HP!

Member 1 HP:200
Member 2 HP:200
Member 3 HP:200
General HP:200
Member 1 Gtes demaged by 20 dmg

Member 1 HP:180
Member 2 HP:180
Member 3 HP:180
General HP:180

hope you get my point, if not ill explain more.


Puzzle skill for Blizz Abs
events that can be only activated when a skill is used on them!
events that you put in their name "\Puz[frames]" if it has that, it can only be activated when a specific skill is used on the event, (like an enemy)
The frames is the frames is being loaded as the character uses the skill on the event EXAMPLE

a bar loading as he uses the skill, other characters can still be in combat, as he is "unlocking" the door.
when the target screen appears, with that certain skill, you can only target the "\Puz" events.
this is like for special seals that a skill named "seal breaker" is being used on.
14
RPG Maker Scripts / Small question for blizz abs
March 04, 2011, 07:53:46 pm
umm I want to make one of my party members be only for support, and not for battle,
by support I mean, Healing and defending, (and buffing)
what would be the right setting if I call this script?
$game_actors[ID].force_aggressive = VALUE
$game_actors[ID].force_offensive = VALUE
$game_party.actors[POS].force_aggressive = VALUE
$game_party.actors[POS].force_offensive = VALUE


also Im trying to make it so that the main character can control other characters through his hotkeys, and I kinda figured it out with making skills call events that call scripts, and its pretty handy :D but I still need one more thing, one of my characters is a healer, and i want the main character have a skill that calls an event that commands the healer character to use heal.

HOW do i do that? I mean how do I make an event to force one of your characters to use a skill?
I read the manual many times in case thats what your going to say, i just didnt figure this part out S:.

lets say the char id is 3 and skill id is 2, how do I force him to use skill id 2? by calling an event.
15

╔╦╦╦╦╦╦╦╦╦╦═══════════════════════╦╦╦╦╦╦╦╦╦╦╗
╠╬╬╬╬╬╬╬╬╬╣   Shalaren Metropolis at v.0    ╠╬╬╬╬╬╬╬╬╬╣
╚╩╩╩╩╩╩╩╩╩╩═══════════════════════╩╩╩╩╩╩╩╩╩╩╝



UPDATE June-26-11, sunday
I got all the resources that I need. I just need a team to start coming up with Ideas, I just need writers and creative people with creative Idea, because im starting to event and creat the story along the game. The problem im having is not being able to think everything through in the story, I keep on changing it until its just right, so I need IDEAS, as the main thing, so I want to creat a team of discussion where we just discuss everything of the game, monsters, trasures, and missions, and the story line it self, find why or how everything is to happen.
Ok so I made a free made forum, but only for game development, this isnt a community its just the game development that might have more information then what I give here.
http://shalaren.freeforums.org/index.php


Ok Hi guys! It's been a while since I've worked on this project and now I decided to get back to it, usually ill only ask for help in here but this time I am actually looking to be recruiting People to the Project! Now by joining you will have a say on developing it and not just be ordered around to do work for the project! Shalaren Metropolis is still missing the brainstorming! I want to finally make this project official and serious! And I'll be doing that by going through the right Developing stages WITH A TEAM AND ITS OPINIONS!  Credits are all EVEN! Everyone is credited!

So if you'd like to join - your welcome to, but you'll have to show me something that you've done in the past in RMXP so ill know you at least have some experience of gaming, or skills like Writing, Scripting, Drawing, Eventing, Mapping, Brainstorming, etc.

here is some additional Information about the game,
you are being introduced to 3 characters, Kathel, Jamie, and Finely.
each character has a talent that helps in a different concept, Kathel is the battle character, who is able to achieve new abilities and fight multiple enemies, Jamie is a Puzzle Freak who is able to unlock locked doors without a key and is able to solve puzzles faster then anyone, and Finely has a hidden power that should be sealed away as its against the metropolis laws, but her powers are to pure to be a harm, she heals and cures just by touching. so these three characters are the perfect team as you get to play with all three of them and control them all, you can send them to battle or call them to follow you, as you play Kathel as your main character, Jamie helps in battle while Finely heals, when there are doors to be opened, Jamie needs time for him to unlock it, so Kathel and Finely are in charge of making sure no enemy gets any close to Jamie while hes unlocking the door. Thats how their team works. quests with puzzels and bosses with very fun actions.


That is Jamie Unlocking a door that requires 3 seconds of performance.
besically its an example of what Jamie does.


Right now Thats kinda what is going to be happening in the game, Still needs more happening. :P
QuoteMysterious deaths occur around the Metropolis, The three characters investigate and find out that someone is trying to free the powers of the six saints to break the seal upon powers.

Current Background Story
Spoiler: ShowHide
QuoteShalaren is known to be the strongest magician in history, as he was the only magician that could use his life as pure energy to close the gates of the underworld, which were opened mysteriously that is.

In a world of magic that happens to forbid magic there is an opposite world known to be as the place for the damned, a place that should be holding these cursed souls known to be demons, and there shouldn't be a way that exists to walk through both of these worlds, the one you were born in, is the one you are to stay, that was at least what the civilians believed.

Magic is to be sealed away from the individual the moment he is to be born, Magic isn't learned, it comes in blood, it comes in many different (Lmao I forgot the word! ><" Shapes?). Those who caused magic to become forbidden are those who used magic for the wrong reason. Magic used to be a way of life, a way that has made living much easier, Traveling was faster, things could get done quicker and even more efficiently, but eventually it became dangerous as some have learned to use their powers for a bad purpose, and so the strongest of magicians have used their powers to create a seal upon all magic.

A seal so strong that can be used on every born child, a seal that is to exist for many years.
Only makes some people wonder, what could possibly go wrong with such a powerful seal as that?

One day a strange dimensional gate appeared in the middle of the sky, dark figures begun to come out of the gate, landing on the earth like meteors that destroy everything around them, these dark figures were soon to be recognized as demons. Crushing earth and killing millions as more and more demons appear to come out of the gate, while underground seven Civilians were hiding from the dark creatures, secretly one of the seven civilians was a one who should have his powers sealed away from him, but appears to not as he casted a spell upon the others to make them unnoticeable by the demons.

The others should be scared of him, a criminal who has broken the rules, but instead they looked at him as their saviour, as their only chance to survive. The civilian seemed to know what has caused the gates to open and knew what to do, He told the others that there was a simple spell to force the gates to close, The others wondered that if so, why haven't anyone used it yet? None was even planning to use that spell due to its requirements.

Six civilians standing in a circle with The civillian inside casting the spell "To stop the murdering Knife, I agree to give away my life, as I turn into energy of pure protection, I will fight to heal and cure this Infection"
The spell turns the users body into energy that will force the gates to close, but if the spells fails, the user will fade away as the gates stay open. The spell almost took over Civilian, Made him very weak and just when he was about to faint and fall, the six others Held him to support the spell, The last the said civilian said before he was gone, is his name, "Shalaren".

As Shalaren turned into pure energy he made the earth lose a touch with gravity, surrounded the gate and forced every demon to go back inside. It took three days for Shalaren's energy to finally close the gate, leaving a mix of shalaren's energy and the underworlds energy up high the sky as the six civilians are still alive, but rather different. These civilians were gifted with extraordinary powers in which they used to recreate the society, searching for the few survivors and to build a new metropolis, a metropolis in which is named after the magician that has given his life to protect, Shalaren Metropolis was then made. And the six civilians called themselves, The Six Saints.

A strange mark was left in the sky after closing of the gate, and shalaren's energy was starting to wear off and the six saints knew they had to do something in order to prevent the gate from opening again, and so performed a spell to seal the gate and shalaren's energy inside a tree, a tree located in the center of the metropolis in order to protect it, and the six saints sealed away their powers as well in order to protect the metropolis from themselves, and the only way of reaching what inside is by naming all of the six saints, but the names are unknown. However, one of them had decided that in case magic is ever needed again, the enchantment for release of the powers should be recorded. And so, being a close friend of the king, he inscribed it on the crown, which he knew is passed down through successive kings.

Current Character Ideas
Spoiler: ShowHide
QuoteKathel is the son of the King of Shalaren Metropolis, Remus.

Instead of just taking a position as the noble Prince, he took the position as the general Knight in guarding the metropolis as he was trained for combat most of his life. He does not know anything about his mother and every time he brings the subject up his father does everything in he's power to avoid it.

Jamie is regular Town boy who lost his Parents as a child, but still had his big brother Caleb. When their parents died Caleb knew he had to do everything in his power to teach Jamie the way to live, thought him the art of an explorer.

Finely was taken away from her home and her family not to long after she was born, many fought for her because they knew she was very special, she is a girl who possesses unsealed magic powers, the magic of whisperer. She ended up in the Sagittar Nation and had her child hood over there, why were the Sagittars holding her? They knew she possessed the right power to revive their god.

Jamie and Kathel grew together and are very good friends, Finely ran away when she got older, she met a priest who valued her abilities differently then what everyone else did, The priest who became Finely's Mentor and Teacher. Kathel used to go to the church every week and that's how he met Finely, but didn't know anything about her magic as she was told by the priest to keep it as a secret because not everyone is going to like it.



ok so information about the game..

you play with three characters in this game, and every character has a special role.
The first is Kathel, who is besically for battle and is the character you will play with,
second is Jamie who is in the middle, hes for battle too, but more for puzzles in the game, he can open locked doors and such.
Finely, your last character is the party's Healer, she is there for support and will heal you when injured.


They all have a story of their own and you will experience their background during the game.


This is the hud, coded by nathmatt, but designed by me.
This hud still needs alot of work because there is alot of bugs and things that need to be added,


The battle system is blizz-abs
still working on how the battle looks, but its finally starting to look good as all characters have their action sprites.
sounds play very well, and finally battle is fun when testing it :)


so there, with this little information I hope you'd find this game worthy to join the project?
Shalaren, Nerock,
16
Script Requests / [xp] [Blizz ABS Sprites]a small addon
February 28, 2011, 11:13:15 pm
well first of all, I have problems with the knockback system, all he does is walk backwards, and its so slow if its a long knockback,
is there a way that when the char gets knocked back the speed would be real high? so that when he gets knocked back itll be pretty fast, like it should be.

ALSO the addon is to make it so when he gets knocked back it has a chosen sprite to display. like the char getting hurt, ya'kno.
its just that I noticed winkio didnt put this features. Knockback speed, and knockback sprites.

also the lowest knockback is 1.. what about if pixel momvment is 3? i should be able ot make a really short knock back of .33
17
ok after figuring some things out, I changed the way the system should be, because the following features
is the only thing that has to be done with scripting S:
you can put other party member's skills on your hotkey, other way to say it, the hotkey is general for all party members!
using their skills will activate the skill and it will be caused by them, not the party leader, who is ur selected character *allways*. they just follow you but when u activate their skills, they perform the skill just as it is configured. everything is like they committed the skill even though u are playing witht he party leader, not them.

other way to look at it, all the party members do is provide the party leader with skills, that when used it will be as they used the skill, not the party leader. all they do is follow, and use skills when u activate the hotkey on the main character.



its been requested once already in the past by someone, but there is still no such script.
this is going to be super hard explaining!  :'(


  • first thing to the system does, you cant change party leader, allways same one, u cant change and play with another character at all.

  • second thing, you cannot change party member's behaviour, it is allways Passive! they wont run off attacking monsters at all, not even if the monsters attacked you or if you attacked the monsters, all they do by them selves, is follow you.

  • Third, you can put their skills on your hotkey, other way to say it, the hotkey is general for all party members!

  • 4th, using their skills will activate the skill and it will be caused by them, not the party leader, who is ur selected character *allways*. they just follow you but when u activate their skills, the perform the skill just as it is configured. everything is like they committed the skill even though u are playing witht he party leader, not them.
[/color][/b]
  • last, they cannot be targeted by enemies, only the leader can, they are only there to support with skills. its like they are not even there, enemies dont even notice them.



Blizz kinda figured it out for me o-o other then whats blue, i sitll need the htings that are on blue as a script S:.

Need more explenation? just let [/color][/size]
18
Resources / Shalaren's Shop (RE-OPEN)
February 27, 2011, 03:14:10 am

Must give credit!
Update: 12 August 2013
Hey all! Service is still available as I'm back to CP to work on my project :)



1. I figured anyone could just come here and request a logo, and might not even be an actual part of the Forum.
Therefore to request, you must have more then 60 posts! if you have less, I will simply ignore your request.

2. I will not accept requests if you dont use the form I have given Down below! I hate trying to figure out what you mean by you saying
"something cold and futuristic" I can make many things by these words. therefore you must use the FORM!

3. Do me a favor. I'm helping you out, so be nice.



I take only 4 Requests at a time! if Im full dont bother requesting because I might have to ignore it S:  :urgh:
- Just got back. so the maximum requests I will be taking at a time is 2! -
I am taking on 0 requests at the moment
none


Note: HOW do I work? when you request both logo and a screen, Ill allways make the logo first, and I will start on the screen, ONLY... But ONLY when you approve of the logo, so check this Thread Daily! if you take longer then 3 days to respond, Ill take your request down!.

Note: Please make an effort to use the Form BELOW



Gauge Wielder: ShowHide

Shalaren: ShowHide

Shalaren: Final: ShowHide

The Empire: ShowHide

Past of Venus: ShowHide

colors: ShowHide

Valhira: ShowHide

Classic: ShowHide

Title screens
Shalaren: ShowHide

Shalaren: Final: ShowHide

colors: ShowHide

The Empire: ShowHide

Orion X: ShowHide

Foggie awsomeness: ShowHide

and game over screens.. and so, besically screens and logos!




Recolor RMXP characters.
I take only 5 Requests at a time! if Im full dont bother requesting because I might have to ignore it.
I am taking on 0 requests at the moment
none
---
you may request 3 characters at a time.
you must be very descriptive to how you want your character recolored, and with what colors.
if an RTP character, I will agree to edit it and add extra features to it.

you must have 30 posts +.
same rules apply here.



MUST USE

QuoteHI I'd like to request a Logo\Screen\Color Time
Colors:
kind of objects: (can be none)
kind of font: (dont have to name the font, you can say "somethong that looks ancient" and it will be enough)
some kind of overlay: (like asking it to look like metal or a rock.. or made out of water)
Brief explenation:

Id like you to use these to request, rather then say, "make me something blue with clouds" I could totally make something that you would not want!



Alright shooooooot your requests!
19
Script Requests / General requests.
February 25, 2011, 11:30:19 am
Ok so I noticed a lot of script requests that people didn't really understand therefore couldn't really help, now I know that someone isn't just going to get up and script everything, so I made this post for a list of scripts and a full explanation with pictures if needed, and so if you happen to know of an existing script like that, please refer us to the link? :] and if you happen to be a scripter and might be able to script such a... script (lol) please go for it? You are going to get full credit for it anyway and it's published for public, just like it is when you make any other script and publish it in CP.

NOTE: these are not all S: i got tired digging into the pages, alot of requests repeat them selves, ill edit this post soon.

So let's start with Blizz-ABS
First, these are the easy ones to understand without explaining,
- Animation while charge
- Blizz abs HUD creator
- ill put more later on


1) Multiple damage display
Spoiler: ShowHide
 ok so one script I remember requesting once is Multiple damage display and later found out I wasn't the only one, there were like 3 posts that explained it differently or had different ideas for the system, until eventually it kind of didn't make any sense no more so I came up with the ULTIMATE idea of how to make it work and easy to configure.

First of all ill explain what this is, PLEASE IF YOU CAN, go to a project where you didn't touch the animations (new project if needed) and check out animation 030: Ice 1 and notice how it basically attacks out character twice! Where when we use it as out Target's animation for a skill, it only displays one damage! When really it should show damage on frame #003 and frame #006. Even after explaining it this way I KNOW some probably don't understand yet, so another example:

Try figuring out what I did in that picture, at frame #001 when the animation started, there is no damage displayed, I'd do so because nothing really touches our character now does it?
The first damage showed up when it got attacked at frame #003 and then our character suffers more damage on frame #006.
This way skills would be better made and the choices of skill creation will increase.

What's my idea of making it work and making it extremely easy to configure?
The script is that every animation that has a special "Flash timing" will be effected by the scripit,
Let's say the special flash timing is "Screen: 0-red, 0-green, 0-blue, 0-strength, 1 duration"
So every frame you'd put THAT certain "flash timing" there will be dmg displayed! If that certain "Fla... let's just call it "FT"; if that certain FT is not used in an animation, the script wont effect that certain animation, the script will only effect the FT "Screen: 0-red, 0-green, 0-blue, 0-strength, 1 duration".
Lets say i used the FT 5 times in an animation, 5 dmg's will be displayed!

If you need more explanation just let me know I'll try my best



2)Monster kill count'
Spoiler: ShowHide
I believe there is one like that already but it isn't specific of the monsters, if you ever played MMO's, you'd know there are always those quests
"Please go kill 25 birds" now someone again already made a system that gives each monster its own count, but as I said earlier, people don't exactly understand what the request is,

Let's say I killed 50 birds, and then started the mission of killing 25, the count is plus 25! The existing system just keeps track of old kills and then when I start the mission I finished it even before i actually went on the mission.

I'm guessing it can be easier to make it work with the controlled variables?

If you need more explanation just let me know I'll try my best



3) Weapon Skills
Spoiler: ShowHide
skills that work like weapons, but better?\!

Basically Direct skills that can only attack monsters from the Front of the character, like weapons, which means you can't attack monsters with these skills when the monsters are not in front of your character,
Which also means just like weapons you don't have the selection scene coming up, JUST Like WEAPONS,
Don't refer to the combo system, =\ because it just doesn't work the way this system should, because you make special skills, with certain animations and certain stats and states for the skill. Making it with combo system will just screw everything up S:, just skills that work like weapons, its brilliant for close range classes, like warriors. So instead of just having to attack all the time, he will also have skills, that are like "fire slash" and so on.
the picture kinda explains it also doesnt it?

If you need more explanation just let me know I'll try my best



4) Advanced auto Target!
Spoiler: ShowHide
One already exists but it isn't so good S: have anyone here played MMO's in the past? That u needs to select monsters to attack, using the key "Tab", basically when clicking tab, it selects a monster, if clicking tab again, and it selects a different monster.  The existing script involves 2 keys; this one involves only 1, ALSO!
If a monster targets you, you will automatically target the monster, this way it will be easily to battle quick, but only if u hasn't targeted anything yet, if you targeted something already, monsters targeting you won't change a thing.
Also I know this might not be possible, but targeting with mouse would be nice too o:, just saying.

If you need more explanation just let me know I'll try my best



5) Smart auto targeting
Spoiler: ShowHide
 , in blizz-abs when u use a skill and there is only 1 enemy at the range, why would you need the selection scene? Lol. It should automatically understand that the enemy you're targeting! Also, when u use skills that attack all enemies, it obvious that u attack all enemies at range, no need for selection scene.

Is there is 2 enemies at range, make it select the closest enemy to you, if they are both at same range, select random. But for this option, make it possible to configure that some skills will have the selection scene, some don't.

it also refers to 4)


6) Party members health bar! just like enemies have the option to have health bar on top of them, there should be an option for party members to have as well. since in my hud, it shows only the hp of the main party member, (idk how to add more, asked once none answered)
so party members health bar on top of the character would be usful!

7) idk what is needed for that but the caterpiller system sucks ballz >:, there should be an option to configure the character automatically just like enemies, im taking away the option AL behaviour, because i was every character have its own behaviour, just make the party members to attack what ever enemie targets any of their party member, also use skills more then using attacks, the members keep on attacking and not using the skills which would be more usful!, anyway need a script to configure that =\.
20
RMXP Script Database / [XP] Animated Control Timer Meter
February 24, 2011, 10:06:28 pm
Animated Control Timer Meter
Authors: Moghunter
Version: 2.0
Type: HUD add-on
Key Term: Misc Add-on



Introduction

Presents an animated count down meter for control timer!


Features


  • Uses pictures to show a Controlled Timer

  • Animations involved,

  • Requires 4 pictures in Graphics / Windowskins

  • Location can be easily edited (even by noobs)




Screenshots

Spoiler: ShowHide



Demo

XP_Animated_Control_timer_meter


Script

Spoiler: ShowHide

#==============================================================================
# +++ MOG XP - Timer Meter v2.0 +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Apresenta um medidor animado com a contagem de tempo.
#==============================================================================
# Serão necessários os seguintes arquivos na pasta Graphics/Windowskins
#
# Timer_Layout.png
# Timer_Meter.png
# Timer_Number.png
# Timer_Fire.png
#
#==============================================================================
# Histórico
# 2.0 - Novos efeitos e melhor codificação.
#==============================================================================

module MOG_TIMER_METER
   #Posição geral da janela de contagem. (X,Y)
   TIMER_POS = [180,30]
   #Posição do medidor. (X,Y)
   METER_POS = [60,9]
   #Posição do número. (X,Y)
   NUMBER_POS = [104,24]
   #Posição da animação do fogo. (X,Y)
   FIRE_POS = [60,0]
   #Velocidade da animação do medidor.
   METER_FLOW_SPEED = 5
   #Velocidade da animação do fogo.
   FIRE_ANIMATION_SPEED = 3
   #Prioridade do medidor.
   PRIORITY_Z = 200
end  

#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
 attr_accessor :timer_prev
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------  
 alias mog_timer_meter_initialize initialize
 def initialize
     @timer_prev  = 1
     mog_timer_meter_initialize
 end
end

#==============================================================================
# ** Interpreter  
#==============================================================================
class Interpreter
 
 #--------------------------------------------------------------------------
 # * command_124
 #--------------------------------------------------------------------------
 alias mog_timer_meter_command_124 command_124
 def command_124
     mog_timer_meter_command_124
     $game_system.timer_prev = $game_system.timer - 40
     $game_system.timer_prev = 1 if $game_system.timer == 0
 end  
end  

#==============================================================================
# ** Sprite_Timer
#==============================================================================
class Sprite_Timer < Sprite
 include MOG_TIMER_METER
 
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 def initialize
   super
     update_timer
     create_layout
     create_meter
     create_number
     create_fire
 end
 
 #--------------------------------------------------------------------------
 # * create_layout
 #--------------------------------------------------------------------------  
 def create_layout
     @layout = Sprite.new
     @layout.bitmap = RPG::Cache.windowskin("Timer_Layout")
     @layout.z = PRIORITY_Z
     @layout.x = TIMER_POS[0]
     @layout.y = TIMER_POS[1]
 end
 
 #--------------------------------------------------------------------------
 # * create_meter
 #--------------------------------------------------------------------------  
 def create_meter
     @meter_flow = 0
     @meter_image = RPG::Cache.windowskin("Timer_Meter")
     @meter_bitmap = Bitmap.new(@meter_image.width,@meter_image.height)
     @meter_range = @meter_image.width / 3
     @meter_width = @meter_range * ($game_system.timer - 40)  / $game_system.timer_prev
     @meter_width = 0 if $game_system.timer < 40
     @meter_height = @meter_image.height
     @meter_src_rect = Rect.new(@meter_range, 0, @meter_width, @meter_height)
     @meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
     @meter_sprite = Sprite.new
     @meter_sprite.bitmap = @meter_bitmap
     @meter_sprite.z = PRIORITY_Z + 1
     @meter_sprite.x = TIMER_POS[0] + METER_POS[0]
     @meter_sprite.y = TIMER_POS[1] + METER_POS[1]
     update_flow
 end  
 
 #--------------------------------------------------------------------------
 # * create_number
 #--------------------------------------------------------------------------  
 def create_number
     @number_image = RPG::Cache.windowskin("Timer_Number")
     @number_bitmap = Bitmap.new(@number_image.width,@number_image.height)
     @number_sprite = Sprite.new
     @number_sprite.bitmap = @number_bitmap
     @number_sprite.z = PRIORITY_Z + 3
     @number_sprite.x = TIMER_POS[0] + NUMBER_POS[0]
     @number_sprite.y = TIMER_POS[1] + NUMBER_POS[1]
     @number_cw = @number_image.width / 10
     @number_ch = @number_image.height    
     refresh_number
     @number = @total_sec
 end
   
 #--------------------------------------------------------------------------
 # * create_fire
 #--------------------------------------------------------------------------  
 def create_fire
     @fire_flow = 0
     @fire_flow_speed = 0
     @fire_refresh = false
     @fire_image = RPG::Cache.windowskin("Timer_Fire")
     @fire_bitmap = Bitmap.new(@fire_image.width,@fire_image.height)
     @fire_width = @fire_image.width / 4    
     @fire_src_rect_back = Rect.new(0, 0,@fire_width, @fire_image.height)
     @fire_bitmap.blt(0,0, @fire_image, @fire_src_rect_back)    
     @fire_sprite = Sprite.new
     @fire_sprite.bitmap = @fire_bitmap
     @fire_sprite.z = PRIORITY_Z + 2
     @fire_sprite.x = -5 + @meter_width  + TIMER_POS[0] + FIRE_POS[0]
     @fire_sprite.y = TIMER_POS[1] + FIRE_POS[1]
     update_fire
 end  
 
 #--------------------------------------------------------------------------
 # * dispose
 #--------------------------------------------------------------------------  
 def dispose
      @layout.bitmap.dispose
      @layout.dispose
      @meter_sprite.bitmap.dispose
      @meter_sprite.dispose
      @meter_bitmap.dispose
      @number_sprite.bitmap.dispose
      @number_sprite.dispose
      @number_bitmap.dispose
      @fire_bitmap.dispose
      @fire_sprite.bitmap.dispose
      @fire_sprite.dispose
      super
 end  
 
 #--------------------------------------------------------------------------
 # * update
 #--------------------------------------------------------------------------  
 def update
     super
     update_visible
     update_timer
     update_flow
     update_fire
     refresh_number
 end
   
 #--------------------------------------------------------------------------
 # * draw_number
 #--------------------------------------------------------------------------  
 def draw_number(x,y,value)
     @number_text = value.abs.to_s.split(//)
     plus_x = -@number_cw * @number_text.size
     for r in 0..@number_text.size - 1
        @number_abs = @number_text[r].to_i
        @number_src_rect = Rect.new(@number_cw * @number_abs, 0, @number_cw, @number_ch)
        @number_bitmap.blt(plus_x + x + (@number_cw  *  r), y, @number_image, @number_src_rect)        
     end    
 end  
   
 #--------------------------------------------------------------------------
 # * refresh_number
 #--------------------------------------------------------------------------  
 def refresh_number
     return if @number == @total_sec
       @number = @total_sec
       @number_sprite.bitmap.clear
       draw_number(@number_cw * 1,0,0) if @min < 10              
       draw_number(@number_cw * 2,0,@min)
       draw_number(@number_cw * 4,0,0) if @sec < 10            
       draw_number(@number_cw * 5,0,@sec)
 end
 #--------------------------------------------------------------------------
 # * update
 #--------------------------------------------------------------------------  
 def update_visible
    @meter_sprite.visible = $game_system.timer_working
    @number_sprite.visible = $game_system.timer_working
    @layout.visible = $game_system.timer_working
    @fire_sprite.visible = $game_system.timer_working
 end  
 
 #--------------------------------------------------------------------------
 # * update
 #--------------------------------------------------------------------------  
 def update_timer
     @total_sec = $game_system.timer / Graphics.frame_rate
     @min = @total_sec / 60
     @sec = @total_sec % 60
 end  
   
 #--------------------------------------------------------------------------
 # * update_flow
 #--------------------------------------------------------------------------  
 def update_flow
     @meter_sprite.bitmap.clear
     @meter_width = @meter_range * ($game_system.timer - 40)  / $game_system.timer_prev
     @meter_width = 0 if $game_system.timer < 40
     @meter_src_rect = Rect.new(@meter_flow, 0,@meter_width, @meter_height)
     @meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)          
     @meter_flow += METER_FLOW_SPEED  
     @meter_flow = 0 if @meter_flow >= @meter_image.width - @meter_range  
 end  
   
 #--------------------------------------------------------------------------
 # * update_fire
 #--------------------------------------------------------------------------  
 def update_fire
   @fire_flow_speed += 1
   if @fire_flow_speed > FIRE_ANIMATION_SPEED
      @fire_flow += 1
      @fire_flow_speed = 0
      @fire_flow = 0 if @fire_flow == 4
      @fire_refresh = true
   end
   @fire_sprite.x = -5 + @meter_width  + TIMER_POS[0] + FIRE_POS[0]
   return if @fire_refresh == false
   @fire_sprite.bitmap.clear
   @fire_refresh = false
   @fire_src_rect_back = Rect.new(@fire_width * @fire_flow, 0,@fire_width, @fire_image.height)
   @fire_bitmap.blt(0,0, @fire_image, @fire_src_rect_back)        
 end
end  

$mog_rgssxp_timer_meter = true



Instructions

easy just insert the script, and set an event to have a control timer started, also turn off switch 001 everytime you start a timer.
You will need the following files in the Graphics / Windowskins






Compatibility

compatible with anything, at least thats how it looked like after testing it.


Credits and Thanks


  • Moghunter




Author's Notes

i bet this scripit can be very useful :P
21
Alrighty! o:

1st to these skills that have charge, the character just stands there (if you choose freeze on charge) but doesnt charge mean.. well, charging? so is there a way or a scripit to put an animation playing while charging? and im not talking about the sprites, talking about rmxp animation, an animation of charging of my choice, and when charge is over, animation stops, and it goes on to the activation of the skill.
-- another way can be just that the skill's animation will start playing once the charge starts,
this way you can creat magic spells, such as fire spell, first you chatge some fire, and then u cast the spell. hope u get what I mean.

2nd lets say youve been attacked by 2 different monsters with two different skills in the same time! it will only show one animation instead of showing both together,
lets say you are in 2 states that both have 2 different animations, it will display only 1 animation instead of displaying both.
-- another way for the states can be that it plays the animations in turns, [first animatiion playin, ends and goes on to second animation, ends and back to first] besically doesnt have to work at the same time, less graphic messup!.
22
Script Requests / Blizz abs "Buffs" PLUS = chain skills
February 21, 2011, 01:42:53 pm
well I know i can simply do it with the "states" system in rmxp. but i need buffs like
Increase range of certain shooting skills, or increase the speed.

example is, while being on a "speed up" state the projectile speed of skill ID"1,2,3" will increase by 1 and penalti will be decreased by 3.
and while on "Aiming" state the range of skill ID"1,2,3" will be increased by 2

PLUS
chain skills, whats that?
lets say there are certain skills that can be used only between 0-120 frames of when u used a chosen skill
for example i have a skill called "fire Blow" but I will be only able to use it after i used "Fire slash", if it took me more then 120 frames to use "fire Blow" then I wont be able to use it until i use "fire slash" again.
thats one part of it, another part is that you dont have to hotkey the "fire blow" it can be activated by clicking the "fire slash"'s key

(hotkey 1: clicking 1 "fire slash" is activated, clicking 1 again before past 120 frams "fire blow" is activated)
ps. the second skill must be learned, plus a chain skill can go up to 6 skills evem. doesnt have to be only 2
23
Script Requests / Blizz-abs add on? [RESOLVED]
February 21, 2011, 02:59:17 am
simply put a cool down on skills. for those who are having a difficult time figuring out what this means.
simply put a time on a skill after its being used, for example if I use a "Fire ball" skill and I config it to have 6 seconds cool down,
you will not be able to use "Fire ball" until these 6 seconds are over. but while these 6 seconds, you are able to use others skills that are skill active. by that i mean that if there is 3 skills in my hot keys, i use the first one, 10 sec cool down, while the first skills is cooling down, i use the second skill and now it will have 10 sec cool down, and the first skill would have less since i used it first. and while the first skill is on its 6 secs and the second is on its 10 sec, im still able to use the third skill. Hope I explained it perfectly xD.
24
Script Requests / party hud add-on
August 28, 2010, 10:07:09 am
Hey :3
I need a scripit the shows hud of the party members but not the leader's, and so it'll be something like this

I simply made it in photoshop,
I already have a speciall hud for the party leader, but I need just a hud addon.
so that if in the game I have more party members, it'll show their hp, name, and lvl.
Iput it like that cause the player is not going to control the other party members, they are just helping,
so there will be a hud of them showing their hp.

Hope anyone can do it! X:
if its nececary then Im using blizz abs,
but if there is a way to make a hud that is not related to the battle system, then this is what im requesting o:
25
Bleh, ill get rid of this topic for now... Shalaren Metropolis will be back in the future while its being developed.
26
Script Requests / Solved
August 16, 2010, 08:36:25 pm
thank you nathmatt, you made a great hud for my game! ^^


if u want a hud, request one of ur own o:, dont use other's. your just making a game clone this way.
27
RPG Maker Scripts / Question1!!
August 02, 2010, 08:24:22 pm

is there a way to do that?
I am using Blizz abs, and the mouse system.
what I want to know is what ways are there to do that so
instead of using the menu you'll have that Icon set on the side all gameplay
and you can click on them with the mouse to get to what you need.

I hate the Menu X: I hate it in games.. so I want to disable the menu. abd do so
you'll have those icons on the side.

is there a way to do that in eventing? scripiting? S:
28
Script Requests / Request = change of a hud..
August 01, 2010, 10:09:26 pm
hey X:! I want to request a hud
(gonna be hard to explain)
Spoiler: ShowHide

ok so whats in red is just to explain what to do with it.
and what I put in the green is what not to be as a picture (forgot to mark the map name too so..)
I want to be able to put any background picture for the hud I want.. design it the way i want
and the bars to be pictures to.. like have "hp_bar" and the part I wasted "hp_bar_empty" if you get my point
the name to be writen in the program it self (with no picture) and the hp\mp amount also.

next
the map name to move to be above the minimap it self. you can see in the picture what I mean. and to be able to put to the minimap a background!.

now for the hotkeys, i want to be able to put pictures instead of these red sqares. so the icons will be on these pictures..
hope you get my point. now the exp bar.. i want to put as a picture to with "exp_bar" and "exp_bar_empty" and live the writen words in the scripit on them.

and move the gold, to the middle there, look at the picture, where the map name was located.
and put a picture behind where it says "G" I'll put a coin or something.

im using the "Landith :: HUD" if you didnt figure that out.

besically you dont have to move to many things.. just change them, and put the possibility to put a picture instead.
something just like that

oh and yeah, by this picture.. if you know how.. to put on the exp bat that is shows % too.
thanks.


since  winkio is busy I'll just send it out here
29
RPG Maker Scripts / I can use some help o-o
July 24, 2010, 03:56:06 pm
im using this scripit
http://forum.chaos-project.com/index.php?topic=5907.0
and the Blizz abs, but when I put them together, they dont seem to like eachother o-o
and I get all bunch of errors X:

is there a way to make them work together somehow?
30
Welcome! / Hello people of CP o-o!
July 20, 2010, 09:11:35 pm
Hey there..  :^_^':
I have just found this forum 2 days ago and decided to register..
ive been working with rmxp for a while... 1 year maybe,
I allways start on a game,, and I allways quit before its completed.
as much as I know about rmxp... I still consider myself as a complete noob :D!
anyhow nice to meet ya all ;)