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Topics - arisenhorizen

1
Troubleshooting / Help / Suggestions for nice fonts..?
December 09, 2009, 11:58:18 am
I know this may sound stupid... (yes it is).

but does anyone knows of any nice fonts to use in a game?

I want one that does not have loads of decorations, just a simply one, do not have a "solid", or "fixed" feel, a little bit curly is okay.

Thanks. o.o
2
Hey,

topic name might be contradicting, but just see the picture below and you'll understand

I'm trying to make a mountain map and this is what I got

Spoiler: ShowHide


I need some curve tiles to cover up the sharp edges.
3
Heya,

I recently found this Crissaegrim's script, kind of similar to Blizz's ABS script, except his was in VX.

Now, most of the links are dead, and the rest are pretty outdated (and since I can't post in other forums (even if I can), I can't possibily post on a dead threa.).

So, I need someone to help me, get Crissaegrim's ABS script, OR, find me an alternate source for an ABS for VX, ORR if you're a really really really kind person and have loads of time, help me create a ABS script. o.o

* Sorry for the many script requests o.o'', you guys sure are helpful people. ^^

And again, thanks in advance. :)
4
Heyya,

I found these 2 scripts on RPG Revolution Forum that day, but since I'm unable to even register in that website (I keep getting greeted with a Board Message saying that I have no rights, to even register o.o, and I don't know why), I need someone who is a member there to help me get download them and post them here.

Since I'm unable to get to those website, the only way I get in was through Google's cache's version,

Minimap Script : http://74.125.153.132/search?sourceid=navclient-menuext&q=cache:http%3A//www.rpgrevolution.com/forums/index.php%3Fshowtopic%3D17207

Player Plus Script : http://74.125.153.132/search?sourceid=navclient-menuext&q=cache:http%3A//www.rpgrevolution.com/forums/index.php%3Fshowtopic%3D22857

Thank you in advance. :)
5
Heya,

so, basically I'm using the Moghunter's Map Location Script and um, the map name only appears halfway,

eg, map name = "Hi this is a map name"
    map name that appears = "Hi this is a"

which means, a part of the map name is cut off.

Script here ;
#_________________________________________________________________________
# MOG_Location_Name_VX V1.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Apresenta uma janela com o nome do map.
# necess rio ter uma imagem com o nome de MAPNAME
# dentro da pasta Graphics/System.
#_______________________________________________________________________________
module MOG
#Font Name.
MPFONT = "Georgia"
#Fade ON/OFF(True - False).
MPNMFD = true
#Fade Time.
MPNMTM = 10
#Window Position.
# 0 = Upper Left.
# 1 = Lower Left.
# 2 = Upper Right.
# 3 = Lower Right.
MPNMPS = 3
# Disable Switch(ID).
WM_SWITCH_VIS_DISABLE = 1
end
#_________________________________________________
###############
# Game_System #
###############
class Game_System
attr_accessor :fdtm
attr_accessor :mpnm_x
attr_accessor :mpnm_y
alias mog_vx06_initialize initialize
def initialize
mog_vx06_initialize
@fdtm = 255 + 40 * MOG::MPNMTM
if MOG::MPNMPS == 0
@mpnm_x = -300
@mpnm_y = 0
elsif MOG::MPNMPS == 1
@mpnm_x = -300
@mpnm_y = 320
elsif MOG::MPNMPS == 2
@mpnm_x = 640
@mpnm_y = 0
else
@mpnm_x = 640
@mpnm_y = 320
end
end
def mpnm_x
return @mpnm_x
end
def mpnm_y
return @mpnm_y
end
def fdtm
if @fdtm <= 0
@fdtm = 0
end
return @fdtm
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window Base #
###############
class Window_Base < Window
def nd_mapic
mapic = Cache.system("")
end
def draw_mpname(x,y)
mapic = Cache.system("Mpname") rescue nd_mapic
cw = mapic.width
ch = mapic.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, mapic, src_rect)
self.contents.font.name = MOG::MPFONT
self.contents.font.size = 28
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 27, 110, 32, $game_map.mpname.to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 26, 110, 32, $game_map.mpname.to_s,1)
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize(x , y)
super($game_system.mpnm_x, $game_system.mpnm_y, 250, WLH + 70)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)
end
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog_vx06_start start
def start
@mpnm = Mpname.new($game_system.mpnm_x, $game_system.mpnm_y)
@mpnm.contents_opacity = $game_system.fdtm
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false
@mpnm.visible = true
else
@mpnm.visible = false
end
mog_vx06_start
end
alias mog_vx06_terminate terminate
def terminate
mog_vx06_terminate
@mpnm.dispose
end
alias mog_vx06_update update
def update
mog_vx06_update
location_name_update
end
def location_name_update
$game_system.mpnm_x = @mpnm.x
$game_system.mpnm_y = @mpnm.y
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == true or $game_system.fdtm <= 0
@mpnm.visible = false
else
@mpnm.visible = true
end
if MOG::MPNMPS == 0 or MOG::MPNMPS == 1
if @mpnm.x < 0
@mpnm.x += 5
elsif @mpnm.x >= 0
@mpnm.x = 0
end
else
if @mpnm.x > 300
@mpnm.x -= 5
elsif @mpnm.x <= 300
@mpnm.x = 300
end
end
@mpnm.contents_opacity = $game_system.fdtm
if MOG::MPNMFD == true
$game_system.fdtm -= 3
end
end
alias mog_vx06_update_transfer_player update_transfer_player
def update_transfer_player
return unless $game_player.transfer?
@mpnm.contents_opacity = 0
mog_vx06_update_transfer_player
if MOG::MPNMPS == 0
$game_system.mpnm_x = -340
$game_system.mpnm_y = 0
elsif MOG::MPNMPS == 1
$game_system.mpnm_x = -340
$game_system.mpnm_y = 320
elsif MOG::MPNMPS == 2
$game_system.mpnm_x = 640
$game_system.mpnm_y = 0
else
$game_system.mpnm_x = 640
$game_system.mpnm_y = 320
end
@mpnm.y = $game_system.mpnm_y
@mpnm.x = $game_system.mpnm_x
$game_system.fdtm = 255 + 60 * MOG::MPNMTM
@mpnm.refresh
end
end
$mogscript = {} if $mogscript == nil
$mogscript["location_name_vx"] = true


Basically I need some help extending the space allowed for the map name.
Thanks in advance.
6
Hi,

I recently found this script that allows you to upgrade your skill but I'm not sure how to operate it.

This is the script.
Spoiler: ShowHide
#==============================================================================
# Upgrade Skill Shop for RMVX
#==============================================================================
# By Nechigawara Sanzenin
# WARNING!! : This script can use on RPG Maker VX Only!! (XP Not Support)
#==============================================================================
# Update Skill with shop
#==============================================================================
=begin

How to Use:

You will add "$scene = Scene_Skill_Upgrade.new"  
To Call Skill Shop Windows.

Example:
$scene = Scene_Skill_Upgrade.new

You can turn on/off option under "# Setting".
You can set text to use in Skill Shop under "# Upgrade Text".

You can add "[up-Skill for upgrade to-]"
for set Next Skill at Note in Skill Database.

Example : For set Skill Id 1 to Upgrade to Skill ID 2

[up2]

You can add "[pu-Price-]" for set Skill Price at Note in Skill Database.

Example : For set Price to 150

[pu150]

=end
#==============================================================================
#module SKILL_SHOP
#==============================================================================
module UP_SKILL_SHOP
 # Setting
 Wait_Lv_Up = true # Wait 1 Lv up for use skill from Upgrade
 Show_cha = false # Show Charactor Graphic in Select Window
 # Upgrade Text
 How_Upgrade = "What 's hero do you want to upgrade?"
 Upgrade = "Upgrade"
 Cant_Upgrade = "Can't Upgrade"
 Cancel = "Cancel"
 Next_Lv = "Next Lv"
 Can_use = "%s can use now!"
 Upgrade_to = "Upgrade to"
 None = "None"
 # Price Data For Non Set
 PRICE = 100
 # Id of Next Skill
 def self.skill_upgrade(id)
   text = $data_skills[id].note
   text.scan(/\[up([0-9]+)\]/)
   upgrade = $1.to_i
   return upgrade
 end
 # Add Price
 def self.skill_upgrade_price(id)
   text = $data_skills[id].note
   ene = self.skill_upgrade(id)
   enable = (ene != 0)
   if enable == true
     text.scan(/\[pu([0-9]+)\]/)
     if $1.to_i != 0 then
       price = $1.to_i
     else
       price = PRICE
     end
     return price
   elsif enable == false
     price = 0
   end
   return price
 end
end
#==============================================================================
#class Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 def setup(actor_id)
   actor = $data_actors[actor_id]
   @actor_id = actor_id
   @name = actor.name
   @character_name = actor.character_name
   @character_index = actor.character_index
   @face_name = actor.face_name
   @face_index = actor.face_index
   @class_id = actor.class_id
   @weapon_id = actor.weapon_id
   @armor1_id = actor.armor1_id
   @armor2_id = actor.armor2_id
   @armor3_id = actor.armor3_id
   @armor4_id = actor.armor4_id
   @level = actor.initial_level
   @exp_list = Array.new(101)
   make_exp_list
   @exp = @exp_list[@level]
   @skills = []
   @up_skills = []
   @up = []
   for i in self.class.learnings
     learn_skill(i.skill_id) if i.level <= @level
   end
   clear_extra_values
   recover_all
 end
 #--------------------------------------------------------------------------
 def up_skills
   result = []
   for i in @up_skills
     result.push($data_skills[i])
   end
   return result
 end
 #--------------------------------------------------------------------------
 def learn_up_skill(skill_id)
   unless skill_learn?($data_skills[skill_id])
     @up_skills.push(skill_id)
     @up_skills.sort!
   end
 end
 #--------------------------------------------------------------------------
 def forget_skill(skill_id)
   @skills.delete(skill_id)
   @up_skills.delete(skill_id)
 end
 #--------------------------------------------------------------------------
 def skill_learn?(skill)
   if @skills.include?(skill.id)
     return true
   elsif @up_skills.include?(skill.id)
     return true
   else
     return false
   end
 end
 #--------------------------------------------------------------------------
 def up_learn_skill(skill_id)
   unless @skills.include?(skill_id)
     @skills.push(skill_id)
     @skills.sort!
   end
 end
 #--------------------------------------------------------------------------
 def skill_can_use?(skill)
   return false if @up_skills.include?(skill.id)
   return false unless skill_learn?(skill)
   return super
 end
 #--------------------------------------------------------------------------
 def up_skill?(skill)
   return @up_skills.include?(skill.id)
 end
 #--------------------------------------------------------------------------
 def display_level_up(new_skills)
   $game_message.new_page
   text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
   $game_message.texts.push(text)
   for skill in new_skills
     unless @up.include?(skill.id)
       text = sprintf(Vocab::ObtainSkill, skill.name)
       $game_message.texts.push(text)
     end
   end
   for i in 0...@up.size
     id = @up[i]
     name = $data_skills[id].name
     text = sprintf(UP_SKILL_SHOP::Can_use, name)
     $game_message.texts.push(text)
   end
   @up = []
 end
 #--------------------------------------------------------------------------
 alias inc_level_up level_up
 def level_up
   inc_level_up
   @up = []
   for i in 0...@up_skills.size
     id = @up_skills[i]
     up_learn_skill(id)
     @up.push(id)
   end
   @up_skills = []
 end
end
#==============================================================================
#class Window_Skill_ShopBuy
#==============================================================================
class Window_Skill < Window_Selectable
 #--------------------------------------------------------------------------
 def refresh
   @data = []
   for skill in @actor.skills
     @data.push(skill)
     if skill.id == @actor.last_skill_id
       self.index = @data.size - 1
     end
   end
   for skill in @actor.up_skills
     @data.push(skill)
   end
   @item_max = @data.size
   create_contents
   for i in 0...@item_max
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   rect = item_rect(index)
   self.contents.clear_rect(rect)
   skill = @data[index]
   if skill != nil
     rect.width -= 4
     enabled = @actor.skill_can_use?(skill)
     draw_item_name(skill, rect.x, rect.y, enabled)
     if @actor.up_skill?(skill)
       text = UP_SKILL_SHOP::Next_Lv
     else
       text = @actor.calc_mp_cost(skill)
     end
     self.contents.draw_text(rect, text, 2)
   end
 end
end
#==============================================================================
#class Window_Skill_Upgrade
#==============================================================================
class Window_Skill_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
   super(x, y, width, height)
   @actor = nil
   self.index = 0
   refresh
 end
 #--------------------------------------------------------------------------
 def actor=(actor)
   if @actor != actor
     @actor = actor
     refresh
   end
 end
 #--------------------------------------------------------------------------
 def skill
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   unless @actor == nil
     @data = []
     for skill in @actor.skills
       @data.push(skill)
     end
     @item_max = @data.size
     create_contents
     for i in 0...@item_max
       draw_item(i)
     end
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   rect = item_rect(index)
   self.contents.clear_rect(rect)
   skill = @data[index]
   if skill != nil
     rect.width -= 4
     enabled1 = UP_SKILL_SHOP.skill_upgrade(skill.id) != 0
     id_2 = UP_SKILL_SHOP.skill_upgrade(skill.id)
     skill2 = $data_skills[id_2]
     enabled2 = @actor.skill_learn?(skill2) == false
     price = UP_SKILL_SHOP.skill_upgrade_price(skill.id)
     enabled3 = (price != 0 and $game_party.gold >= price)
     enabled = (enabled1 and enabled2 and enabled3)
     draw_item_name(skill, rect.x, rect.y, enabled)
     unless enabled1 and enabled2
       self.contents.draw_text(rect, UP_SKILL_SHOP::Cant_Upgrade , 2)
     else
       self.contents.draw_text(rect, price , 2)
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(skill == nil ? "" : skill.description)
 end
end
#==============================================================================
#class Window_Next_Skill_Upgrade
#==============================================================================
class Window_Next_Skill_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y)
   super(x, y, 304, WLH + 32)
   @skill = nil
   refresh
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   if @skill != nil
     self.contents.font.color = system_color
     text = UP_SKILL_SHOP::Upgrade_to
     cx = contents.text_size(text).width
     self.contents.draw_text(4, 0, cx, WLH, text)
     enabled = UP_SKILL_SHOP.skill_upgrade(@skill.id) != 0
     unless enabled
       none_text = UP_SKILL_SHOP::None
       self.contents.draw_text(4, 0, 200, WLH, none_text , 2)
     else
       id_2 = UP_SKILL_SHOP.skill_upgrade(@skill.id)
       skill2 = $data_skills[id_2]
       sx = contents.text_size(skill2.name).width
       set_x = sx + 24
       draw_item_name(skill2, self.contents.width - set_x, 0, enabled)
     end
   end
 end
 #--------------------------------------------------------------------------
 def skill=(skill)
   if @skill != skill
     @skill = skill
     refresh
   end
 end  
end
#==============================================================================
#class Window_Skill_Hero_Upgrade
#==============================================================================
class Window_Skill_Hero_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y)
   super(x, y, 240, 304)
   refresh
   self.active = false
   self.index = 0
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.members.size
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 200, WLH, UP_SKILL_SHOP::How_Upgrade)
   for actor in $game_party.members
     x = 4
     y = WLH * (2 + actor.index * 2)
     draw_actor(actor, x, y)
   end
 end
 #--------------------------------------------------------------------------
 def draw_actor(actor, x, y)
   self.contents.font.color = normal_color
   if UP_SKILL_SHOP::Show_cha
     name = actor.character_name
     index = actor.character_index
     size = contents.text_size(actor.name).width
     draw_character(name, index, x + 20 + size , y + 30)
   end
   self.contents.draw_text(x, y, 200, WLH, actor.name)
 end
 #--------------------------------------------------------------------------
 def update_cursor
   if @index < 0
     self.cursor_rect.empty
   elsif @index < @item_max
     y = WLH * (2 + @index * 2)
     unless UP_SKILL_SHOP::Show_cha
       self.cursor_rect.set(0, y , contents.width, WLH)
     else
       self.cursor_rect.set(0, y - 4, contents.width,34)
     end
   end
 end
end
#==============================================================================
#class Scene_Skill_Upgrade
#==============================================================================
class Scene_Skill_Upgrade < Scene_Base
 #--------------------------------------------------------------------------
 def start
   super
   create_menu_background
   create_command_window
   @viewport = Viewport.new(0, 0, 544, 416)
   @help_window = Window_Help.new
   @gold_window = Window_Gold.new(384, 56)
   @dummy_window = Window_Base.new(0, 112, 544, 304)
   @skill_window = Window_Skill_Upgrade.new(240, 112, 304 , 248)
   @skill_window.active = false
   @skill_window.visible = false
   @skill_window.help_window = @help_window
   @hero_window = Window_Skill_Hero_Upgrade.new(0, 112)
   @hero_window.visible = false
   @hero_window.active = false
   @upgrade_window = Window_Next_Skill_Upgrade.new(240,360)
   @upgrade_window.visible = false
 end
 #--------------------------------------------------------------------------
 def terminate
   super
   dispose_menu_background
   dispose_command_window
   @help_window.dispose
   @gold_window.dispose
   @dummy_window.dispose
   @skill_window.dispose
   @hero_window.dispose
   @upgrade_window.dispose
 end  
 #--------------------------------------------------------------------------
 def update
   super
   update_menu_background
   @help_window.update
   @command_window.update
   @gold_window.update
   @dummy_window.update
   @skill_window.update
   @hero_window.update
   @upgrade_window.update
   if @command_window.active
     update_command_selection
   elsif @skill_window.active
     update_skill_selection
   elsif @hero_window.active
     update_hero_selection
   end
 end
 #--------------------------------------------------------------------------
 def create_command_window
   s1 = UP_SKILL_SHOP::Upgrade
   s2 = UP_SKILL_SHOP::Cancel
   @command_window = Window_Command.new(384, [s1, s2], 2)
   @command_window.y = 56
 end
 #--------------------------------------------------------------------------
 def dispose_command_window
   @command_window.dispose
 end
 #--------------------------------------------------------------------------
 def update_command_selection
   @help_window.set_text("")
   if Input.trigger?(Input::B)
     Sound.play_cancel
     $scene = Scene_Map.new
   elsif Input.trigger?(Input::C)
     case @command_window.index
     when 0
       Sound.play_decision
       @command_window.active = false
       @dummy_window.visible = false
       @skill_window.visible = true
       @hero_window.visible = true
       @hero_window.active = true
       @upgrade_window.visible = true
     when 1
       Sound.play_decision
       $scene = Scene_Map.new
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_skill_selection
   skill = @skill_window.skill
   @upgrade_window.skill = skill
   if Input.trigger?(Input::B)
     Sound.play_cancel
     @skill_window.active = false
     @hero_window.active = true
   elsif Input.trigger?(Input::C)
     enabled1 = UP_SKILL_SHOP.skill_upgrade(skill.id) != 0
     id_2 = UP_SKILL_SHOP.skill_upgrade(skill.id)
     skill2 = $data_skills[id_2]
     enabled2 = @actor.skill_learn?(skill2) == false
     @price = UP_SKILL_SHOP.skill_upgrade_price(skill.id)
     enabled3 = (@price != 0 and $game_party.gold >= @price)
     enabled = (enabled1 and enabled2 and enabled3)
     unless enabled
       Sound.play_buzzer
     else
       Sound.play_decision
       learn_target(id_2,skill.id)
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_hero_selection
   @help_window.set_text("")
   @actor = $game_party.members[@hero_window.index]
   @skill_window.actor = @actor
   skill = @skill_window.skill
   @upgrade_window.skill = skill
   if Input.trigger?(Input::B)
     Sound.play_cancel
     @command_window.active = true
     @dummy_window.visible = true
     @skill_window.visible = false
     @hero_window.visible = false
     @hero_window.active = false
     @upgrade_window.visible = false
   elsif Input.trigger?(Input::C)
     Sound.play_decision
     @skill_window.active = true
     @hero_window.active = false
   end
 end
 #--------------------------------------------------------------------------
 def learn_target(skill_id1,skill_id2)
   Sound.play_shop
   unless UP_SKILL_SHOP::Wait_Lv_Up
     @actor.learn_skill(skill_id1)
   else
     @actor.learn_up_skill(skill_id1)
   end
   @actor.forget_skill(skill_id2)
   $game_party.lose_gold(@price)
   @skill_window.refresh
   @gold_window.refresh
   @hero_window.refresh
   @upgrade_window.refresh
 end
end


My problem is, I don't know which part of the script that I have to change. Because when I test it, none of my skill is upgradable.

Please use code tags when posting code ~ G_G
7
Can someone post a tutorial on mountain mapping on VX? I really don't know which tiles to use..?

(Even if I know I'd probably won't be able to map it out, lols).


Thanks :).
8
Hey guys,

I know that this might be simple ... but,

I was watching this video in YouTube that day, and I wondered how to illuminate the lamp (make the lamp "glow").

Also, how to make a glow of light follow you while you're in a dungeon and everywhere else is pitch black?

*If you're wondering, the video is at http://www.youtube.com/watch?v=JfFGv2uUQzw.


Thanks in advance.
9
Hi,

I need a script whereby the game skips the title screen and proceed to a video or cutscene, kind of like a small introduction video.

HOWEVER, I want this introduction to only be present if there are no saves (meaning that the player starts the game for the first time).

* I'm not sure if this can be activated by selecting "Erase Event". If it can be done using "Erase Event", then ignore this part.


I do know that Woratana has this script, but I'm unable to even register to download the script. Even if I can access, I doubt there are no errors (simply because some changes might have been made in the RMXP script).

(http://74.125.153.132/search?q=cache:YfRmt9oQ7M8J:www.rpgrevolution.com/forums/%3Fshowtopic%3D8521+RPG+Maker+event+before+title+screen&cd=6&hl=en&ct=clnk) - This is a cached version (meaning screenshot) of that page.

And besides, most of the posts are already outdated so it would be useless to post on it and expect a reply.

Besides woratana's script, I have searched for it and have gotten the same script (but it's not quite the same as woratana's), but TypeError's and certain other errors keep popping up.

Having no experience in scripting, I need someone to help me create/get a script whereby there are no errors.

(P/S. The script I'm using is the basic default RMVX script, so if the Skip Title script is working in yours, it should work in mine too).

Sorry for the bad English.

Thank You in advance.