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Topics - nathmatt

31
Programming / Scripting / Web / Python Help
January 25, 2011, 03:58:57 pm
i have a quick question when creating another window how can i prevent access to the previous window until the new window is closed
32
Resource Requests / battery hud graphic
January 19, 2011, 05:13:05 pm
i was wondering if someone could make me a graphic for my battery hud something similar to this image bit i want the inner part to be green and the size to be the width about 100 and height about 20 if i could just get 3 images the body of the battery and the other 2 are the bar full and the bar empty
Spoiler: ShowHide
33
RMXP Script Database / [XP] Map Combiner
January 10, 2011, 03:12:34 pm
Map Combiner
Authors: Nathmatt
Version: 1.1
Type: utility
Key Term: Scripting Tool



Introduction

want to make a town or house creation system this script will take data from 1 map and add it to the map you are on


Features


  • The ability to add data from 1 map to the the one you are on




Screenshots

no screenshots needed


Demo

Demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Map Combiner by Nathmatt
# Version: 1.1
# Type: utility
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Game_Map
 
  alias town_setup setup
  def setup(map_id)
    if $game_system.town[map_id] != nil
      @map_id = map_id
      @map = $game_system.town[map_id]
      # set tile set information in opening instance variables
      tileset = $data_tilesets[@map.tileset_id]
      @tileset_name = tileset.tileset_name
      @autotile_names = tileset.autotile_names
      @panorama_name = tileset.panorama_name
      @panorama_hue = tileset.panorama_hue
      @fog_name = tileset.fog_name
      @fog_hue = tileset.fog_hue
      @fog_opacity = tileset.fog_opacity
      @fog_blend_type = tileset.fog_blend_type
      @fog_zoom = tileset.fog_zoom
      @fog_sx = tileset.fog_sx
      @fog_sy = tileset.fog_sy
      @battleback_name = tileset.battleback_name
      @passages = tileset.passages
      @priorities = tileset.priorities
      @terrain_tags = tileset.terrain_tags
      # Initialize displayed coordinates
      @display_x = 0
      @display_y = 0
      # Clear refresh request flag
      @need_refresh = false
      # Set map event data
      @events = {}
      for i in @map.events.keys
        @events[i] = Game_Event.new(@map_id, @map.events[i])
      end
      # Set common event data
      @common_events = {}
      for i in 1...$data_common_events.size
        @common_events[i] = Game_CommonEvent.new(i)
      end
      # Initialize all fog information
      @fog_ox = 0
      @fog_oy = 0
      @fog_tone = Tone.new(0, 0, 0, 0)
      @fog_tone_target = Tone.new(0, 0, 0, 0)
      @fog_tone_duration = 0
      @fog_opacity_duration = 0
      @fog_opacity_target = 0
      # Initialize scroll information
      @scroll_direction = 2
      @scroll_rest = 0
      @scroll_speed = 4
    else
      town_setup(map_id)
    end
  end
 
  def add_map(map_id)
    map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
    map.events.each{|id,value|@map.events[@map.events.keys.size+1] = value}
    (0..map.height-1).each{|y|(0..map.width-1).each{|x|(0..3).each{|z|
    if map.data[x,y,z] != nil && map.data[x,y,z] != 0
      @map.data[x,y,z] = map.data[x,y,z]
    end}}}
    $game_system.town[@map_id] = @map
    setup(@map_id)
    $scene.spriteset = Spriteset_Map.new if $scene.is_a?(Scene_Map)
  end
 
end
   
class Game_System
  attr_accessor :town
  alias town_initialize initialize
  def initialize
    town_initialize
    @town = []
  end
end

class Scene_Map
  attr_accessor :spriteset
end



Instructions

just create at least 2 maps 1 is the main map the second is the data you want to add then use the script call
$game_map.add_map(map_id) map id the the map where the data being added is
also make sure the maps are the same size and using the same tileset


Compatibility

shouldn't have any comparability issues


Credits and Thanks


  • Nathmatt




Author's Notes

post any bugs or suggestions here
34
RMXP Script Database / [XP] RMX-OS Chat Filter
January 08, 2011, 09:08:56 am
RMX-OS Chat Filter
Authors: Nathmatt
Version: 2.2
Type: Message Filter
Key Term: RMX-OS Plugin



Introduction

filters game messages


Features


  • Easy to add words to filter

  • Easy to add word to filter it with

  • Now removes any indication of the word




Screenshots

not really needed


Demo

no demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# RMX-OS Chat Filter by Nathmatt
# Version: 2.2
# Type: Message filter
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Chat_Filter
 
  Flitered_Words = ['crap']
  Non_Filtered   = ['scrap']
  Replace_With   ='***'
 
end

class RMXOS::Network
 
  alias filter_add_message add_message
  def add_message(id, message, color, action = false)
    if @players[id] != nil
      message = filter_messages(message)
    end
    filter_add_message(id, message, color, action = false)
  end
 
  def filter_messages(text)
    message = text.dup
    text.each(' '){|word|
    w = word.downcase
    if !Chat_Filter::Non_Filtered.include?(w)
      Chat_Filter::Flitered_Words.each{|filter|
      if w.gsub!("#{filter}") {''} != nil
        message.gsub!("#{word}") {Chat_Filter::Replace_With+' '}
      end}
    end}
    return message
  end

end



Instructions

just place this below RMX-OS and above main



Compatibility

no issues known


Credits and Thanks


  • Nathmatt




Author's Notes

if a word includes the filtered word the entire word is replaced unless it is included in the Non_Filtered array

post any bugs or suggestions here
35
RPG Maker Scripts / ruby/mysql
December 05, 2010, 09:19:06 am
im creating a back up and restore for my sql it the back up does fine but when restoring i get an error on the ips there no difference that i an see on the ips then the the 1s above it here is my script

Spoiler: ShowHide
# loading settings
load './cfg.ini'

# loading classes
load './Data/Data.rb'
load './Data/Options.rb'
load './Data/Server.rb'

# loading external libraries
require './mysql'

#======================================================================
# module RMXOS
#======================================================================

module RMXOS

#----------------------------------------------------------------------
# Fixes strings for SQL queries and eval expressions.
#  string - string to be converted
# Returns: Converted string.
#----------------------------------------------------------------------
def self.fix_string(string)
return string.gsub('\'') {'\\\''}
end
 
  #----------------------------------------------------------------------
# Backs up the data base on the back_up file
#----------------------------------------------------------------------
  def self.back_up(server)
    sql = server.sql
    puts 'Accesing buddy_list'
    b = sql.query("SELECT * FROM buddy_list")
    buddy_list = []
    b.each_hash{|h|buddy_list.push(h)}
    puts 'Accesing guilds'
    g = sql.query("SELECT * FROM guilds")
    guilds = []
    g.each_hash{|h|guilds.push(h)}
    puts 'Accesing inbox'
    i = sql.query("SELECT * FROM inbox")
    inbox = []
    i.each_hash{|h|inbox.push(h)}
    puts 'Accesing ips'
    ip = sql.query("SELECT * FROM ips")
    ips = []
    ip.each_hash{|h|ips.push(h)}
    puts 'Accesing save_data'
    sd = sql.query("SELECT * FROM save_data")
    save_data = []
    sd.each_hash{|h|save_data.push(h)}
    puts 'Accesing user_data'
    ud = sql.query("SELECT * FROM user_data")
    user_data = []
    ud.each_hash{|h|user_data.push(h)}
    puts 'Accesing users'
    u = sql.query("SELECT * FROM users")
    users = []
    u.each_hash{|h|users.push(h)}
    puts 'Saving data'
    file = File.open('Back_Up.rxdata', 'wb')
    Marshal.dump(buddy_list, file)
    Marshal.dump(guilds, file)
    Marshal.dump(inbox, file)
    Marshal.dump(ips, file)
    Marshal.dump(save_data, file)
    Marshal.dump(user_data, file)
    Marshal.dump(users, file)
    file.close
  end
 
  #----------------------------------------------------------------------
# Restores the data base from the back_up file
#----------------------------------------------------------------------
  def self.restore(server)
    sql = server.sql
    puts 'Loading Data'
    file = File.open('Back_Up.rxdata', 'rb')
    puts 'Loading buddy_list'
    buddy_list = Marshal.load(file)
    puts 'Loading guilds'
    guilds = Marshal.load(file)
    puts 'Loading inbox'
    inbox = Marshal.load(file)
    puts 'Loading ips'
    ips = Marshal.load(file)
    puts 'Loading save_data'
    save_data = Marshal.load(file)
    puts 'Loading user_data'
    user_data = Marshal.load(file)
    puts 'Loading users'
    users = Marshal.load(file)
    file.close
    puts 'Updating data base'
    puts 'Updating buddy_list'
    buddy_list.each_index{|i|
    b = buddy_list[i]
    index = i+1
    b.each{|key,value|sql.query("UPDATE buddy_list SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating guilds'
    guilds.each_index{|i|
    index = i+1
    g = guilds[i]
    g.each{|key,value|sql.query("UPDATE guilds SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating inbox'
    inbox.each_index{|i|
    ib = inbox[i]
    index = i+1
    ib.each{|key,value|sql.query("UPDATE inbox SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating ips'
    ips.each_index{|i|
    ip = ips[i]
    index = i+1
    ip.each{|key,value|sql.query("UPDATE ips SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating save_data'
    save_data.each_index{|i|
    sd = save_data[i]
    index = i+1
    sd.each{|key,value|sql.query("UPDATE save_data SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating user_data'
    user_data.each_index{|i|
    ud = user_data[i]
    index = i+1
    ud.each{|key,value|sql.query("UPDATE user_data SET '#{self.fix_string(key)}' = '#{self.fix_string(value)}' WHERE user_id = '#{index}'")}}
    puts 'Updating users'
    users.each_index{|i|
    u = users[i]
    index = i+1
    u.each{|key,value|sql.query("UPDATE users SET '#{index}'")}}
  end
   

end

# create server instance
server = RMXOS::Server.new
# optimize the database
server.connect_to_database
puts 'Choose a command'
puts '1 Back up data base'
puts '2 Restore data base'
case gets.to_i
when 1 then RMXOS.back_up(server)
when 2 then RMXOS.restore(server)
else
  puts 'invalid command closing'
end
server.sql.close rescue nil

puts 'Press ENTER to continue.'
gets
puts 'Please wait...'
36
Resource Requests / trying to recreate an effect
November 29, 2010, 05:47:53 pm
ok so i made a window looking overlay but i cant remember how i made it so was hoping some of you graphic geniuses could help me replicated it in photoshop if you can just make it a style here is the image
37
Individual Enemy Kill Counter for Blizz ABS
Authors: Nathmatt
Version: 2.0
Type: Enemy Counter
Key Term: Blizz-ABS Plugin



Introduction

keeps individual counters for each enemy


Features


  • Can create more than 1 counter for the same enemy
  • Keeps as many counts as you want
  • Keeps track of all enemies killed



Screenshots

no screen shot


Demo

No Demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Individual Enemy Kill Counter for Blizz ABS by Nathmatt
# Version: 2.0
# Type: Enemy Counter
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Script Calls:
#
#   $game_player.start_counter(id,enemy_id)   creates a new counter for enemy_id
#
#   $game_player.get_counter(id)              gets the ammount on that counter
#
#   $game_player.stop_counter(id)             clears and stops id's counts
#
#   $game_player.total_killed                 returns the total amount of enemies
#                                             killed
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Game_Player < Map_Actor
 
 attr_accessor :counters,:total_killed
 
 alias counter_initialize initialize
 def initialize
   counter_initialize
   @counters = {}
   @total_killed = 0
 end
 
 def start_counter(id,enemy_id)
   @counters[id] = Enemy_Counter.new(enemy_id)
 end
 
 def get_counter(id)
   return if !@counters[id].is_a?(Enemy_Counter)
   return @counters[id].count
 end
 
 def stop_counter(id)
   @counters[id] = nil
 end
 
end
   
class Enemy_Counter
 
 attr_accessor :count
 attr_reader   :enemy
 
 def initialize(enemy)
   @enemy = enemy
   @count = 0
 end

end

class BlizzABS::Processor
 
 alias counter_remove_enemy remove_enemy
 def remove_enemy(enemy)
   counter_remove_enemy(enemy)
   return if enemy.execute || enemy.erased || enemy.body != nil
   check_counter(enemy.real_enemy.id)
   $game_player.total_killed += 1
 end
 
 def check_counter(enemy_id)
   $game_player.counters.each_value{|counter|
   counter.count += 1 if counter.enemy == enemy_id}
 end

end

class Map_Enemy < Map_Battler
 
 def real_enemy
   return @enemy
 end
 
end



RMX-OS Plugin

Spoiler: ShowHide
if !defined?(RMXOS) || RMXOS::VERSION < 1.09
 raise 'ERROR: The "Blizz-ABS Controller" requires RMX-OS 1.09 or higher.'
end
module RMXOS
 module Options
   SAVE_DATA[Game_Player].push('@counters')
   SAVE_DATA[Game_Player].push('@total_killed')
 end
end



Instructions

in the script



Compatibility

no compatibility issues known


Credits and Thanks


  • Nathmatt



Author's Notes

if you have any issues or suggestions post here

38
Resource Requests / Blizz ABS Bullet charset
October 22, 2010, 02:56:58 pm
here is what i got i was wondering if any 1 could edit to make it look better
Spoiler: ShowHide
39
Script Troubleshooting / panaroma reflection(resolved)
October 19, 2010, 11:26:11 am
ok im trying to make a reflection of the panorama on water the problem is i need to use Plane because i want it to scroll like the regular panorama but with a low opacity over a certain spot on the map not the screen but im bit i cant seem to get it to just stay over the water it wants to move with me or be pasted over the entire screen i need the z right below fogs so around 2999 i can make it my self if someone just gives me a better idea of the best way to do it
40
ok im making an extension that when activated will send a message every sec to all players telling them the server will be shutting down but it never runs the msg heres my extension.rb and yes i added it to the config

Spoiler: ShowHide
module RMXOS
   
   #------------------------------------------------------------------
   # Passes the extension's main module to RMX-OS on the top
   # level so it can handle this extension.
   # Returns: Module of this extension for update.
   #------------------------------------------------------------------
   def self.load_current_extension
       return Server_Calls
   end
 
end

#======================================================================
# module ExtensionSkeleton
#======================================================================

module Server_Calls
   
   # extension version
   VERSION = 1.0
   # required RMX-OS version
   RMXOS_VERSION = 1.11
   # whether the server should update this extension in an idividual thread or not
   SERVER_THREAD = true
   
   #------------------------------------------------------------------
   # Initializes the extension (i.e. instantiation of classes).
   #------------------------------------------------------------------
   def self.initialize
   @countdown = false
   @timer = 30
   @frames = 0
   end
   #------------------------------------------------------------------
   # Calls constant updating on the server.
   #------------------------------------------------------------------
   def self.main
       # while server is running
       while RMXOS.server.running
           self.server_update
           sleep(0.1)
       end
   end
   #------------------------------------------------------------------
   # Handles the server update.
   #------------------------------------------------------------------
   def self.server_update
   if @countdown
     @frames += 1
   end
       if @frames == 40
     @frames = 0
     message = 'The server will be shutting down in ' + @timer
     puts message
     @client.sender.send_to_all("CHT#{RMXOS::Data::ColorInfo}\t0\t#{message}")
     @timer -= 1
     if @timer == 0
       @timer = 30
       @countdown = false
       RMXOS.server.shutdown
       RMXOS.server.force_shutdown
     end
   end
   end
   #------------------------------------------------------------------
   # Handles updating from a client.
   # client - Client instance (from Client.rb)
   # Returns: Whether to stop check the message or not.
   #------------------------------------------------------------------
   def self.client_update(client)
       case client.message
   when /\SDT(.+)/
     if client.player.usergroup == RMXOS::GROUP_ADMIN
       @countdown = true
       @type = $1.to_i
       @client = client
     else
       message = 'Sorry only Admins can shut down the server'
       client.send("CHT#{RMXOS::Data::ColorInfo}\t0\t#{message}")
     end
     return true
   end
       return false
   end
   
end
41
Script Troubleshooting / nicknames(resolved)
October 01, 2010, 01:18:50 pm
after hours of messing with it i got it to work now it will check to make sure nobody has the name or user name before adding it now i just need to make it send me the error which shouldn't be that hard
42
Express your Creativity / RMX-OS Screens
September 27, 2010, 05:00:21 pm
Chat
Spoiler: ShowHide

Server
Spoiler: ShowHide
43
is it safe to remove a temp file in the drivers folder Norton says requires manual removal
44
RMXP Script Database / [XP] Event Map Linker
September 13, 2010, 07:58:45 pm
Event Map Linker
Authors: Nathmatt
Version: 1.02
Type: Map Linker
Key Term: Misc Add-on



Introduction

It allows you to use events to link the entire edge of the map


Features


  • easy event name config



Screenshots

no screenshot needed


Demo

Demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Event Map Linker by Nathmatt
# Version: 1.02
# Type: Map Linker
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Game_Map
 
  attr_reader   :map_linked
 
  alias map_link_setup setup
  def setup(map_id)
    map_link_setup(map_id)
    @map_linked = {}
    @map.events.each_pair{|i,event| map_link_name_check(i,event)}
  end
 
  def map_link_name_check(i,event)
    if event.name.clone.gsub!(/\\[Ll]ink\[([\d, ]+)\]/) {"#[$1]"}
      @map_linked[i] = eval("[#{$1}]")
    end
  end
   
end

class Game_Event
 
  alias map_link_update update
  def update
    map_link_update
    if $game_map.map_linked[@id] != nil
      map = $game_map.map_linked[@id]
      case map[0]
      when 4,6
        if $game_player.x == @x
          if map[0] == 4
            return if $game_player.direction != 4
          elsif map[0] == 6
            return if $game_player.direction != 6
          end
          transfer(map[1],map[2],$game_player.y)       
        end
      when 2,8
        if $game_player.y == @y
          if map[0] == 2
            return if $game_player.direction != 2
          elsif map[0] == 8
            return if $game_player.direction != 8
          end
          transfer(map[1],$game_player.x,map[3])
        end
      end
    end
  end
 
  def transfer(m,x,y)
    $game_temp.player_transferring = true
    $game_temp.player_new_map_id = m
    $game_temp.player_new_x = x
    $game_temp.player_new_y = y
  end
 
  if $BlizzABS
   
    alias map_link_update? update?
    def update?
      map_link_update?
      return true if $game_map.map_linked[@id]
    end
   
  end
   
end



Instructions
in the demo



Compatibility
no compatibility issues known


Credits and Thanks


  • Nathmatt
  • ojp2010 for requesting it sorta



Author's Notes

if you have any issues or suggestions post here
45
RMXP Script Database / [XP] Blizz-ABS Battle Music
September 13, 2010, 01:46:35 pm
Blizz-ABS Battle Music
Authors: Nathmatt
Version: 1.09
Type: Music changer
Key Term: Blizz-ABS Plugin



Introduction

Changes the music when you are targeted by an enemy



Features


  • easy config just put the battle music you want in the config
  • configurable fade out time



Screenshots

no screen shot needed



Demo

no demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# BlizzABS Battle Music by Nathmatt
# Version: 1.09
# Type: Music changer
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Music_Change
 
  def self.fade_out
    return 1                            # secounds of music fade
  end
 
  def self.Music
    #RPG::AudioFile.new(name = "", volume = 100, pitch = 100)
    return [RPG::AudioFile.new('001-Battle01')]             # Array of musics
  end
 
end


class Game_Map
 
  def active?
    return (battlers.find_all {|battler|battler.update? &&
    battler.ai.target != nil})
  end

end

class Scene_Map
 
  alias music_change_update update
  def update
    if @map_id != $game_map.map_id
      @battle_music = @normal_music = nil
      @map_id = $game_map.map_id
    end
    @wait = 0 if @wait == nil
    @wait -=1 if @wait > 0
    if $game_map.active?.size > 0 && $game_map.battlers.size > 0
      @wait = 40
      if !@battle_music
        @battle_music = true
        @normal_music = false
        @bgm = $game_system.playing_bgm
        #"Audio/BGM/"
        $game_system.bgm_play(Music_Change.Music[$game_player.music_type])
      end
    elsif @wait == 0 && @normal_music == false
      @battle_music = false
      @normal_music = true
      if @bgm != nil
        $game_system.bgm_play(@bgm)
      else
        $game_system.bgm_fade(1)
      end
    end
    music_change_update
  end
 
end

class Map_Actor
 
  attr_accessor :music_type
 
  alias battle_music_initialize initialize
  def initialize(i)
    battle_music_initialize(i)
    @music_type = 0
  end
 
end

class Game_System
  attr_reader   :playing_bgm
end



Instructions
add the musics you want to the array of musics in the config
to change the music use $game_player.music_type = index
index goes 0 for the first 1 1 for the secound ect...
place this script Below Blizz-ABS


Compatibility

requires Blizz-ABS


Credits and Thanks


  • Nathmatt
  • Magus for requesting it



Author's Notes

if you have any issues or suggestions post here
46
Recruitment / Haunted House recruitment
September 05, 2010, 08:10:51 am
now that the story has been written im revamping this thread

i need a few people to make icons for keys and misc items
i could also use some 1 to make graphics for puzzles and the flashlight image
also looking for beta testers to test what i have so far i have changed the game play since the demo just want to know what you thing any errors ect.. the beta version gets the hint button (F5) telling you what to do next.

really as of right now that is the main thing i need


projects original thread here
47
RMXP Script Database / [XP] Script Helper
August 23, 2010, 11:05:38 pm
Script Helper
Authors: Nathmatt
Version: 1.5
Type: quick commands
Key Term: Scripting tool



Introduction

useful command calls


Features


  • wait
  • delay
  • map name
  • save
  • load
  • facing terrain tag



Screenshots

no screen shot needed


Demo

no demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Script_Helper by Nathmatt
# Version: 1.5
# Type: quick commands
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Do not make any script require this one if you are making a script just add
# what your using to ur script or add this to ur script.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Calls:
#
# $script_helper.wait(frames)                 waits set frames then returns true
# $script_helper.delay(frames)                freezes set frames
# $script_helper.map_name                     returns the map name
# $script_helper.transfer_player(m,x,y,d=2)   takes you to defined location
# $script_helper.save(name,i)                 saves in the configed folder
#                                             with the definmed name and index
# $script_helper.load(name,i)                 loads in the configed folder
#                                             with the definmed name and index
# $script_helper.get_facing_terrain_tag       return the tag yor facing
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Script_Helper
 
 module Config
   Save_Path = 'Chapter_Saves'
 end
 
 class Processor
   
   def initialize
     @map_infos = load_data('Data/MapInfos.rxdata')
     @map_infos.keys.each {|key| @map_infos[key] = @map_infos[key].name}
     @common_events,@ov_maps,@title_screens = [],[],[]
   end
     
   def wait(frames)
     sec = frames*40
     return Graphics.frame_count % sec == sec - 1
   end
   
   def delay(frames)
     while !wait(frames)
       Graphics.update
       Input.update
     end
   end
   
   def map_name
     return @map_infos[$game_map.map_id]
   end
   
   def transfer_player(m,x,y,d=2)
     $game_temp.player_transferring = true
     $game_temp.player_new_map_id = m
     $game_temp.player_new_x = x
     $game_temp.player_new_y = y
     $game_temp.player_new_direction = d
     $scene = Scene_map.new
   end
     
   def save(name,i)
     filename = "#{Config::Save_Path}/#{name}#{i}.rxdata"
     file = File.open(filename, "wb")
     characters = []
     (0...$game_party.actors.size).each{|i|actor = $game_party.actors[i]
     characters.push([actor.character_name, actor.character_hue])}
     Marshal.dump(characters, file)
     Marshal.dump(Graphics.frame_count, file)
     $game_system.magic_number = $data_system.magic_number
     Marshal.dump($game_system, file)
     Marshal.dump($game_switches, file)
     Marshal.dump($game_variables, file)
     Marshal.dump($game_self_switches, file)
     Marshal.dump($game_screen, file)
     Marshal.dump($game_actors, file)
     Marshal.dump($game_party, file)
     Marshal.dump($game_troop, file)
     Marshal.dump($game_map, file)
     Marshal.dump($game_player, file)
     file.close
   end
   
   def load(name,i)
     filename = "#{Config::Save_Path}/#{name}#{i}.rxdata"
     file = File.open(filename, "rb")
     characters = Marshal.load(file)
     Graphics.frame_count = Marshal.load(file)
     $game_system        = Marshal.load(file)
     $game_switches      = Marshal.load(file)
     $game_variables     = Marshal.load(file)
     $game_self_switches = Marshal.load(file)
     $game_screen        = Marshal.load(file)
     $game_actors        = Marshal.load(file)
     $game_party         = Marshal.load(file)
     $game_troop         = Marshal.load(file)
     $game_map           = Marshal.load(file)
     $game_player        = Marshal.load(file)
     $Script_Helper      = $game_system.script_helper
     file.close
     $game_system.bgm_play($game_system.playing_bgm)
     $game_system.bgs_play($game_system.playing_bgs)
   end
   
 end
 
 def get_facing_terrain_tag
   g = $game_player
   x,y,d = g.x,g.y,g.d
   x += (d == 6 ? 1 : d == 4 ? -1 : 0)
   y += (d == 2 ? 1 : d == 8 ? -1 : 0)
   return terrain_tag(x,y)
 end
 
end

$script_helper = Script_Helper::Processor.new




Instructions

place above any script calling these commands
in script


Compatibility

no compatibility issues


Credits and Thanks


  • Nathmatt



Author's Notes

post here with any suggestions or feed back
48
Express your Creativity / custom menu hud
August 21, 2010, 03:02:38 pm
what do you think of the menu and hud so far

out
Spoiler: ShowHide

in
Spoiler: ShowHide

49
RMXP Script Database / [XP] Mouse Map Menu
August 07, 2010, 10:27:20 am
Mouse Map Menu
Authors: Nathmatt
Version: 1.25
Type: Map Menu
Key Term: Custom Menu System



Introduction

allows you to create click able icons on the map to access any specified scene
requires Mouse_Controller &  Blizz-ABS, RMXOS, or Tons custom controls



Features


  • vertical or horizontal icon command list
  • Can place the command anywhere you want
  • Can change graphic while over an icon
  • can add pictures behind each icon
  • can add a picture to use as a window
  • Can disable and enable each command
  • Can disable entire menu
  • Can call commands with a defined key
  • Opacity will lower if you are under this menu
  • No limit on the commands



Screenshots

Maybe later


Demo

No demo


Script





Instructions

in the config of the script

to disable a command use $mouse_map_menu.disable(index)
to enable a command use $mouse_map_menu.enable(index)
to enable/disable the menu use $mouse_map_menu.menu_disabled = condition



Compatibility

no compatibility issues known



Credits and Thanks


  • Nathmatt



Author's Notes

if you have any issues / suggestions post here
50
RMXP Script Database / [XP] Event Graphic Changer
August 07, 2010, 10:18:07 am
Event Graphic Changer
Authors: Nathmatt
Version: 1.05
Type: Graphic changer for events
Key Term: Misc Add-on



Introduction

This will make it easier to change all your main events if you decide to change what they look like.



Features


  • Can have the event always match any actor in the database
  • Can have the event always match any actor in the party
  • Can have the event always match a defined graphic
  • can now change the pose



Screenshots

no screenshot needed



Demo
no demo


Script

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Event Graphic Changer by (EGC) Nathmatt
# Version: 1.05
# Type: Graphic changer for events
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Instrutions:
#
#  To use the event effects in this script you will need to name the following.
#
#  \p[id]                 Will make the events graphic always be the same as  
#                         the actor in the specified parties position
#
#  \a[id]                 Will make the events graphic always be the same as  
#                         the actor in the specified position
#
#  \c[id]                 Will make the events graphic always be the same as  
#                         the graphic specified in the script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Script Calls:
#
#   defenition:
#
#     id = events id
#     d  = the direction of the pose
#     p  = the pattern of the pose
#
#     $game_map.events[id].change_pose(d,p)
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
$egc = 1.05
class Game_Map
 
 Auto_Update = true
 
 # custom graphics
 def graphic(id)
   case id
   when 1 then return 'LOS-Ethnic05'
   end
 end
 
 
 alias setup_graphic setup
 def setup(map_id)
   setup_graphic(map_id)
   $game_map.events.each_key {|i|
   graphic_check(i) if $game_map.events[i] != nil}
 end
 
 def graphic_check(event_id)
   event = @map.events[event_id]
   if event.name.clone.gsub!(/\\[Pp]\[(\d+)\]/) {"#[$1]"}
     $game_map.events[event_id].character_name =
     $game_party.actors[$1.to_i].character_name
     $game_map.events[event_id].refresh
   end
   if event.name.clone.gsub!(/\\[Aa]\[(\d+)\]/) {"#[$1]"}
     $game_map.events[event_id].character_name =
     $game_actors[$1.to_i].character_name
     $game_map.events[event_id].refresh
   end
   if event.name.clone.gsub!(/\\[Cc]\[(\d+)\]/) {"#[$1]"}
     $game_map.events[event_id].character_name = graphic($1.to_i)
     $game_map.events[event_id].refresh
   end
   
 end
 
 alias update_graphic update
 def update
   update_graphic
   if @party != $game_party.actors && Auto_Update
     @party = $game_party.actors.clone
     $game_map.events.each_key {|i|
     graphic_check(i) if $game_map.events[i] != nil}
   end
 end
 

end

class Game_Event
 attr_accessor :character_name
 
 def change_pose(d,p)
   @direction = d
   @pattern = p
   @original_pattern = p
 end
 
end



Instructions

In the script



Compatibility

no compatibility issues known



Credits and Thanks


  • Nathmatt



Author's Notes

if you have any issues / suggestions post here
51
RMXP Script Database / [XP] Control Config
August 07, 2010, 10:00:07 am
Control Config
Authors: Nathmatt
Version: 1.01
Type: control config
Key Term: Misc Add-on



Introduction
A controls config scene


Features


  • Allows you to change the controls in game
  • Auto adds Blizz-ABS if Blizz-ABS is present
  • Auto adds Battle_Dome escape key if Battle_Dome is present



Screenshots

maybe later



Demo

no demo needed


Script


Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Control_Config by Nathmatt
# Version: 1.01
# Type: control config
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Control_Config
 
 def main
   @controls = Window_Controls.new
   @help_window = Window_Help.new
   @info = Window_Help.new
   @info.set_text('Control Config')
   @help_window.y = 416
   Graphics.transition
   while $scene == self
     Graphics.update
     Input.update
     update
   end
   Graphics.freeze
   @controls.dispose
   @help_window.dispose
   @info.dispose
 end
 
 def update
   @controls.update
   if @controls.index >= 0 && Input.trigger?(Input::C) && !@get_keys
     $game_system.se_play($data_system.decision_se)
     @controls.active = false
     @help_window.set_text('Press A Key')
     @wait = 6
     @get_keys = true
   end
   if Input.trigger?(Input::B) && !@get_keys
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Map.new
   end
   if @get_keys
     @wait -= 1
     return if @wait > 0
     (0..256).each{|i|
     if Input.trigger?(i)
       $game_system.se_play($data_system.decision_se)
       key = @controls.item
       Input.change(key,i)
       eval("$game_system.con_#{key.downcase} = [#{i}]")
       $game_system.contols_set = true
       @get_keys = false
       @controls.active = true
       @help_window.set_text('')
       @controls.refresh
     end}
   end
 end
 
end

class Window_Controls < Window_Selectable
 
 def initialize
   super(0,64,640,352)
   get_keys
   self.contents = Bitmap.new(width - 32, @keys.size * 32)
   @key_input = Input::Key.clone
   self.active = true
   self.index = 0
   refresh
 end
 
 def item
   return @keys[self.index][0]
 end
 
 def refresh
   get_keys
   @item_max = @keys.size
   self.contents.clear
   @keys.each_index{|i|
   self.contents.draw_text(4,i*32,120,32,@keys[i][0])
   self.contents.draw_text(200,i*32,120,32,'>>')
   self.contents.draw_text(400,i*32,200,32,@keys[i][1])}
 end
 
 def get_keys
   @key_input = Input::Key.clone
   ['NumberPad 0','NumberPad 1','NumberPad 2','NumberPad 3',
   'NumberPad 4','NumberPad 5','NumberPad 6', 'NumberPad 7','NumberPad 8',
   'NumberPad 9'].each{|key|@key_input.delete(key)}
   @keys = []
   $game_system.keys.each{|key|
   @keys.push(eval("['#{key}',@key_input.index(Input::#{key}[0])]"))}
 end
   
 
end
 
     

module Input
 
 def self.change(key,value)
   eval("#{key}[0] = #{value}")
 end
 
end

class Scene_Load < Scene_File
 
 alias set_controls_read_save_data read_save_data
 def read_save_data(file)
   set_controls_read_save_data(file)
   $game_system.set_controls
 end
 
end

class Game_System
 
 attr_accessor :contols_set,:con_up,:con_down,:con_left,:con_right,
 :con_b,:con_c,:con_l,:con_r,:con_attack,:con_defend,:con_skill,:con_item,
 :con_select,:con_hud,:con_hotkey,:con_minimap,:con_run,:con_sneak,:con_jump,
 :con_turn,:con_escape,:keys
 
 alias set_controls_initialize initialize
 def initialize
   set_controls_initialize
   @keys = ['UP','LEFT','DOWN','RIGHT','B','C','L','R']
   if $BlizzABS != nil
     @keys.push('Attack','Defend','Skill','Item','Select','Hud','Hotkey',
     'Minimap','Run','Sneak','Jump')
   end
   if $Battle_Dome != nil
     @keys.push('Escape')
   end
   @keys.each{|key|
   eval("@con_#{key.downcase} = Input::#{key}[0]")}
 end
   
 def set_controls
   return if !@contols_set
   @keys.each{|key|
   eval("Input.change('#{key}',@con_#{key.downcase})")}
 end
 
end



Instructions

Requires Blizz-ABS, RMXOS, or Tons custom controls
place below the one you use



Compatibility

No compatibility issues known



Credits and Thanks


  • Nathmatt



Author's Notes

if you have any issues / suggestions post here
52
Welcome! / I'm Back
August 07, 2010, 09:44:17 am
well unfortunately i am using N360 but my dad got it so it was free  :^_^':
53
Electronic and Computer Section / Opera
July 06, 2010, 12:13:58 pm
if i run a website off the web server in opera does it only run when im online ?
54
Advertising / Nathmatt Productions
July 06, 2010, 12:01:48 pm
my site

edit site on new host its running now still working on learning how to use the site tho
55
Welcome! / Time off
July 03, 2010, 01:34:33 pm
I wont be able to get back on for a while in about 9 days because my virus detector is about to expire and i don't really have the money to buy another one right now.
56
Script Troubleshooting / event location shuffle
June 29, 2010, 12:18:51 pm
im trying to store the events current location in an array shuffle the location of each event

here is what i have
$game_map.events.each_pair{|i,event|
@event[i] = [event.x,event.y]}
delay(5)
@events = $game_map.events.clone
@event.shift
@event.shuffle!
@event.unshift(nil)
$game_map.events.each_pair{|i,event| p i,@event[i]
event.moveto(@event[i][0],@event[i][1])}


class Array
 def shuffle!
   size.downto(1) { |n| push delete_at(rand(n)) }
   self
 end
end
57
New Projects / Haunted House(working title)
June 16, 2010, 07:46:50 pm
Haunted House




Intro

You are in a haunted house.




Background Story

There had long been a rumor about the path through the woods. Many students would take the path as a shortcut through the school, but occasionally word would get out that somebody had disappeared, supposedly while following the path. However, Brett always laughed it off. Together, he and his friend Dani would often take that path, and it always seemed safe. School was tough, but he pushed through, living life like any other middle school student.

Brett could still remember the day he heard the news; they said it was an accident, but no one was sure. Dani had been injured, perhaps fatally. He remembered rushing to the hospital, and sitting by her bedside. She looked even worse then he had thought. She was unconscious, but just before she died, she opened her eyes and tried to speak. However, he was unable to hear her.

For weeks, he was depressed. His best friend was gone. School, once a happy place, seemed cold, heartless, and empty. One day, however, while walking home after another rigorous school day along the path, he thought he saw a familiar figure in the trees just off the path. Could it be her!? But she was dead... wasn't she? Though, come to think of it, she had been so badly mutilated that they weren't completely sure about that. Maybe it was some other girl who had died. Maybe she was still okay, and had just been waiting for him! Though there were severe logical fallacies with this theory, he didn't stop to think. He called out and thought he saw her turn, but then she headed deeper into the woods. Dashing after her, he left the path and ran into the trees. He had no idea where he was going; he only tried to keep the figure in view. Finally, he reached a clearing. In the center was a massive old house; by the looks of things, no one had entered for a long time. With a click, he heard the door close. Had she entered the building? Hefting his back-pack over his shoulder, he walked to the front of the house and knocked with the massive knocker - there was no answer. It echoed hollowly through the empty house. He tried the handle - the door was open. With a shove, he pushed the gigantic oaken doors open, and entered into the dark house. He would find her, no matter what it took.



The adventure begins

Not long after entering the house, he felt uneasy; the giddy anticipation of finding Dani had worn down, and now he was here, alone in a dark house.
He called out, but no one seemed to be here.
By the looks of the cobwebs and think layers of dust laying on the furniture and dancing in the air, no one had been here for a long time.
Why hadn't he ever heard of this place? He looked through a couple rooms, but there was no sign of his friend.
The atmosphere was getting to him - he would come back later with a few other people to explore.
Walking back to the massive front door through which he had entered, he pushed... but it didn't budge.
The door was locked! He tried everything, but couldn't get it to open.
Out the only window he could find, high up above the door, he could see the sun starting to set.
Once it went down, it was going to be pitch black.
Digging through his backpack, he found a flashlight... but the batteries were running low.
He'd have to try and find more as he looked through the house. He then heard a familiar giggle... Dani?
It echoed throughout the house. Maybe she was in here somewhere.
But should he try and find her... or try and get out?



Features


  • No RTP Required
  • Fully Moused system
  • Custom mouse Hud
  • Custom mouse menu
  • Custom message hud
  • Custom Journal System (working progress)
  • and more to come




Screenshots

Screen Shots are old and will be updated later
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide





Download

Preview




Credits


  • Nathmatt
  • Blizzard
  • Craig Randall
  • Zanyzora
  • Reno-s--Joker
  • Game_Guy
  • Cait Sith




Everything else

Controls:
left click is the c button
right click is the b button

also if you see a resource that is not credit properly please post here so it can be corrected
58
just want to know what you think of this system maps ect... http://www.sendspace.com/file/lpq2am

controls are mouse left is to click stuff & mouse right is to go back
59
Script Troubleshooting / sims level up hud help
June 08, 2010, 03:08:58 pm
fixed it was the way i was disabling the menu i wasn't turning off the menu call flag
60
what do you think so far

click on the bag to open up the the inventory press the up looking icon to turn on move mode
note you can only drop items in move mode

http://www.sendspace.com/file/hdln8m

no comments at all ?

edit lol i put up the delete link new link up

updated

added the ability to change the direction its facing with right click
added the level hud