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Messages - JellalFerd

81
Quote from: Blizzard on May 10, 2011, 02:22:38 am
HURRRRRR, nice work. *moves*
Also, you don't have to credit me and winkio here IMO. You made this edit after all.

Yeah, but all I honestly did was make the script show a few images. Yes, bright pictures are nice and all, but without a function, that's all they'll ever be, bright pictures.
:^_^':
Quote from: Melvin on May 10, 2011, 03:36:41 am
Good.. But I have one problem.. Arrows are unevenly for Blizz-ABS FE CMS... :'(

Never heard of the script. Mind providing a link to it so I can check out any problems?
Quote from: karldaylo on May 10, 2011, 07:14:36 am
awesome... is this workin well with mouse controller?

or its the same as the old hotkey selection...

anyways... this will be  better if compatible with z HUD

for that we cancall it the "ULTIMATE BLIZZ ABS GRAPHIX INTERFACE"

and photoshop will be a really good help with this

Anything that worked with the default hotkey display should work with this.

And yeah, Z-Hud will work with this in the next release.
The only honest-to-goodness problem is the vertical hotkey display with Z-Hud.
Spoiler: ShowHide

But yeah, that won't take me too long to fix.
EDIT:
Well, I can promise the Z-Hud compatible version will be out tomorrow.
82
Blizz-ABS Scene_Hotkeys New Interface
Authors: JellalFerd
Version: 1
Type: Blizz-ABS Plugin
Key Term: Blizz-ABS Plugin



Introduction
This script adds a new interface to Scene_Hotkeys


Features


  • Adds a new interface to Scene_Hotkeys




Screenshots

Spoiler: ShowHide



Demo

Download


Script
Spoiler: ShowHide

#==============================================================================
# Scene_Hotkeys
#------------------------------------------------------------------------------
#  This class handles the skill/item hotkey processing.
#==============================================================================

class Scene_Hotkeys
  alias scene_hotkeys_main_later main
  def main
    #Draw background fog
    @fundo6 = Plane.new
    @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
    @fundo6.blend_type = 1
    @fundo6.z = 1
    @fundo6.opacity = 200 
    #Draw Background images
    if $blizzabs_z_hud != nil
    #Draw Background images
    @hotkey = Sprite.new
    @hotkey.bitmap = RPG::Cache.picture("Z_hud_Hotkeys")
    @hotkey.z = 2000
    @hotkey.x = 75
    @hotkey.y = 75
    @hotkey.opacity = 180
    else
    @hotkey = Sprite.new
    @hotkey.bitmap = RPG::Cache.picture("hotkeys")
    @hotkey.z = 2000
    @hotkey.x = 15
    @hotkey.y = 75
    @hotkey.opacity = 180
    end
    scene_hotkeys_main_later
    if $scene != self
      @hotkey.dispose
      @fundo6.dispose
    end
  end
  #----------------------------------------------------------------------------
  # update
  #  The update processing method.
  #----------------------------------------------------------------------------
  alias original_update update
  def update
    @fundo6.ox += 1
    @fundo6.oy += 1   
    original_update
    @item_window.opacity = 0
    @skill_window.opacity = 0
  end
end


Place below Blizz-ABS and Z-HUD if Z-HUD is being used.


Instructions
Put this image inside your Fog folder, and name it "Fog01"
Spoiler: ShowHide

Now, put this image inside your Pictures folder, and name it "hotkeys"
Spoiler: ShowHide

If using Z-Hud, use this in the place of hotkeys, except name it "Z_hud_Hotkeys"
Spoiler: ShowHide

Compatibility
  • Will not work with Z-hud.[/li]



Credits and Thanks

Author's Notes
I wasn't fond of the Scene_Hotkeys apperance, so I decided to change it myself. Anyways, this is my first script.
Script meaning edit of a script, of course. :<_<:
83
RPG Maker Scripts / Re: Ocarina :)
May 08, 2011, 04:33:54 am
Well, I made a quick place holder graphic since the demo's down.
Spoiler: ShowHide



But, I modified the script's positions to work with these graphics, so I'll post that here too.
Spoiler: ShowHide
#============================================================================
# ** Ocarina System (Revised)
#----------------------------------------------------------------------------
# Rudy_Guillan : RENEGADEOFBMX : vpcdmd
# 2.0
# 2/16/2008
#---
# ~ Originally Created by                 : Rudy_Guillan
# ~ Edited by                             : RENEGADEOFBMX
# ~ Revised and Rewrite by                : vpcdmd
#============================================================================

#----------------------------------------------------------------------------
# ** Game_System
#----------------------------------------------------------------------------

class Game_System
  attr_reader :ocarina, :ocarina_down, :ocarina_right, :ocarina_up, :ocarina_left
  alias tsu_ocarina_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @ocarina = []
    #------------------------------------------------------------------------
    @ocarina_down = "001-System01"
    @ocarina_left = "002-System02"
    @ocarina_right = "003-System03"
    @ocarina_up = "004-System04"
    #------------------------------------------------------------------------
    @ocarina[0] = []
    @ocarina[0][0] = 2
    @ocarina[0][1] = 2
    @ocarina[0][2] = 2
    @ocarina[0][3] = 2
    @ocarina[0][4] = 2
    @ocarina[0][5] = 2
    @ocarina[0][6] = "Bolero of fire"
    @ocarina[0][7] = Color.new(0, 255, 0)
    @ocarina[0][8] = "001-Victory01"
    @ocarina[0][9] = 1
    #------------------------------------------------------------------------
    @ocarina[1] = []
    @ocarina[1][0] = 8
    @ocarina[1][1] = 6
    @ocarina[1][2] = 2
    @ocarina[1][3] = 4
    @ocarina[1][4] = 8
    @ocarina[1][5] = 6
    @ocarina[1][6] = 2
    @ocarina[1][7] = "Song of Night"
    @ocarina[1][8] = Color.new(0, 0, 255)
    @ocarina[1][9] = "002-Victory02"
    @ocarina[1][10] = 2
    #------------------------------------------------------------------------
    @ocarina[2] = []
    @ocarina[2][0] = 2
    @ocarina[2][1] = 6
    @ocarina[2][2] = 8
    @ocarina[2][3] = 4
    @ocarina[2][4] = 2
    @ocarina[2][5] = 6
    @ocarina[2][6] = 8
    @ocarina[2][7] = "Song of Day"
    @ocarina[2][8] = Color.new(0, 0, 255)
    @ocarina[2][9] = "002-Victory02"
    @ocarina[2][10] = 3
    #------------------------------------------------------------------------
    @ocarina[3] = []
    @ocarina[3][0] = 8
    @ocarina[3][1] = 2
    @ocarina[3][2] = 8
    @ocarina[3][3] = 2
    @ocarina[3][7] = "Song of Misery"
    @ocarina[3][8] = Color.new(0, 255, 255)
    @ocarina[3][9] = "015-Mystery01"
    @ocarina[3][10] = 4
    #------------------------------------------------------------------------
    @ocarina[2] = []
    @ocarina[2][0] = 8
    @ocarina[2][1] = 6
    @ocarina[2][2] = 2
    @ocarina[2][3] = 4
    @ocarina[2][4] = 2
    @ocarina[2][5] = 6
    @ocarina[2][6] = 2
    @ocarina[2][7] = 4
    @ocarina[2][8] = "Song of Rain"
    @ocarina[2][9] = Color.new(0, 0, 255)
    @ocarina[2][10] = "010-Item01"
    @ocarina[2][11] = 6
    #---------------------------------------------------------------------------
     tsu_ocarina_initialize
  end
end
#----------------------------------------------------------------------------
# ** Scene_Ocarina
#----------------------------------------------------------------------------

class Ocarina
  #--------------------------------------------------------------------------
  # * Main
  #--------------------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    @ocarina_window = Window_Ocarina.new
    @back = Sprite.new
    @back.bitmap = RPG::Cache.picture("back")
    @back.x = 0
    @back.y = 0
    @back.opacity = 255
    @arrow = []
    @max_notes = 0
    for i in 0...$game_system.ocarina.size
      size = $game_system.ocarina[i].size - 4
      @max_notes = size > @max_notes ? size : @max_notes
    end
    for i in 1..@max_notes
      @arrow[i] = Sprite.new
      @arrow[i].bitmap = RPG::Cache.picture("arrow")
      @arrow[i].ox = @arrow[i].bitmap.width / 2
      @arrow[i].oy = @arrow[i].bitmap.height / 2
      @arrow[i].opacity = 0
    end
    @song = []
    @correct = false
    @counter = 0
    @objects = [@spriteset, @back, @ocarina_window]
    Graphics.transition
    while $scene == self
      Graphics.update
      Input.update
      @objects.each {|x| x.update}
      update
    end
    Graphics.freeze
    @objects.each {|object| object.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @correct
      if @counter == 0
        @ocarina_window.set_text(@i)
        se = $game_system.ocarina[@i].size - 2
        Audio.me_play("Audio/ME/" + $game_system.ocarina[@i][se], 80, 100)
        for i in 1..@max_notes
          @arrow[i].opacity = 255
        end
        switch = $game_system.ocarina[@i].size - 1
        $game_switches[$game_system.ocarina[@i][switch]] = true
      end
      @counter += 1
      if @counter >= 200
        $scene = Scene_Map.new
        $game_map.autoplay
        $game_map.refresh
      end
    else
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
      for @i in 0...$game_system.ocarina.size
        correct = true
        for j in 0...$game_system.ocarina[@i].size - 4
          if @song[j] != $game_system.ocarina[@i][j]
            correct = false
          end
        end
        if correct == true
          @correct = true
          break
        end
      end
      if @song.size >= @max_notes  && @correct == false
        @counter += 1
        if @counter >= 80
          $scene = Scene_Map.new
        end
      end
      if Input.trigger?(Input::DOWN) && @song.size < @max_notes
        Audio.se_play("Audio/SE/" + $game_system.ocarina_down, 80, 100)
        @song.push(2)
        for i in 1..@song.size
          if i == @song.size
            @arrow[i].angle = 180
            @arrow[i].opacity = 160
            @arrow[i].x = 80 + ((400/(@max_notes-1)) * i)
            @arrow[i].y = 440
          end
        end
      end
      if Input.trigger?(Input::LEFT) && @song.size < @max_notes
        Audio.se_play("Audio/SE/" + $game_system.ocarina_left, 80, 100)
        @song.push(4)
        for i in 1..@song.size
          if i == @song.size
            @arrow[i].angle = 90
            @arrow[i].opacity = 160
            @arrow[i].x = 80 + ((400/(@max_notes-1)) * i)
            @arrow[i].y = 400
          end
        end
      end
      if Input.trigger?(Input::RIGHT) && @song.size < @max_notes
        Audio.se_play("Audio/SE/" + $game_system.ocarina_right, 80, 100)
        @song.push(6)
        for i in 1..@song.size
          if i == @song.size
            @arrow[i].angle = 270
            @arrow[i].opacity = 160
            @arrow[i].x = 80 + ((400/(@max_notes-1)) * i)
            @arrow[i].y = 372
          end
        end
      end
      if Input.trigger?(Input::UP) && @song.size < @max_notes
        Audio.se_play("Audio/SE/" + $game_system.ocarina_up, 80, 100)
        @song.push(8)
        for i in 1..@song.size
          if i == @song.size
            @arrow[i].opacity = 160
            @arrow[i].x = 80 + ((400/(@max_notes-1)) * i)
            @arrow[i].y = 339
          end
        end
      end
    end
  end
end
#--------------------------------------------------------------------------
# ** Window_Ocarina
#--------------------------------------------------------------------------

class Window_Ocarina < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 280, 640, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @song = []
    @correct = false
    @counter = 0
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(index)
    col = $game_system.ocarina[index].size - 3
    text = $game_system.ocarina[index].size - 4
    self.contents.font.color = $game_system.ocarina[index][col]
    self.contents.draw_text(0, 0, 618, 48, $game_system.ocarina[index][text], 1)
  end
end

Btw, I changed it to playing a ME instead of a SE, too, just to note that.
84
RMXP Script Database / Re: [XP] Blizz-ABS
May 07, 2011, 06:16:23 pm
Oh yeah, and just wondering about one thing.
When using direct hotkeys, is there a way to change it from numbers to any desired key?
85
RMXP Script Database / Re: [XP] Blizz-ABS
May 07, 2011, 04:03:02 pm
Quote from: mcgluszak on May 07, 2011, 01:25:52 pm
module CrEv
 def CrEv.ev1
   $BlizzABS.create_event($game_player.x, $game_player.y - 4, 'My Event', [[[false, false, false,false,3, 0, 12, 0, ''], [0, 'rock', 180, 2, 0, 255, 0], 1, 4, 2, [false, false,[[2, []], [15, [20]], [3, []]]], false, false, false, false, false, 0,[[121, 0, [5, 5, 0]], [121, 0, [5, 5, 1]]]]])  
 end  
end
Now it should work.  :)

Edit:
QuoteNevermind, I found a way for it to work with the event script call.
« Last Edit: Today at 06:24:30 PM by JellalFerd »

One minute before me  :facepalm:

Oh, cool, it worked.
But yeah, sorry for the trouble.
86
RMXP Script Database / Re: [XP] Blizz-ABS
May 06, 2011, 08:22:42 pm
Alright, I seem to be getting another error now.
I've put the script in:
Spoiler: ShowHide
module CrEv
 
 def ev1
   $BlizzABS.create_event($game_player.x, $game_player.y - 4, 'My Event', [[[false, false, false,false,3, 0, 12, 0, ''], [0, 'rock', 180, 2, 0, 255, 0], 1, 4, 2, [false, false,[[2, []], [15, [20]], [3, []]]], false, false, false, false, false, 0,[[121, 0, [5, 5, 0]], [121, 0, [5, 5, 1]]]]])  
 end  
end


But now, I get an error saying: "undefined method 'ev1' for CrEv:Module"

EDIT:
Nevermind, I found a way for it to work with the event script call.
87
RMXP Script Database / Re: [XP] Blizz-ABS
May 06, 2011, 07:36:23 pm
Probably. I'm horrible with RGSS.
Anyways, if you wouldn't mind helping me, here's the code itself:
Spoiler: ShowHide
$BlizzABS.create_event
($game_player.x,
$game_player.y - 4 , 'Rock',
[[[false, false, false,
false, 0, 0, 0, 0, ''], [0, 'rock',
0, 2, 0, 255, 0], 0, 1, 1,
[false, true, [[2, []], [15, [20]],
[3, []]]], true, false, false, false,
false, 0, [[121, 0, [5, 5, 0]], [121,
0, [5, 5, 1]]]]])
88
RMXP Script Database / Re: [XP] Blizz-ABS
May 06, 2011, 07:00:39 pm
Is it possible to use the player's coordinates for the create event function?
Because, whenever I try, I always get the "Syntax Error" message.
89
Is it possible to change the hotkeys back into a horizontal display?
I don't honestly like this vertical display.
90
Spoiler: ShowHide
91
Resources / Re: Z-Hud Icon DB
April 19, 2011, 07:26:42 am
Spoiler: ShowHide









92
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
April 16, 2011, 10:48:12 pm
Is there any method for changing the graphics in game?
93
Resources / Re: Blizz-ABS RTP!
March 13, 2011, 05:06:10 am
Albeit it being terrible and the slashes aren't relevant, anything's better than nothing...right?...Right?
Spoiler: ShowHide


...Right?
I also made a Coslal edit for Aluxes
Spoiler: ShowHide

...Right? :wacko:
94
Well, now all the enemies are stationary.
They never move, nor attack.
95
I keep getting this error message:
Spoiler: ShowHide
Quoteundefined method `>' for nil:NilClass
Bliz Abs Part 3:6706:in `main_blizzabsrmxos_later'
(RMX-OS) Blizz Controller:944:in `main'
-<:::RMX-OS Main:::>-:46