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Topics - mroedesigns

31
RMXP Script Database / [XP] Teleportation Items
January 08, 2011, 08:38:34 am
Teleportation Items
Authors: MRoeDesigns
Version: 1.2
Type: Custom Item System
Key Term: Custom Item System



Introduction
This script allows the player to use a certain item to be teleported to any given location. You can use script calls within events or other scripts to change the location of the teleport at any point in time.


Features

  • Allows players to be teleported using an item.




Screenshots
N/A


Demo
N/A


Script
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Teleportation Items by MRoeDesigns
# Version: 1.2
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Details ::
#
#   This script is used to create items that players can use to
#  be teleported back to certain areas.
#
# Instructions ::
#
#  Change the item number on line 50 to match the item number you want to use.
#
#   Starting at line 57, the variables control where the player is teleported
#  to. To add more locations, simply add more "when X" options.
#
#   Make sure the Item runs a common event in the database. In the common
#  event, simply put the script line "TItem.Teleport"
#
# Script Calls ::
#
#  TItem.SetLocation(ID)
#   - Sets the location ID for the item
#
#  TItem.Location?
#   - Returns the players location ID
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

class  TItem
 
  def self.SetLocation(id)
    @LocationID = id
  end
 
  def self.Location?
    return @LocationID
  end
 
  def self.Teleport
   
#   Change the Item Number here to reflect your teleport item
    if $game_party.item_number(34) == 1
     
      case TItem.Location?
   
      when 0
#      These values reflect where the player will be teleported to.
       $game_temp.player_transferring = true
       $game_temp.player_new_map_id = 01
       $game_temp.player_new_x = 8
       $game_temp.player_new_y = 8
       $game_temp.player_new_direction = 0
       $scene = Scene_Map.new
       $game_map.autoplay
       return true
       
      when 1
       $game_temp.player_transferring = true
       $game_temp.player_new_map_id = 02
       $game_temp.player_new_x = 5
       $game_temp.player_new_y = 5
       $game_temp.player_new_direction = 0
       $scene = Scene_Map.new
       $game_map.autoplay
       return true
       
      end

    end
  end
end



Instructions
In the script.


Compatibility
Working on the RMX-OS controller, not yet compatible.


Credits and Thanks

  • edwardthefma for the Town Scrolls script




Author's Notes
Free to use as long as credit is given.
This is my first script, so there's bound to be bugs. Let me know if you run into any, or if you have a question about something.
32
I found a VX script that I used use that I really, really like. Problem is that it's written for VX (It uses the 'Notes' section in the database to configure quality), and I'm nowhere near skilled enough to re-write or convert it. I looked for an XP version, or if the author had anything like that but I turned up nothing. It's a short script though, so I wouldn't think it'd be too difficult.

Also, since XP obviously doesn't have the Notes section, it could either be configured in the script or some other way, it's up to whoever decides to help me out.

Here's the original post on RPGRevolution
http://www.rpgrevolution.com/forums/index.php?showtopic=42543

And here's the script itself, written by Leongon

module IQC_Configs
################################################################################
#                  Basic Item Quality Colors of Awesome VX v1.1                #
################################################################################
# Author: Leongon                                                              #
# Contact: carlos_gon47@hotmail.com       (or PM leongon on the board below)   #
# Licence: Free for commercial and non-commercial proyects, just credit.       #
# Share: Exclusive for www.rpgrevolution.com                                   #
#        If you want to share it outside, give a link only, please.            #
################################################################################
# This is a really tiny one. Item Quality let you set "quality" by colors,     #
# like in Diablo II: green for sets, yellow for epics, etc. and lot of other   #
# games around that colorizes the item, weapon and armor's names. And also can #
# be used on skills if you want to colourize them by element or something.     #
################################################################################

################################################################################
# Instructions #                                                               #
################                                                               #
#                                                                              #
# Setting an Item Quality. --------------------------------------------------- #
#                                                                              #
# Insert this tag in the item, weapon, armor or skill's notefields:            #
# <IQC quality>                                                                #
#                                                                              #
# Being "quality" the name you set for that quality, like rare, epic or uber.  #
#                                                                              #
# Asigning a color to a Item Quality. ---------------------------------------- #
#                                                                              #
# Below, in the configuration area, you can find the color list from 0 to 31.  #
# There insert the proper quality name at the color you want to be linked.     #
#                                                                              #
# If there are no tag found, the name will appear at normal text color: white  #
# in default RTP Window.png                                                    #
#                                                                              #
# I defaulted according to WoW quality colors: poor, rare, epic and legendary, #
# but you must take in consideration that I used the default RTP Window.png    #
# So if you have a custom one you can have different colors, so change the     #
# list at your will to match your needs.                                       #
#                                                                              #
################################################################################
# Configuration Area #
######################
                     #
  IQC_quality =      # Don't touch this line.
  {                  # Don't touch this line.
  0 => "",           #
  1 => "",           #
  2 => "",           #
  3 => "",           #
  4 => "",           #
  5 => "",           #
  6 => "",           #
  7 => "",           #
  8 => "poor",       #
  9 => "rare",       #
  10 => "",          #
  11 => "",          #
  12 => "",          #
  13 => "",          #
  14 => "",          #
  15 => "",          #
  16 => "",          #
  17 => "",          #
  18 => "",          #
  19 => "",          #
  20 => "legendary", #
  21 => "",          #
  22 => "",          #
  23 => "",          #
  24 => "uncommon",  #
  25 => "",          #
  26 => "",          #
  27 => "",          #
  28 => "",          #
  29 => "",          #
  30 => "epic",      #
  31 => ""           #
  }                  # Don't touch this line.
                     #
######################
#  Config Area End   #
######################
end





#------------------------------------------------------------------------------#
# Don't cross this line unless your country is at the top of the group table   #
# on South Africa's 2010 soccer world cup.                                     #
#------------------------------------------------------------------------------#
module LNR
  def get_single_for(note_field,tag_name)
    lines = note_field.split("\n")
    for line in lines
      if line[0,1].eql?("<")
        line2=line.split(/[<> ]/)
        if line2[1].eql?(tag_name)
          return line2[2]
        end
      end
    end
  end
end
#------------------------------------------------------------------------------#
class Window_Base < Window
  include LNR
  include IQC_Configs
  def draw_item_name(item, x, y, enabled = true)
    if item != nil
      draw_icon(item.icon_index, x, y, enabled)
      self.contents.font.color = normal_color
      if item.note.include?("<IQC ")
        quality = get_single_for(item.note,"IQC")
        self.contents.font.color = text_color(IQC_quality.index(quality).to_i)
      end
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, 172, WLH, item.name)
      self.contents.font.color = normal_color
    end
  end
end
33
New Projects / [XP] Bloodlines - Online RPG
January 07, 2011, 06:30:19 am


An online RPG in development by MRoe Designs

(Click image to go to the development blog)

Introduction
Spoiler: ShowHide
This game is still very much under development. Right now, schedule-wise we are looking at beginning alpha/beat tests sometime around April or May. With that being said, any and all information in this thread is subject to change at any point. What you see here may not be final.






Credits

Spoiler: ShowHide

Blizzard - Scripts, scripts, and a couple more scripts.
GameGuy - Quest Log script
Incompetech - Parts of the soundtrack
The Inquisitor - Tilesets
Leon_Westbrooke - Passive skills script
LiTTleDRAgo - Blizz ABS Enemy HP Meter
Markchapman10 - Mapping & Eventing
Nathmatt - Blizz ABS Addon - Battle Music
Ryex - Mouse Window APIs
Winkio - Blizz ABS Addon - Action Recharge Times
Wizered67 - Custom Mouse Windows


Anyone and everyone else who has helped me through the design and development of Bloodlines.

If I'm using something of yours and somehow forgot to give you credit for it, PLEASE do not hesitate to remind me. The last thing I want to do is not give appreciation where it's deserved.


Team

Spoiler: ShowHide

MRoeDesigns - Lead Designer / Lead Eventer

Markchapman10 - Mapper & Eventer

You - Writer? Scripter? Mapper? Artist? Check this post out.





World & Story

World Map
Spoiler: ShowHide


World Info
Spoiler: ShowHide

   The world in which the players reside, known as Serran, is largely unexplored. Though recorded history goes back at least 1100 years, the people have stuck mainly to their native continent, now known as Serran. Tales are told in hush whispers about what lies beyond the oceans, but few have dared to find out, and even less have ever returned. Though the majority of the population is human, the cultures have very distinct differences.

       The Terrivian tribes of the northeast are the oldest known society. Their culture is very close, and family oriented. Much of the worlds wisdom of sciences and magic have come from Terrivian elders and seers. They are a very spiritual people, and believe in multiple Gods and Goddesses. They live in small tribes and villages.

   Pyrburn, found to the west of Terriva, is a thriving military city. Its residents are mostly upper class citizens, who look down on anyone who isn't practically swimming in money. Though the citizens there are known to be quite rude, it is the biggest city in Serran, due to the military forces who also reside in the city. Those forces ended up there after the first war. Originally stationed in Newmill, they were driven back by Belro's forces.

   The Newmill Barrens stand as a desolate reminder of war. It was destroyed by King Belro in a show of power against King Simeon's military, and it was never rebuilt. Of the population who survived the attack, most were forced into Simeon's army, or left to their own ends.

   The monks of Blackwyn are a mysterious people. They descend from Terrivian ancestors who traveled further south-west of their homelands. There, they adopted a new style of living, which focused mainly on self-reflection and improvement. The majority of these people, who call them selves 'Anchorites' ('anchori' meaning knowledge in Terrivian), are mostly born into the circle, though it is possible for an outsider to join.

   Alton is a mining village at the base of the mountains where Blackwyn is located. These people are the only natives to Serran other than the Terrivians. A tough, hardworking people who don't mind doing the dirty work nobody else will. A lot of the older citizens are surviving veterans of Simeons army from the first war.

   New Brasetol is a small fishing town. Settlers from the south, they claimed parts of the territories previously unpopulated when their native island to the south was sunken due to a massive earthquake. The natives of these island now occupy most of southern Serran, including Baywick and Draccrest.

   Baywick is a trading capital between Alton, and New Brasetol. The population is a melting pot of the rest of the lands. People from all parts of the continent come here to trade and conduct business

   Draccrest is a small city, and is where Belro Avery was born and raised. He and his private military forces still reside there to this day. The civilians of this city have mostly been forced into labor by Belro, and those who haven't are still under his rule.




Storyline
Spoiler: ShowHide

       King Simeon Whyte ruled over the lands of Serran for 33 years before he was struck down. Third in his lineage, his family was well known for being great warriors, and even better leaders. They cared about their people, each and every one of them. But that's not the way it is any longer.

   When King Simeon was killed, everything changed. Belro Avery was a well known villain, having desolated New Mill Haven but 4 years prior. But nobody thought he would ever dare challenge the King, nor His army. When Belro stormed the gates of the castle, there was something different about his army. Something dark in the eyes, the souls even, of the soldiers.

   They slaughtered anyone and everyone in their path, showing mercy not to child nor mother. When they finally got to King Whyte, his royal guard was tossed aside as if they were untrained rookies. To this day, Belro keeps with him the dagger that ended the life and reign of the Whyte family.






Screenshots

Servers up!
Spoiler: ShowHide


In Combat
Spoiler: ShowHide


Menu System
Spoiler: ShowHide






Unique Features

Character Backgrounds

   Instead of having specific classes, players instead choose backgrounds for their characters when first creating them. These character background choices influence the characters beginning stats, as well as what skills the character starts with. This acts as a good  way to still tweak your character to your personal style (ie choosing to be an anchorite for a spell caster, starting your player off with a higher intelligence rating than others. )


  • Anchorite

  • Spoiler: ShowHide
    Raised in a monastery in the top of Mount Blackwyn, you spent the majority of your childhood in contemplation, reflection, and study. Through academic works and meditation, you honed your passion for knowledge in the fire of your will. Through firm discipline and determination, you constantly push yourself to unlock lore, whether it's hidden in ancient texts, or revealed through constant meditative practice.
    Bonus Stats :: +3 Intelligence, -2 Strength
    Starting Skills :: (2 offensive spells, read arcane, willpower)




  • Charlatan

  • Spoiler: ShowHide
    You spent your entire life on the road, moving from town to town. You get by taking odd jobs where you can find them, or other measures if the need arises. People are your stock in trade; your keen understanding of their attitudes, behaviors and desires keeps you alive and safe the majority of the time. Survival has always been your first priority, and you have become quite good at it.
    Bonus Stats :: +3 Charisma, -2 Intelligence
    Starting Skills :: Survival, Tracking, Persuasion, Archery




  • Ruffian

  • Spoiler: ShowHide
    Born into poverty, you grew up on the streets. When other children went home to their parents, you slept in back alleys and dilapidated abandoned buildings, getting food from where you could and making friends and family out of those in similar straits. Those with roofs over their heads and doors to close against the night looked down upon you, calling you a worthless, no-good street urchin. They didn't understand the kind of skills you possessed, skills that allowed you to find what you needed to survive, whether that was food, drinkable water, or a safe place to sleep.
    Bonus Stats :: +4 Agility, -1 Strength
    Starting Skills :: Pick lock, pick pocket, thrown weapons




  • Terrivian

  • Spoiler: ShowHide
    You were born into one of the Terrivian tribes of the north-east. You were raised by the members of your extended family, all of who participated in your life to one extent or another. Your mother taught you took gather food and cook, your father taught you to hunt and fish. Your grandfather taught you to treat hides and make weapons, and your grandmother taught you the history of your people. Everyone had his or her place at home, and you experienced times of both great joy and sorrow with all your kin.
    Bonus Stats :: +1 Agility, +1 Strength, -1 Charisma
    Starting Skills :: Hunters Advantage, Archery, Thrown Weapons



Skills

       Unlike most RPGs, in Bloodlines every character has the ability to learn every skill. The skills simply have certain level and stat requirements (ie Fireball may require level 5 and 8 intelligence), as well as certain prerequisites (skills you must know before learning other spells, ie Healing 1 > Healing 2). Players are given a certain number of skill points each time they gain a level, and they can go to librarians to purchase skill books to train. This system is simple, and easy to understand, while still allowing players a very high level of character characterisation.




Religion
Spoiler: ShowHide

Blackwyn Monks
   The monks in the monastery at the top of Mount Blackwyn are the most prominent point of religion in Bloodlines. They somewhat resemble Buddhism in that they strive for knowledge and inner peace more than following the will of their God. They do believe in a supreme    creator, though they feel that it does not control what happens to the people of the world, and    that it does not enforce any consequences. These monks believe that when you die, your physical body is left as a shell, and that your spirit moves on to a separate plane of existence. Where you go depends not necessarily upon your actions in relevance to others, but the level of peace you attained before you died. Their religion has no official name, nor do they have any hierarchy of priests or pastors.

Darji
   Darji is the only other religion mentioned in Bloodlines. Followers of Darji are often assumed to be involved with necromancy and the summoning of demons.  The demons are said     to come from a lower plane of existence, where souls who weren't at unrest go when they die. There they regret for eternity what they did, and eventually go mad. The souls will then make deals with dark magi in order to return to the physical plane temporarily. Due to this, demons are often known for betraying or even killing the people who summon them, and running rampant until the eventually return to the lower planes due to the binding rights wearing off.





General Magic
Spoiler: ShowHide

Magic is, as with anything else, a trained skill. The people of Bloodlines believe that everybody has the ability to preform magic, it just depends on how dedicated a person is. Magic doesn't tie specifically to any certain religion or deity, nor does it necessarily require any special items.    
   


Magic & Religion
Spoiler: ShowHide

Magic and religion are not necessarily tied, in that none of the world religions speak specifically on the use or knowledge of magic. However, certain religions are known for going hand in hand with certain types of magic. For instance followers of Darji are often assumed to be involved with necromancy and the summoning of demons. The Blackwyn Monks do not practice magic as part of their religion, though some of the monks do use it.
34
So I'm working on a script for my online game that will allow players to have items that will teleport them to certain locations. It's my first script, so I expected to run in to problems. However, when I ran the game and tried it out I got no errors. It did nothing, but I got no errors. And in a way that's worse than getting an error.. at least then I know whats wrong  :^_^':

If somebody could help me out with this it'd be awesome. I based it off of the [XP] Town Scrolls script that was posted on here.

This is the script
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Teleportation Items by MRoeDesigns
# Version: 0.1
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Instructions ::
#
# This script is used to create items that players can use to
# be teleported back to certain areas.
#
#
# Script Calls ::
#
# TItem.SetLocation(ID)
#  - Sets the location ID for the item
#
# TItem.Location?
#  - Returns the players location ID
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=


if !defined?(RMXOS) || RMXOS::VERSION < 1.09
 raise 'ERROR: The "Teleport Item" script requires RMX-OS 1.09 or higher.'
end

class  TItem
 
 def initialize
   @LocationID = 0
 end
 
 def self.SetLocation(id)
   @LocationID = id
 end
 
 def self.Location?
   return @LocationID
 end
 
 def self.Teleport
   
#   Change the Item Number here to reflect your teleport item
   if $game_party.item_number(34) == 1
     
     case TItem.Location?
   
     when 0
#      These values reflect where the player will be teleported to.
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 28
      $game_temp.player_new_x = 8
      $game_temp.player_new_y = 8
      $game_temp.player_new_direction = 0
      $scene = Scene_Map.new
      $game_map.autoplay
      return true
     
     when 1
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 28
      $game_temp.player_new_x = 5
      $game_temp.player_new_y = 5
      $game_temp.player_new_direction = 0
      $scene = Scene_Map.new
      $game_map.autoplay
      return true
     
     end

   end
 end
end


and the item runs a common event that runs this script "TItem.Teleport"

Sorry if I'm missing something obvious, this is the first time I've ever scripted in ruby   :shy:
35
Electronic and Computer Section / Ports wont forward!
January 05, 2011, 10:28:06 pm
Im trying to forward port 54269 for my game, but I cant get it to work D; I've tried forwarding it both with my internal IP (192.168.0.5) and my external IP, but neither is working, I'm using CanYouSeeMe.org to check if the port is available, but it of course is not.

Here's the fields that my router has for forwarding ports.

Spoiler: ShowHide
LAN port and IP information.
  Starting Port: (I put 54269)
  Ending Port: (Again, 54269. I've also tried starting on 268 and ending on 270 but that didnt work either.)
  Protocol: (TCP)
  LAN IP Address: (I've tried both internal and external IP here)    


2. Set the remote port and IP information. (Optional)
  Starting Port:
  Ending Port:    
  Set Remote IP Address:    (0.0.0.0 will use any IP Address)


I leave those last three blank, with 0.0.0.0 in the remote IP for any.
I don't know what I'm doing wrong :/
36
I've been programming in vb6 since I was young. I've done a lot of different types of work, and I'm very familiar with the language. However, since I taught myself at a young age, I overlooked things that I didn't need at the time and such. Recently I've been given the opportunity to work as a vb6 programmer / maintainer for a local company. What kinds of things do you suggest I touch up on and re-read?

Of course I'm going to be going over databasing, saving and loading files, directory hierarchy and that sort of thing. I just wanted some advice because I've never programmed on a professional level before.

Thanks!
37
I started working on the map for the alpha/beta testing area today. here's what I have so far.

Spoiler: ShowHide


The design is fine, I like it a lot actually. The problem is that I've tried coloring / detailing it multiple different ways and I can't find that one thing that's 'just right'. Not that what I was doing before was 'wrong' or anything, just not what I was looking for. Ive read a lot of photoshop cartography tutorials, but nothing seems right.

Any other designers / mappers / anyone that can help me out with this?
38
I hope this isn't against the rules, but I wanted to ask if anybody would need/use it before I made it.

I've customized the XP Ring Menu to work with / include the Blizz-ABS menu (With help, of course). I've been meaning to put together a tutorial of what needs to be changed, but I want to know if it would be useful. Because if not then I'll do it some other time. The only thread I could find concerning it hasn't been posted in since February.

If so I can work on it tonight/tomorrow and then just modify this post to be the tutorial thread.
39
Resource Database / Awesome 420 Icon pack
January 03, 2011, 06:15:44 pm
I found this awesome pack of 420 pixel art icons that this artist Alis over at PJ made especially for RPG's. Free for use.
:D


http://www.pixeljoint.com/pixelart/44976.htm
40
General Discussion / New HUD design!
January 03, 2011, 03:43:44 pm
I'm not sure if this is the right forum, so if not my apologies! I was going to put it in resources, but it's more of just me sharing ideas showing off ^.^

Note; this is just a mockup. The icons on the HUD aren't placed correctly in this, and positioning is not final.
That being said, I really like the design.
Spoiler: ShowHide
41
Hey!

So as you may or may not know, my current project is an online game using, of course, blizzards awesome RMXOS. I'm getting close (relatively) to being ready for public testing. I've got an old laptop that I want to use as a dedicated server for the game. I've never done this kind of thing before though, so any help at all would be greatly appreciated. I need to know what to do to set up the laptop and what I need to do to make sure people can access the game, but not the system if that makes sense.
42


I work with any and all kinds of digital and graphic design. From clothing to posters, business cards to logos, and everything in between. I work closely with each individual client to provide him or her with the kinds of results they desire, and deserve. I strive to create designs that speak for themselves, something that will stand out from anything and everything else. Whether you're a big company looking for something that blends well with previous work, or a new company looking for branding and something unique, I've got just what you need.

I have over 3 years in formal art and design classes, and over a years worth of classes structured specifically for graphic design. So between my creative skills and you're dedication, I know that we can take the image in your head, and put it onto the screen.


Spoiler: ShowHide
Also, because I'm not noobish enough to make two topics in this sub at once, click the image in my signature to be taken to the development blog for my current project, Bloodlines.
43
Express your Creativity / Fruity Loops vs Everything
January 01, 2011, 05:29:42 am
Quote from: Subsonic_Noise on December 31, 2010, 11:04:23 am
As much as I dislike FL, I've seen people make more than decent dubstep in it. Also, listen to Blizzards "Ticket to Heaven", it's made in FL.. and guess what it has right at the beginning? A filter sweep! Magic!


What don't you like about FL? I love fl :D Then again I've got producer edition so that may have something to do with it.
ps; filters in FL aren't that difficult

Note: This topic is a split off, this is how things started.
44



Info
The shop is back open! Unfortunately I dont have the old sigs or logos I did from when I first started, but I'll post the ones I do as of now! I'm a bit rusty on my design skills, so I figured this would be a great way to freshen up and help you guys out at the same time!

Accreditation
I am, of course, not charging anything for these. However, I do ask for some form of credit if you use my work on a website or something like that. A link back to http://CrownMedia.webs.com/ would be great

Current Requests (WIP)
Spoiler: ShowHide

1:
2:
3:



Work
Spoiler: ShowHide


Example (Transparent, With Background)









45
Script Troubleshooting / [XP] Ring menu mods [RESOLVED]
December 29, 2010, 10:00:49 pm
I absolutely love the ring menu for RPGmXP. I think it's super awesome, so I'm using it. But I'm also using Blizz ABS, so I had to add options for Hotkeys, and AI Behavior and Triggers. I don't know a whole lot about scripting, but I can do basic things like this. I got the additions there, and they're working, but there are a few little errors and things that need changed.

First off, does anyone know how I can bypass the actor selection window? My game only has one character in the party at any given time, so there's really no need for that window to pop up.

Another issue I can't figure out how to fix, is that when you use one of the new additions (Hotkeys, behavior, or triggers) and hit 'Esc' to return to the menu, it instead takes you directly back to the map.

If anyone could help me, that'd be great.
Here's the modified script.

Spoiler: ShowHide
#===================================================
# ¦ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: ?? (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ? CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# ?? ?I?u?W?F?N?g??????
#     menu_index : ?R?}???h??J?[?\????????u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
 @menu_index = menu_index
 $location_text=[]
 $window_size=[]
 $ring_menu_text=[]
 $chara_select=[]
 @window_opacity=[]
 @chara_select=[]
 @window_position=[]

  #--------------------------------------------------------------------------------------------------
  # ¦ Ring Menu Customization Section: (By Dubealex)
  #--------------------------------------------------------------------------------------------------
  # Those variables defines how the script will act.
  # Simply change the value by those you want.
  # Remember that changing the font size has its limitation due to text space allocation.
  #
  # ? TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
  $location_text[0]="Tahoma"      # Font Type
  $location_text[1]=22                # Font Size
  $location_text[2]=6                  # Location Title Color
  $location_text[4]=0                  # Map Name Color
  $location_text[3]="Location:"     # Customize the "Location" Title Text

  # ? SHOW LOCATION WINDOW SETTINS:
  @show_location_window=true                       #Set to false to not use it !
  @window_opacity[0]=255                             # Border Opacity
  @window_opacity[1]=130                             # Background Opacity
  $window_location_skin="001-Blue01"            # Window Skin
  @window_position[0]=20                             # X Axis Position
  @window_position[1]=20                             # Y Axis Position
  $window_size[0]=160                                  # Lengh
  $window_size[1]=96                                    # Heigh

  # ?  TEXT SETTINGS FOR INSIDE THE RING MENU:
  $ring_menu_text[0]="Tahoma"      # Font Type
  $ring_menu_text[7]=6                  # Font Color
  $ring_menu_text[8]=22                # Font Size
  $ring_menu_text[1]="Items"         # Items Menu Text
  $ring_menu_text[2]="Skills"          # Skills Menu Text
  $ring_menu_text[3]="Hotkeys"      
  $ring_menu_text[4]="Equipment"         # Equip Menu Text
  $ring_menu_text[5]="Stats"          # Stats Menu Text
  $ring_menu_text[6]="Behavior"
  $ring_menu_text[7]="Triggers"
  $ring_menu_text[8]="Save"          # Save Menu Text
  $ring_menu_text[9]="Quit"           # Quit Menu Text

  # ?  CHARACTER SELECTION WINDOW SETTINGS :
  @chara_select[0]=400               # X Axis Position
  @chara_select[1]=0                  # Y Axis Position
  $chara_select[0]="Tahoma"       # Font Type
  $chara_select[1]=0                   # Font Color
  $chara_select[5]=22                  # Font Size
  $chara_select[2]=255               # Window Border Opacity
  $chara_select[3]=130               # Window Background Opacity
  $chara_select[4]="001-Blue01"  # Window Skin to use
 #--------------------------------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# ?? ???C?????
#--------------------------------------------------------------------------
def main

 # Show Player Location Feature:
 if @show_location_window==true  
 @window_location = Window_Location.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    end
 #End of Show Player Location

 # ?X?v???C?g?Z?b?g???? ?
 @spriteset = Spriteset_Map.new
 # ?R?}???h?E?B???h?E???? ?
 px = $game_player.screen_x - 15
 py = $game_player.screen_y - 24
 @command_window = Window_RingMenu.new(px,py)
 @command_window.index = @menu_index
 # ?p?[?e?B l ??? 0  l??????
 if $game_party.actors.size == 0
   # ?A?C?e???A?X?L???A?????A?X?e?[?^?X????????
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
 end
 @command_window.z = 100
 # ?Z?[?u??~??????
 if $game_system.save_disabled
   # ?Z?[?u???????????
   @command_window.disable_item(4)
 end
 # ?X?e?[?^?X?E?B???h?E???? ?
 @status_window = Window_RingMenuStatus.new
 @status_window.x = @chara_select[0]
 @status_window.y = @chara_select[1]
 @status_window.z = 200
 @status_window.opacity=$chara_select[2]
 @status_window.back_opacity=$chara_select[3]
 @status_window.visible = false
 # ?g?????W?V???????s
 Graphics.transition
 # ???C?????[?v
 loop do
   # ?Q?[????????X V
   Graphics.update
   # ???????????X V
   Input.update
   # ?t???[???X V
   update
   # ????? ????????????[?v?????f
   if $scene != self
     break
   end
 end
 # ?g?????W?V????????
 Graphics.freeze
 # ?X?v???C?g?Z?b?g??????
 @spriteset.dispose
 # ?E?B???h?E??????
 if @show_location_window==true
 @window_location.dispose
 end
 @command_window.dispose
 @status_window.dispose
end
#--------------------------------------------------------------------------
# ?? ?t???[???X V
#--------------------------------------------------------------------------
def update
 # ?E?B???h?E???X V
 if @show_location_window==true
 @window_location.update
 end
 @command_window.update
 @status_window.update
 # ?R?}???h?E?B???h?E???A?N?e?B?u??????: update_command ?????
 if @command_window.active
   update_command
   return
 end
 # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u??????: update_status ?????
 if @status_window.active
   update_status
   return
 end
end
#--------------------------------------------------------------------------
# ?? ?t???[???X V (?R?}???h?E?B???h?E???A?N?e?B?u??????)
#--------------------------------------------------------------------------
def update_command
 # B ?{?^??????????????
 if Input.trigger?(Input::B)
   # ?L?????Z?? SE ?????t
   $game_system.se_play($data_system.cancel_se)
   # ?}?b?v????? ?????
   $scene = Scene_Map.new
   return
 end
 # C ?{?^??????????????
 if Input.trigger?(Input::C)
   # ?p?[?e?B l ??? 0  l???A?Z?[?u?A?Q?[???I????O??R?}???h??????
   if $game_party.actors.size == 0 and @command_window.index < 4
     # ?u?U?[ SE ?????t
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # WIDNOW INDEX HANDLEING
  $ring_menu_text[1]="Items"         # Items Menu Text
  $ring_menu_text[2]="Skills"          # Skills Menu Text
  $ring_menu_text[3]="Hotkeys"      
  $ring_menu_text[4]="Equip"         # Equip Menu Text
  $ring_menu_text[5]="Stats"          # Stats Menu Text
  $ring_menu_text[6]="Behavior"
  $ring_menu_text[7]="Triggers"
  $ring_menu_text[8]="Save"          # Save Menu Text
  $ring_menu_text[9]="Quit"           # Quit Menu Text
   case @command_window.index
   when 0  # Items
     # ????  SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?A?C?e??????? ?????
     $scene = Scene_Item.new
     
   when 1  # Skills
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
     
   when 2  #Hotkeys
     $scene = Scene_Hotkeys.new
     
   when 3  # Equipment
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
     
   when 4  # Stats[?^?X
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
     
   when 5 #Behavior
     $scene = Scene_AI_Behavior.new
     
   when 6 #Triggers  
     $scene = Scene_AI_Triggers.new
     
   when 7  # Save
     # ?Z?[?u??~??????
     if $game_system.save_disabled
       # ?u?U?[ SE ?????t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?Z?[?u????? ?????
     $scene = Scene_Save.new
     
   when 8  # Quit
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?Q?[???I??????? ?????
     $scene = Scene_End.new
     
   end
   return
 end
 # ?A?j???[?V??????????J?[?\??????? ???s?????
 return if @command_window.animation?
 # ??or?? ?{?^??????????????
 if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
   $game_system.se_play($data_system.cursor_se)
   @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
   return
 end
 # ??or?? ?{?^??????????????
 if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
   $game_system.se_play($data_system.cursor_se)
   @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
   return
 end
end
#--------------------------------------------------------------------------
# ?? ?t???[???X V (?X?e?[?^?X?E?B???h?E???A?N?e?B?u??????)
#--------------------------------------------------------------------------
def update_status
 # B ?{?^??????????????
 if Input.trigger?(Input::B)
   # ?L?????Z?? SE ?????t
   $game_system.se_play($data_system.cancel_se)
   # ?R?}???h?E?B???h?E???A?N?e?B?u?????
   @command_window.active = true
   @status_window.active = false
   @status_window.visible = false
   @status_window.index = -1
   return
 end
 # C ?{?^??????????????
 if Input.trigger?(Input::C)
   # ?R?}???h?E?B???h?E??J?[?\????u?????
   case @command_window.index
   when 1  # ?X?L??
     # ????A?N?^?[???s?? ????? 2 ??????????
     if $game_party.actors[@status_window.index].restriction >= 2
       # ?u?U?[ SE ?????t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?L??????? ?????
     $scene = Scene_Skill.new(@status_window.index)
   when 2  # ????
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ????????? ?????
     $scene = Scene_Equip.new(@status_window.index)
   when 3  # ?X?e?[?^?X
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X????? ?????
     $scene = Scene_Status.new(@status_window.index)
   end
   return
 end
end
end

#===================================================
# ? CLASS Scene_Menu Ends
#===================================================


#===================================================
# ? CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# ?? ?N???X?? ?
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64      
ICON_ITEM   = RPG::Cache.icon("I_Chest02")
ICON_HOTKEYS = RPG::Cache.icon("I_Scroll02")
ICON_SKILL  = RPG::Cache.icon("S_Buff01")
ICON_EQUIP  = RPG::Cache.icon("E_Wood04")
ICON_STATUS = RPG::Cache.icon("S_Holy03")
ICON_BEHAVIOR = RPG::Cache.icon("W_Book02")
ICON_TRIGGERS = RPG::Cache.icon("W_Book04")
ICON_SAVE   = RPG::Cache.icon("038-Item07")
ICON_EXIT   = RPG::Cache.icon("S_Light03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# ?? ?A?N?Z?T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# ?? ?I?u?W?F?N?g??????
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
 super(0, 0, 640, 480)
 self.contents = Bitmap.new(width-32, height-32)
 self.contents.font.name = $ring_menu_text[0]
 self.contents.font.color = text_color($ring_menu_text[7])
 self.contents.font.size = 22
 self.opacity = 0
 self.back_opacity = 0
 s1 = $ring_menu_text[1]
 s2 = $ring_menu_text[2]
 s3 = $ring_menu_text[3]
 s4 = $ring_menu_text[4]
 s5 = $ring_menu_text[5]
 s6 = $ring_menu_text[6]
 s7 = $ring_menu_text[7]
 s8 = $ring_menu_text[8]
 s9 = $ring_menu_text[9]
 @commands = [ s1, s2, s3, s4, s5, s6, s7, s8, s9 ]
 @item_max = 9
 @index = 0
 @items = [ ICON_ITEM, ICON_SKILL, ICON_HOTKEYS, ICON_EQUIP, ICON_STATUS, ICON_BEHAVIOR, ICON_TRIGGERS, ICON_SAVE, ICON_EXIT ]
 @disabled = [ false, false, false, false, false, false, false, false, false ]
 @cx = center_x - 16
 @cy = center_y - 16
 setup_move_start
 refresh
end
#--------------------------------------------------------------------------
# ?? ?t???[???X V
#--------------------------------------------------------------------------
def update
 super
 refresh
end
#--------------------------------------------------------------------------
# ?? ??????`??
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 # ?A?C?R?????`??
 case @mode
 when MODE_START
   refresh_start
 when MODE_WAIT
   refresh_wait
 when MODE_MOVER
   refresh_move(1)
 when MODE_MOVEL
   refresh_move(0)
 end
 # ?A?N?e?B?u??R?}???h???\??
 rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
 self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# ?? ??????`??(????????)
#--------------------------------------------------------------------------
def refresh_start
 d1 = 2.0 * Math::PI / @item_max
 d2 = 1.0 * Math::PI / STARTUP_FRAMES
 r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
 for i in 0...@item_max
   j = i - @index
   d = d1 * j + d2 * @steps
   x = @cx + ( r * Math.sin( d ) ).to_i
   y = @cy - ( r * Math.cos( d ) ).to_i
   draw_item(x, y, i)
 end
 @steps -= 1
 if @steps < 1
   @mode = MODE_WAIT
 end
end
#--------------------------------------------------------------------------
# ?? ??????`??(??@??)
#--------------------------------------------------------------------------
def refresh_wait
 d = 2.0 * Math::PI / @item_max
 for i in 0...@item_max
   j = i - @index
   x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
   y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
   draw_item(x, y, i)
 end
end
#--------------------------------------------------------------------------
# ?? ??????`??(???]??)
#  mode : 0=?????v???? 1=???v????
#--------------------------------------------------------------------------
def refresh_move( mode )
 d1 = 2.0 * Math::PI / @item_max
 d2 = d1 / MOVING_FRAMES
 d2 *= -1 if mode != 0
 for i in 0...@item_max
   j = i - @index
   d = d1 * j + d2 * @steps
   x = @cx + ( RING_R * Math.sin( d ) ).to_i
   y = @cy - ( RING_R * Math.cos( d ) ).to_i
   draw_item(x, y, i)
 end
 @steps -= 1
 if @steps < 1
   @mode = MODE_WAIT
 end
end
#--------------------------------------------------------------------------
# ?? ?????`??
#     x :
#     y :
#     i : ???????
#--------------------------------------------------------------------------
def draw_item(x, y, i)
 #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
 rect = Rect.new(0, 0, @items.width, @items.height)
 if @index == i
   self.contents.blt( x, y, @items, rect )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect )
   end
 else
   self.contents.blt( x, y, @items, rect, 128 )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
   end
 end
end
#--------------------------------------------------------------------------
# ?? ??????????????
#     index : ???????
#--------------------------------------------------------------------------
def disable_item(index)
 @disabled[index] = true
end
#--------------------------------------------------------------------------
# ?? ???????A?j???[?V??????????
#--------------------------------------------------------------------------
def setup_move_start
 @mode = MODE_START
 @steps = STARTUP_FRAMES
 if  SE_STARTUP != nil and SE_STARTUP != ""
   Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
 end
end
#--------------------------------------------------------------------------
# ?? ???]?A?j???[?V??????????
#--------------------------------------------------------------------------
def setup_move_move(mode)
 if mode == MODE_MOVER
   @index -= 1
   @index = @items.size - 1 if @index < 0
 elsif mode == MODE_MOVEL
   @index += 1
   @index = 0 if @index >= @items.size
 else
   return
 end
 @mode = mode
 @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# ?? ?A?j???[?V?????????????
#--------------------------------------------------------------------------
def animation?
 return @mode != MODE_WAIT
end
end

#===================================================
# ? CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ? CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ?? ?I?u?W?F?N?g??????
#--------------------------------------------------------------------------
def initialize
 super(204, 64, 232, 352)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.size = $chara_select[5]
 refresh
 self.active = false
 self.index = -1
end
#--------------------------------------------------------------------------
# ?? ???t???b?V??
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 self.windowskin = RPG::Cache.windowskin($chara_select[4])
 self.contents.font.name = $chara_select[0]
 self.contents.font.color = text_color($chara_select[1])
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
   x = 80
   y = 80 * i
   actor = $game_party.actors
   draw_actor_graphic(actor, x - 40, y + 80)
   draw_actor_name(actor, x, y + 24)
 end
end
#--------------------------------------------------------------------------
# ?? ?J?[?\??????`?X V
#--------------------------------------------------------------------------
def update_cursor_rect
 if @index < 0
   self.cursor_rect.empty
 else
   self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
 end
end
end
#===================================================
# ? CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ? CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
 $map_infos[@map_id]
end
end

#===================================================
# ? CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ? CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
end

#===================================================
# ? CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ? CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = $location_text[0]
 self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ? CLASS Window_Location Ends
#===================================================

#===================================================
# ? Ring Menu - Show Player Location R1 - Ends
#===================================================
46
Welcome! / Hey
December 29, 2010, 07:38:04 pm
Hey peoples.

Not really sure what to put here. I've been working with RPG Maker for a while. I've used a few different versions from 2003 to xp to vx and even played around with the new IG Maker a bit. The project I'm working on now uses RPG Maker XP though, one of my personal favorites.

Let's see, what else..

strengths would be event systems and mapping.
weaknesses are scripting (I'm learning), and the fact that I can't make good cut scenes for the life of me.