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Messages - Spoofus

21
Okay, I'll see what I can do about the borders.

And about the status not updating, you have to see it in action yourself if you have the time, I can't explain it, it's a mystery to me  :^_^': .
and sorry about the mess it is, still working on a lot of it.

22
And I wouldn't even know where to begin with that, but it is a good idea and something I'll look into.
I never would of thought of doing that.
Now is there a simple line of script I could add in to just for the status windows to use a custom window skin?
And if that it literally what you just said, I am sorry   :facepalm: the older you get, your mind begins to go.

Edit:(updated title)
the other problem is I can't seem to get the 3rd party member's hp,mp, and states to update when taking damage and the like.Where it has been so long my mind just draws a complete blank on how to fix this and I am sure it is a stupid obvious solution.   :facepalm:

Here is the script:(preferred script)


If a copy of the project would be easier just let me know.

This whole day so far has been a derp day for me.....
23
Hey all been a good while.

So i been messing around with RMXP again and I trying to figure out to make the Border of the Battle Status window..well vanish I could be missing something in my own script.( I haven't done this stuff in a long time)

Here is what it it is doing(please don't mind the other sprites etc. still messing around with all of this)
Spoiler: ShowHide


Here is the script.
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Sideview CBS Layout by Spoofus and Nortos
# helpers KK20 G_G
# Version: 1.0b
# Date 3/1/08
#
# Compatibility:
#
# May not be compatible with SDK's not tested though.
# your old savegames. Can cause incompatibilty issues with following scripts
# and/or systems:
# - exotic CBS-es
# Features:
# Enemy and Ally Health bars
# CBS Facesets
# Nifty nice layout
#
# Instructions:
# For a charecters faceset you must write their faces in the picture folder
# but with _Face at the end of the actors name, remember to put the two health
# bar scripts in this into your project as well
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Credits and thanks:
# Credits go to Nortos for this main CBS script
# Seph for the health bar Scripts
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# ** class Window_Base
#------------------------------------------------------------------------------
#  Face functions, the charecters face is just their name than _face e.g Arshes_Face
#==============================================================================

#==============================================================================

class Window_Base < Window
  def face
    face = RPG::Cache.picture("")
  end 
 
  def draw_face(actor,x,y)
    face = RPG::Cache.picture(actor.character_name + "_face") rescue face
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x , y - fh, face, src_rect)   
  end
  #=========================================================
  #HP SP Positioning removeable
  #=========================================================
  def draw_actor_hp(actor, x, y, width = 144)
    # Draw "HP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    # Draw HP
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x - 20, y, 20, 32, actor.hp.to_s, 2)
    # Draw MaxHP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 60, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144)
    # Draw "SP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    # Draw SP
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x - 20, y, 20, 32, actor.sp.to_s, 2)
    # Draw MaxSP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end
  #===================================
  #end of HP SP Positioning removeable
  #===================================
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(340, 280, 300, 200)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 12
    self.back_opacity = 0
    self.contents.font.bold = true
    self.contents.font.name = "Tahoma"
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_y = i * 55 + 0
      draw_actor_name(actor, 0, actor_y - 10)
      draw_actor_hp(actor, 65, actor_y, 120)
      draw_actor_sp(actor, 80, actor_y + 22, 120)
      draw_face(actor, 10, actor_y + 40)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(150, actor_y, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, 140, actor_y + 5)
        #draw_actor_state(actor, 130, actor_y)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Slightly lower opacity level during main phase
    if $game_temp.battle_main_phase
      self.contents_opacity -= 4 if self.contents_opacity > 191
    else
      self.contents_opacity += 4 if self.contents_opacity < 255
    end
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class determines the x and y coordinates of each of the battlers
#  to change them yourself should be easy enough
#==============================================================================
class Game_Actor
  def screen_x
    x_positions = [395,460, 540, 485]
  if self.index != nil
      return x_positions[self.index]
    else
      return 0
    end
  end
#  #--------------------------------------------------------------------------
  def screen_y
    y_positions = [280, 280, 280, 445]
    if self.index != nil
      return y_positions[self.index]
    else
      return 0
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class is all the kinks I had to change to the battle scene
#  I edited the windows mainly a bit
#==============================================================================

class Scene_Battle
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(100, [s1, s2, s3, s4])
    @actor_command_window.new_items($game_party.actors[0].generate_commands)
    @actor_command_window.x = 120
    @actor_command_window.y = 320
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.index = -1
    @actor_command_window.back_opacity = 255
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    #@help_window.back_opacity = 255
    @help_window.back_opacity = $game_system.window_opacity #**
    @party_command_window.back_opacity = 255
    #@party_command_window.back_opacity = $game_system.window_opacity #**
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @status_window.visible = true
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    #@actor1_window.dispose
    #@actor2_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Make skill window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @skill_window.visible = true
    @skill_window.z = 255
    # Update skill window
    @skill_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End skill selection
      end_skill_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If it can't be used
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.skill_id = @skill.id
      # Make skill window invisible
      @skill_window.visible = false
      # If effect scope is single enemy
      if @skill.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @skill.scope == 3 or @skill.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End skill selection
        end_skill_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : item selection)
  #--------------------------------------------------------------------------
  def update_phase3_item_select
    # Make item window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @item_window.visible = true
    @item_window.z = 255
    # Update item window
    @item_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End item selection
      end_item_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.item_id = @item.id
      # Make item window invisible
      @item_window.visible = false
      # If effect scope is single enemy
      if @item.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @item.scope == 3 or @item.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End item selection
        end_item_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
 
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = true
    @party_command_window.visible = true
    @party_command_window.index = 0
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.index = -1
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
 
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @actor_command_window.index = 0
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
 
    def phase3_setup_command_window
    # Disable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    #@party_command_window.opacity = 160
    @party_command_window.index = -2
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    # Set index to 0
    @actor_command_window.index = 0
  end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command_New < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    #super(120, 128, 190, 90 * 32 + 32)
    #super(120, 128, width, commands.size * 32 + 32)
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.back_opacity = 255
    #self.back_opacity = $game_system.window_opacity #**
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(3, 32 * index, self.contents.width - 6, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end
#remove below if not working
#+==================
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays usable skills on the skill and battle screens.
#==============================================================================

class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(120, 128, 190, 90)
    @actor = actor
    if $game_temp.in_battle
      @column_max = 1
    else
      @column_max = 2
    end
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.back_opacity = 255
      #self.back_opacity = $game_system.window_opacity #**
    end
  end
  #--------------------------------------------------------------------------
  # * Acquiring Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if $game_temp.in_battle
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    else
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    end
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.size = 14
      self.contents.font.bold = true
    self.contents.draw_text(x + 28, y, 200, 32, skill.name, 0)
    skill = @data[index]
    # decide color depending on the fact if currently usable
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    # remove old SP display
    self.contents.fill_rect(236 + index % 1 * 320, index / 1 * 32, 48, 32,
        Color.new(0, 0, 0, 0))
    # calculate SP cost considering skill level
    sp_cost = (skill.sp_cost * @actor.get_skill_sp_cost_factor(skill.id)).to_i
    # draw SP cost
    self.contents.draw_text(107 + index % 1 * 320, index / 1 * 32, 48, 32,
        sp_cost.to_s, 2)
    #self.contents.draw_text(x + 100, y, 48, 32, skill.sp_cost.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end
#================================================
#=================================================
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the item and battle screens.
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(120, 128, 190, 90)
    if $game_temp.in_battle
      @column_max = 1
    end
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.back_opacity = 255
      #self.back_opacity = $game_system.window_opacity #**
    end
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # Also add weapons and items if outside of battle
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.font.size = 14
      self.contents.font.bold = true
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 100, y, 48, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

24
Script Troubleshooting / Re: Several Questions
July 25, 2017, 05:16:03 pm
Ok I found out what needs to be changed to change the width of the bars

Spoiler: ShowHide
def gradient_bar(x, y, w, color1, color2, color3, rate, flag = false)
    # stop if not active or out of range
    return unless $game_system.BARS || flag
    return if $game_system.bar_style < 0 || $game_system.bar_style > 6
    # styles with "vertical" black borders
    styles = [1, 3, 4, 5, 6]
    # setup of coordinates and offsets depending on style
    offs = 5
    x += offs
    y += 25
    if styles.include?($game_system.bar_style)
      offs += 2
      y -= 1
      [5, 6].include?($game_system.bar_style) ? y -= 2 :  x += 1
      # quantizes the width so it looks better (remove it and see what happens)
      w = w / 8 * 8
    end


w = w / 8 * 8

mess with the values of the 8 * 8 to change the width of the bars
Spoiler: ShowHide
25
General Discussion / Re: RPG Maker Fes
July 25, 2017, 02:38:26 pm
I did just look at the dlc after reading your reply, and I never realized how pricey it was.

I think that if your new to the rpgmaker stuff, this may be awesome, but if your coming from the pc versions, then yeah this is primitive stuff.

I learned though that this is great to make a very simple rpg that kids can enjoy  :haha:, I messed around and made a 1-Day dungeon crawler on it for my brothers kids they are like 5 and 6 years old, and the only rpgs they have known tend to be a bit complicated for them.They asked me why rpgs are way to hard,and I thought aww hell give me a day and I'll have a rpg for you to play, and if you like it, i'll introduce you to some that I grew up playing.
So I made the simple dungeon crawler for them to play, and to help them get used to rpgs and prepare them for some nes and snes ones that I will introduce them to. I was surprised that they both spent the entire day playing it on both of their 3ds, and they was comparing stuff that they found.
  :D
26
Script Troubleshooting / Re: Several Questions
July 25, 2017, 02:11:07 pm
def draw_actor_hp(actor, x, y, w = 148)


When I changed the 148 value and the bar length did not change at all, I am wanting to make it shorter if possible.
I did mess with a few other values there but none seemed to effect it in anyway.

Found the line I needed to change to change the position of where the hp value is shown but it will also change it the hp position in the menu as well, which ain't to big of a deal because I am wanting to request a new menu system soon anyways.

As for the Status effects If the bars length can be shorten I figured out something for them so that will be placed on the back burner for now.

currently how I got it going, I think it is starting to look purdy nice.
Spoiler: ShowHide


27
General Discussion / Re: RPG Maker Fes
July 24, 2017, 07:11:31 pm
I actually got this the other day, a friend gave me a eshop card for my birthday, and it reminds me of the old ps1 rpgmaker.

I been enjoying it so far, it is fun to mess around with I think, I am thinking of doing a small game and putting it up for the heck of it.
28
Script Troubleshooting / Several Questions
July 24, 2017, 06:29:42 pm
Bars
Spoiler: ShowHide

Status Icons
Spoiler: ShowHide


Some questions here.

First: how can i change the size of the bars from Blizz's Bar script in TONS

Second: I have tried to change the position of the numbers of the current HP and SP but I fail at it lol.

Third: what line of code can I put to have the actor status to be beside the actor battlers instead of being in side the status window,
and have it displaying vertical starting from the bottom up etc., I am using the status as icons from TONS, and I;m sure that some code will need to be edited as well for it, but where I been out of the rpgmaker game for so long and figured I would try messing around with an old project.
29
General Discussion / Lack of Tileset converters
May 17, 2017, 02:03:41 am
 Okay, I know I have been out of the RPG Maker loop for a while now, but after looking around there still seems to be a lack of a converter for tilesets.
As you all may know that some versions of rpgmakers tend to have a lack of certain themed tilesets compared to the others.
An example would be say for modern day tilesets, and some of the resource packs you can get look really good, but are only designed to work with the the more recent rpgmakers, but say someone like me would want to use them in rmxp etc., but tend to never get it right when manually converting them.

If anyone knows of a converter or something close to it,please pass the information about it.
30
Welcome! / I didn't loose everything
November 30, 2016, 01:08:19 pm
Okay, so I don't know if you all heard about the massive fires that basically destroyed Gatlinburg, TN and large parts of Pigeon Forge, TN. Well I live in an area that had a complete evacuation, and I was just told my home is still intact, the fire got to within a few yards of my house they said. You don't know how realized I am that I didn't loose everything.    I am doing good know after finding that all out, I'll post pictures after I get my pets from the shelter that took them in and get to my house
31
Sadly I think it might be at 11.0, I didn't even think of putting homebrew on it.

I do however still have my old 3ds XL still.
32
So I finally managed to get my hands on a new3DS the other day and got 2 games for it.

First game I got was Monster Hunter Generations, and I gotta say,  I love some of the new features the game has like the hunter arts,  the set I am currently using makes SnS all the more fun to me. (pm me if you want my friend code,  and if anyone has the game,  let's set up s hunt sometime)

The other game I got was 7th Dragon 3 Code: VFD.
this game is like the other 7th Dragon games but with a somewhat Shin Megami Tensei feel to it. I have played about 10 hours into it and the team I have e going is a lot of fun. You have a team of 3 for fights etc., and there are 4 classes to pick from at the start but you get 4 more open up as you progress, and you can change classes later on I learned. Out of the 4 starter classes.

The four starter classes are:
Samurai
Duelist
Agent
God Hand

I went with Duelist for my main character.Duelist is a odd class, think of it as if your playing yu gi oh, the attack spells are all creatures you summon,  and you can set field cards to buff elemental power and what not, and trap cards can be set that are triggered depending on what action are taken by a enemy. It's a neat class, it has your typical mage stats but with class changing I'm gonna go samurai(typical warrior class),then go back the Duelist to get the warrior stat bonuses added to it.

My second class choice was Agent,  it is a dps, support, and kinda debuffer/status effect class, it a fun class as well cause it starts with a skill called Hack,  that applies a edge t, so you can use "hacking" skills,  the 2 hacking skills it starts off with are good I think, one make the enemies beat up each other,  and the other one deals pretty good damage and restore the parties MP. It is a useful class to have I think personally.

The third class I went with was God Hand, it's like a typical Monk class mixed with Priest/Healer skills. It's damage out put from its attack skills can be amazing, certain skills add a stackable effect called God, you have to get it to a certain number to use some skills, creating skills won't reset the counter,  but the skills that do reset the god counter can deal a massive amount of damage the higher the counter stack is.

I hadn't messed with the Samurai class yet, but it skill sets are based on what weapon type is equipped from what I can tell.
33
I may look into the game when I have time,  I have been wanting to play Monster Hunter Online for a long time now So if you see Spoofus or Spoofuss running around then it will most likely be me.
34
Projects / Games / Re: Fighting Robots Quest
May 10, 2016, 01:26:49 pm
That is a cool system, it will give players a reason to collect all the accessories, to see what the outcome is when combining them.
35
General Discussion / Re: Screenshot Thread
May 04, 2016, 02:26:26 pm
Okay so I made a small video to show what i have of a world map for the moment and how the batle will look on it so far etc. etc.

https://youtu.be/4yut1ZfHRiY
36
Advertising / A Spoofy Site
April 18, 2016, 05:29:49 pm
 So I been working on a website from a from one of those make a free website sites.My site ain't much but it is something I plan on making into something that someone will visit on the occasion.(I hope so)
It is a site to host the RMXP project I have been working on as well as being a blog for random things, game reviews. Now don't make fun of me for the game review stuff, I plan on doing simple reviews for stuff I have been playing currently, and much older games from like the SNES generation that the younger people may not know of cause they only know of the newer stuff.
I am hoping that some of you will visit the site and post comments or post something goofy.

http://spoofus.weebly.com/

I hope you all enjoy the site somewhat.  :^_^':
37
Resource Requests / Paying for Help
March 26, 2016, 01:46:15 pm
So i am needing some tilesets and various character sets made, cause they are non existing as far as I know of(I have been looking for a long time).
I have been working on a few of the character sets myself, it is just that help would be nice.If I can manage to get all the tilesets I am needing done, then I can finally start to put together the game map wise,
since I got the scripts and story line done.  I would do tilesets myself it is just that I am bad at doing them.

Yes, I am willing to pay via Paypal.It wont be nothing special as I can only spare so much at the time, but still will pay.(will negotiate)

Job opportunity: (will provide the resources to those who are willing to take this up)
Now I am making a RMXP project that uses the GBA pokemon style resources you can find for RMXP, which I am sure I have most if not all, but I am using them for their modern look where it fits my project's theme and I generally just like the graphic style of it to be honest.

I am needing exterior and interior tilesets of the following:
General Styles:                                                            Environments:

Ruined Town/City                                                          Wooded area, Beach/Mountain Resort, Camp Ground, and Desert

Ancient ruins(Castles and temples etc.)                        Forest, Jungle, Plains, Cavern(*Mountain and **Deep Underground), Forested Lake Front, Beach Front, and Desert
(^May add more can't think of other types of ruins at the moment)
*Include exterior areas  ruins of the mountain cavern, along with old bridges made of wood/stone that would look nice to place over a canyon on the mountain.
**includes flooded chambers, fissures and what you may generally see in a underground cavern.

Pyramid(only need interior of this)


Now I have Need of someone to help make character sets as well of various creatures from myths and legends as well those that are supernatural, using the same GBA pokemon styles resources.
(will give detail of the facing directions I am needing, wont be needing complete character sets for the time being)


Now I know it may seem like a rather large task, but just remember it can give you a small bit of extra money yeah?

(also give me some time to reply back to those who would like to help. The busy season just picked up where I live, which happens to be a tourist trap and I am at work at least 10 hours a day minimum.)
38
Video Games / Re: The Video Game Nostalgia Thread
March 24, 2016, 04:48:47 pm
I could compile a list of snes era rpgs that I enjoyed playing that had good stories(to me anyways) and were just fun to play for you. Now some of them won't have multiplayer but I think you may still enjoy them.
39
Video Games / Re: The Video Game Nostalgia Thread
March 24, 2016, 01:56:14 pm
@orochii: yes, SoE was made to appeal to the western audience, I love how the hero makes a random movie reference for just about everything, and the dog has always made me laugh, where it get's the hero into more trouble than is needed sometimes.Also if you play SoE on emulator there are versions that have multiplayer unlocked.You should play it, cause the ending is such a twist and funny at the same time.

@Blizz: SoE is the same engine as SoM just that they locked the multiplayer out of it, cause people didn't use it much in SoM back then.

I still love the theme of SoE where it is  just a ordinary guy and his dog on a crazy adventure.
40
Ok so it is similar to the Phantasy Star Universe game then, I just need to decide n a build then.

I went with trusty ol' Hunter to start off,but I am more than likely to change it up once I understand the game a bit more ( where everything is "city" and all that).

but I just finished the tutorial where it teaches you the basic controls and got the the "city" and stopped where I am working at the time  :haha:.