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Messages - Andreavnn

101
Sorry for the nercoposting, but does anyone have this tileset still?

*EDIT* Never mind I found them!
102
Quote600mg Ibuprofen


Quotenew episode of Legend of Korra


Both very good things  :haha:
103
Thanks for all your help AJNR95 :evil: You must of had a bowl of Badass for breakfast this morning. :)
104
@ForeverZer0: I found and changed the line and I load without errors, however the terrain tag I set to 7, a water autotile doesn't show a reflection.  :???:
Am I setting it up wrong or is my char_set not working with it right. I will keep trying to play with it.


I am using this character_set
Spoiler: ShowHide


*EDIT* That might be the same problem I am having with TOA too.
105
 :facepalm:  :^_^': I am going to have to level you up again +1

I think that is two or three now. Thanks for all this help!
106
I am still having a problem, I can't seem to get the HUD to fade correctly, I am going to upload a demo and PM it to you. I made a second common event called 'setting' to help me move the HUD round you can just delete that, it is a place holder.   :facepalm:
107
No problem, I had to go to bed too. I will give it a shot later today. Probably around the time you get up so hopefully we can get it working. Thanks again for the help.
+1
108
I did that and now the HUD_Background image doesn't even show up in game close or not. Here is what I did

Spoiler: ShowHide


*EDIT* I put Y twice darn it. Fail
**EDIT** Nevermind, still didn't work :(
***EDIT** I found a few errors, but I fixed them and still having the same problem the image isn't showing up at all.

Structure
Spoiler: ShowHide


HUD_Background
Spoiler: ShowHide
109
+1

Thanks for those images again and I am still playing with where I want the HUD I think I going to lower it into the bottom corner. Still playing with it. I can't seem to get the HUD_Background to fade however. :/ What I have so far, I think I followed your instructions right. >.<

Game_Structure
Spoiler: ShowHide


HUD_Background
Spoiler: ShowHide


*EDIT* Fixed image link
110
OMG  :naughty: That is awesome thanks for the help. However, I've ran into a problem I can't seem to solve myself. I loaded your images, thank you for those by the way, and I can't get everything to line up right now. Here is what I have.

Image of problem
Spoiler: ShowHide


HUD_Background Image: X, 200 / Y,430

Z_HUD:

# maximum height of the HUD
Spoiler: ShowHide
Z_HUD_HEIGHT = 125


class Hud
Spoiler: ShowHide
self.x, self.y = 200, 430


HP & SP Coordinates
Spoiler: ShowHide
 @hud_width = 500
@hud_height = 300
@hp_x, @hp_y = 9,0
@sp_x, @sp_y = 9,0


*EDIT* Fixed it myself, I cleared out the code and "reinstalled" it added my changes and they lined up perfectly.
111
Platform: RPG Maker XP

Script Order
Spoiler: ShowHide

MAWS 1.2
Dynamic_Footprints - Wachunga
Dynamic_Shadow - Rataime, Boushy, Genzai Kawakami
Dynamic_Lights - Kellessdee
Dynamic_Reflection - Rataime
Multiple Fogs - Game_Guy
Particle Engine (1) - By Pinkman, Sylver, markusmks
Particle Engine (2)
Particle Engine (3)
Particle Engine (4)
Particle Engine (5)
Particle Engine (6)
TOA (1)
TOA (2)
TOA (3)
BABS (1)
BABS (2)
BABS (3)
Z_HUD
Z_HUD_Plugin - RPGManiac3030
BABS_Battle Music


[Resolved]#1 = I don't want floating damage at all, when heroes and enemies hit each other I don't want the damage displayed on screen. Is there a way to turn it off? = BABS

[Resolved]#2 = When a hero attacks a target they either have to stand still and spam the attack key or move and press the attack key intermittently. I wanted to know if I could make it so you could move and spam the attack key at the same time is that possible, am I missing an option? = BABS

[http://forum.chaos-project.com/index.php/topic,11721.0.html]#3 = I am using Ton-Of-Addons and I have ARROW_ABOVE_PLAYER set to true, however it only works in the top left half of the screen and not anywhere else on the map. = TOA (It was suggested I ask Blizzard for help on this one :shy:)

[Resolved]#4 = I am trying to use a water reflection script and I keep getting an error. "Script 'Water_Reflection' line 187: SyntaxError occurred." = Water_Reflection

#5 I am using a dynamic footprint script, game loads just fine, however, when I press the movement key I get the following error, "Script 'Dynamic Footprints' line 323: ArgumnetError occurred. wrong number of arguments(2 for 0)

Dynamic_Footprints
Spoiler: ShowHide
=begin
============
 Dynamic Footprints - version 1.0 (2005-11-07)
============
 by Wachunga

0.95 - original release
1.0 - fixed a small bug with directional footprints and
      updated the compatibility list
 
SETUP:
1) From the database (Tileset tab), give the appropriate tiles of any
   tilesets that you want to show footprints (e.g. sand in "Desert",
   snow in "Snow Field") the terrain tag 1.
2) Place the footprints file in the Graphics/Tilesets folder.

To prevent an event from having any footprints (e.g. birds), include <nofp>
somewhere in its name.

(If using non-RTP sprites, you may want to create customized footprints.)

FEATURES:
* customizable duration footprint fading (optional)
* direction-specific footprints (optional)
* rounded footprints paths
* overlapping footprints supported
* handles move events (jumping, speed changes, etc) and teleportation

COMPATIBILITY:
1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
   very nature isn't very compatible with footprints (short of using sprites
   or pictures instead of a tileset) because a character can move part way
   across a tile without footprints appearing.
   
 2) Near Fantastica's Squad Based Movement/Action Battle System script -
    make sure it is below this script
 
 3) Near Fantastica's Updated Day Night script - again, make sure it is below
    this script
 
 4) Baskinein's Animated Sprite script - see:
    http://www.rmxp.net/forums/index.php?s=&showtopic=27407&view=findpost&p=261921
   
 5) Fukuyama's Caterpillar script - to only have one set of footprints
    for the whole group, no modifications are necessary (just make sure his
    script is above this one). To have a separate (overlapping) set of
    footprints for each character, uncomment (by moving the "= end") the
    following lines:

module Train_Actor
class Game_Party_Actor < Game_Character    
 def move_down(turn_enabled = true)
   if turn_enabled
     turn_down
   end
   if passable?(@x, @y, Input::DOWN)
     turn_down
     @y += 1
     increase_steps
   end
 end
 def move_left(turn_enabled = true)
   if turn_enabled
     turn_left
   end
   if passable?(@x, @y, Input::LEFT)
     turn_left
     @x -= 1
     increase_steps
   end
 end
 def move_right(turn_enabled = true)
   if turn_enabled
     turn_right
   end
   if passable?(@x, @y, Input::RIGHT)
     turn_right
     @x += 1
     increase_steps
   end
 end
 def move_up(turn_enabled = true)
   if turn_enabled
     turn_up
   end
   if passable?(@x, @y, Input::UP)
     turn_up
     @y -= 1
     increase_steps
   end
 end
end
end

=end

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 100
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

#----------------------------------------------------------------------

class Spriteset_Map
attr_accessor :footprints  
attr_accessor :fp_tilemap
def initialize
  @viewport1 = Viewport.new(0, 0, 640, 480)
  @viewport2 = Viewport.new(0, 0, 640, 480)
  @viewport3 = Viewport.new(0, 0, 640, 480)
  @viewport2.z = 200
  @viewport3.z = 5000
  @tilemap = Tilemap.new(@viewport1)
  @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
  for i in 0..6
    autotile_name = $game_map.autotile_names[i]
    @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
  end
  @tilemap.map_data = $game_map.data
  @tilemap.priorities = $game_map.priorities
  @panorama = Plane.new(@viewport1)
  @panorama.z = -1000
  @fog = Plane.new(@viewport1)
  @fog.z = 3000
  @character_sprites = []
  for i in $game_map.events.keys.sort
    sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
    @character_sprites.push(sprite)
  end
  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  @weather = RPG::Weather.new(@viewport1)
  @picture_sprites = []
  for i in 1..50
    @picture_sprites.push(Sprite_Picture.new(@viewport2,
      $game_screen.pictures[i]))
  end
  @timer_sprite = Sprite_Timer.new

  # Dynamic Footprints additions begin
  @footprints = []
  fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
  # make a column for each footprint image
  # right -> down
  fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
  # up -> right
  fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))  
  # left -> right  
  fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
  # down -> left
  fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
  # left -> up
  fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))  
  # down -> up
  fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

  # fill out each column, making copies of the image with decreasing opacity
  0.step(5*32, 32) do |x|
    opacity = 255
    0.step(15*32, 32) do |y|
      fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
      opacity -= 16
    end
  end

  if FP_DIRECTIONAL
    # down -> right
    fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 0, 32, 32))
    # right -> up
    fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 32, 32, 32))  
    # right -> left
    fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 64, 32, 32))    
    # left -> down
    fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 0, 32, 32))
    # up -> left
    fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 32, 32, 32))  
    # up -> down
    fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 64, 32, 32))
   
    0.step(5*32, 32) do |x|
      opacity = 255
      512.step(32*32, 32) do |y|
        fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
        opacity -= 16
      end
    end  
  end
 
  @fp_tilemap = Tilemap.new(@viewport1)  
  @fp_tilemap.tileset = fp_tileset
  @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
  # end Dynamic Footprints additions
 
  update
end

alias fp_dispose dispose
def dispose
  @fp_tilemap.dispose
  fp_dispose
end

alias fp_update update
def update
  @fp_tilemap.ox = $game_map.display_x / 4
  @fp_tilemap.oy = $game_map.display_y / 4
  @fp_tilemap.update
  unless FP_FADE_TIME == 0
    for fp in @footprints
      if fp.time > 1
        fp.time -= 1
        if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
        end
      else
        if not fp.fade
          # begin fading
          fp.time = FP_FADE_TIME
          fp.fade = true
        else        
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
          @footprints.delete(fp)
        end
      end
    end
  end
  fp_update
end

 def show_footprints(fp_index,fp_x,fp_y)
   # start with first layer, then stack footprints as necessary
   fp_z = 0
   if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
    @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
   else
    fp_z = 1
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
      fp_z = 2
      if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
        # delete the existing footprint at these coords from the list
        # (to prevent having multiples)
        for i in @footprints.reverse
          if i.x == fp_x and i.y == fp_y and i.z == fp_z
            @footprints.delete(i)
            break
          end
        end
      end
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    end
   end
   @footprints.push(Footprint.new(fp_x,fp_y,fp_z))    
 end  

end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
 alias fp_ge_init initialize
 def initialize(map_id, event)
  fp_ge_init(map_id, event)
  if @event.name.upcase.include?('<NOFP>')
    @fp_id = nil
  end
 end
end

#-------------------------------------------------------------------------------

class Game_Character

alias fp_gc_init initialize
def initialize
  fp_gc_init
  # 1st argument = second last x/y
  # 2nd argument = last x/y
  @last_x = [0,0]
  @last_y = [0,0]
  @fp_id = 0 # default footprints
end

def footprints
  # determine which prints to draw and where
  if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
    return
  end
  fp_index = nil
  # left
  if @x > @last_x[1]
    if @last_y[1] > @last_y[0]
      fp_index = FP_UR
    elsif @last_y[1] < @last_y[0]
      fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
    else
      fp_index = FP_LR
    end
  else
    # right
    if @x < @last_x[1]
      if @last_y[1] > @last_y[0]
        fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
      elsif @last_y[1] < @last_y[0]
        fp_index = FP_DL
      else
        fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
      end
    else
      # up
      if @y < @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_LU
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
        else
          fp_index = FP_DU
        end
      # down
      elsif @y > @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_RD
        else
          fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
        end
      end
    end
  end
  if fp_index != nil
    fp_x = @last_x[1]
    fp_y = @last_y[1]
    $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
  end
end

 def moveto(x, y)
   @x = x
   @y = y
   @real_x = x * 128
   @real_y = y * 128
   if @fp_id != nil
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]
   end
 end

 def increase_steps
   @stop_count = 0
   # show footprints if enabled for this character
   if @fp_id != nil and $scene.is_a?(Scene_Map)
     footprints
     # track the last positions
     @last_x.shift
     @last_x.push(@x)  
     @last_y.shift
     @last_y.push(@y)  
   end
 end

 def terrain_tag(x=@x,y=@y)
   return $game_map.terrain_tag(x, y)
 end

 def update_jump
   @jump_count -= 1
   @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
   @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
   if @fp_id != nil and @jump_count == 0
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]      
   end
 end  
 
end

#-------------------------------------------------------------------------------

class Scene_Map
 attr_reader :spriteset

 # only change is a couple of (commented) sections to prevent teleporting
 # within same map from losing footprints when the spriteset is recreated
 def transfer_player
   $game_temp.player_transferring = false
   if $game_map.map_id != $game_temp.player_new_map_id
     $game_map.setup($game_temp.player_new_map_id)
   else # Dynamic Footprints
     fp = @spriteset.footprints
     md = @spriteset.fp_tilemap.map_data
   end
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   case $game_temp.player_new_direction
   when 2
     $game_player.turn_down
   when 4
     $game_player.turn_left
   when 6
     $game_player.turn_right
   when 8
     $game_player.turn_up
   end
   $game_player.straighten
   $game_map.update
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   if fp != nil or md != nil # Dynamic Footprints
     @spriteset.footprints = fp
     @spriteset.fp_tilemap.map_data = md
   end
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     Graphics.transition(20)
   end
   $game_map.autoplay
   Graphics.frame_reset
   Input.update
 end
end

#-------------------------------------------------------------------------------

class Footprint
attr_reader :x
attr_reader :y
attr_reader :z
attr_accessor :time
attr_accessor :fade

def initialize(x,y,z)
  @x = x
  @y = y
  @z = z
  @time = FP_BEFORE_FADE_TIME
  @fade = false
end

end


Any help is appreciated  

*EDIT* Add information
**EDIT** Resolved some issues
***EDIT*** Updated scripts being used
****EDIT**** Updated post Scripts being used/new configuration problem. #5
*****EDIT***** Resolved some issues
112
Didn't know that. Okay I will give that a try. Thanks.

*EDIT* Will I need to call the event on every map?
**EDIT**
Here is what I got, looking and feeling right. Just need to upgrade my graphics for everything to feel "better".
Spoiler: ShowHide


***EDIT** I got it figured out now, thanks for your help. I would give you a +1, but I can't figure out how to do it. :/
113
No it isn't a animated background, when I change the X and Y coordinates the background doesn't change with it. I have the HP and SP bars in place already.

*EDIT* I am not going to have levels, I just maxed out the playable character so I won't need to tile the bars. The background won't move when I change the coordinates for it. :/

This is the problem I have
Spoiler: ShowHide
114
Thank you very much, I will give it a shot tonight. I will let you know what happenes  :facepalm:

*EDIT* The second code you gave me is that a replacement? My lines seem to be off a few numbers from yours. The second code in my script reads this.
Spoiler: ShowHide
    @hud_width = w if @hud_width < w
   @hud_height = BlizzCFG::Z_HUD_HEIGHT
   @hp_x, @hp_y, @sp_x, @sp_y = 0, 0, 0, b1.height + 4
   update_sp_y
   b = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)
   @left_x = b.width
   @left_y = b.height
   @hot_x = b.width
 end


**EDIT** I think I figured it out I have the HP lined up, but SP isn't even showing up. (Might be graphical issue) The HUD background won't move I changed the X and Y to all cause of numbers and it doesn't move maybe I am doing something wrong. I am going to keep trying.
***EDIT*** Fixed the problem with the SP and HP bar. Graphic issues there, still can't get the HUD-Background to move around the field.
115
Is there a script out there that converters VX tilesets to XP, I found one for sprites.  :???:

I am looking for a tileset that is for RPG Maker XP and has same kind of design at the photo below. The image below is from a VX tileset if there is a why to convert, that isn't extremely complicated, I am open to that also. Let me know if you want the full tile. Thanks to anyone who can help.

Example 1
Spoiler: ShowHide


Example 2
Spoiler: ShowHide


*EDIT* I found example 2 and I really like the style is there anyone making Auto-tiles that can help wipe some up for that set? Or does anyone know where I can find more like example 2? Thanks to anyone who can help.
**EDIT** Something like round VX Tilesets in XP format. :/ I've heard of them, but all the links I ever find are broken.
116
@Calintz Oh no, I think that would be rather difficult. I made some mock-ups that can be used with Blizzard's Z-HUD script and I will have to practice at images until I get them how I want them.  Unless you think you can do it without the used of photos which would be awesome and save room.

*EDIT* Added to post
**EDIT** Really all I need is some one to help me change the coordinates of the HUD to the low part of the screen like in my example image. I can only seem to find the Height of the HUD which I can't ever, not matter what number I put in, get it to move where I want it to be.  Or even give my the line of code that changes that controls that and I can play with it myself. I just can't seem to find the right line. HUD_HEIGHT for some reason doesn't move it where I can see it and doesn't move the HUD_Background. Any help would be greatly appreciated.
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Oh, true me I know MS paint is terrible. I didn't plan on using it at all, I was at work and only program I had "nearby". I am not very good with scripts at all so doing edits I very limited. I can move things around and play with stuff, but I can never get anything to function or placed right. :/  

*EDIT* I made some mock-up images for my HUD if anyone could edit the script for me so that everything was lined up right I would be greatly appreciated.
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Platform: RPG Maker XP
Scripts: Blizzard's Z-HUD, Blizzard's ABS 2.84

I am looking a custom HUD made for Blizzard's ABS. I've included a picture I wiped up in MS paint, however I am wanting the black bar to be gold and the text to be white. Also and this isn't important, but would be awesome if do-able for as the health bar gets lower for the color to change from green (full) to orange (half) then to red (low). The same with the MP bar, blue (full) dark purple (half) light purple (low). Again, something that might come later; if a player's status increases the HP and MP bars will grow in size too. The three small boxes will be able to host small icon images of "linked" to a weapon, or skill. The dash box I will get appropriate image for. I want to use images and Blizzard's Z-HUD script. If anyone needs more detail please let me know and thanks to anyone that can help me. I appreciate it very much.

Mock-Up
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HUD_Background Image
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HP_BAR_Full
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MP_BAR_FUll
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BARS_Empty
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Image of what I want it to look like in game. (Obviously the boxes would need to be slightly bigger to fit the text)
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*EDIT* Add some images for HP, MP and HUD backgrounds. I am a novice at Photoshop so they are very good, open to help with those too.
**EDIT** Add scripts being used.
***EDIT*** Fixed grammar and cleaned up request.
****EDIT**** Added new image of in-game "look" & design