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Messages - arisenhorizen

1
RMVX tilesets looks better for me. :)

Just need some RMVX curve tiles.
2
RMVX Script Database / Re: [VX] Pre Title-Screen Cutscene
December 10, 2009, 07:53:04 am
Heyaa,

I was too bored, so I created a demo, LOL.

Not sure if it works, but ...
http://www.filedropper.com/skiptitledemo


The only thing you guys need to do is,

1. edit the coordinates and map number of your cutscene (done in the script).
2. set the starting position of your player as the place where you want your player to be after they start a NEW GAME.

* Tips, o.o
Spoiler: ShowHide


If you want to set up the cutscene from another person's view (simply, you do not want your player to be there; eg, you want a cutscene to be an evil guy talking about his evil plans), you can go.

TOOLS -> DATABASE -> SYSTEM, and on the top left hand, under INITIAL PARTY, you can remove everyone, so that your player would not appear in the screen.

AFTER the cutscene, you can simply make a new event and -> under PAGE1, ADD PARTY MEMBER, to add back your player.


Took me some time to figure out the above when I was a beginner, but I'm quite sure almost everyone here knows how to operate this script. Quite self explainatory actually.
3
Eh, went through quite a number of websites alrdy.

Looked through almost hundreds of fonts.

Most are too thick, too thin, or have too much decorations, or simply looks too straight. (I want it to have a nice and relaxing feel, lols).

Need someone to recommand me fonts that they're using (or they think is good).

4
lol, but RMXP tilesets and RMVX tilesets on the same game looks weird.
5
Troubleshooting / Help / Suggestions for nice fonts..?
December 09, 2009, 11:58:18 am
I know this may sound stupid... (yes it is).

but does anyone knows of any nice fonts to use in a game?

I want one that does not have loads of decorations, just a simply one, do not have a "solid", or "fixed" feel, a little bit curly is okay.

Thanks. o.o
6
Hey,

topic name might be contradicting, but just see the picture below and you'll understand

I'm trying to make a mountain map and this is what I got

Spoiler: ShowHide


I need some curve tiles to cover up the sharp edges.
7
I used a new project to test the script, so basically this is the only script that I'm using.  :'(
8
Now same Syntax error on last line "end", added in another "end" on the next line and a new error pops up

line122, NameError occured
undefined method 'setup' for class 'MiniMap::Game_Map'.

Line 122 :  alias wora_minimap_gammap_setup setup
9
Thanks for the link,

anyways an error  :wacko:

Line 88, SyntaxError

line 88 :class RPG::MapInfo

script :
--------------------------------------------------------------
# ● [VX] ◦ MiniMap ◦ □
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 09/06/2008
# ◦ Version: 1.0 Beta
#--------------------------------------------------------------
# ◦ Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------

module MiniMap
#===========================================================================
# [START] MINIMAP SCRIPT SETUP PART
#---------------------------------------------------------------------------
SWITCH_NO_MINIMAP = 91 # Turn ON this switch to NOT SHOW minimap

MAP_RECT = [410, 20, 100, 100] # Minimap size and position
# [X, Y, Width, Height]
# You can change it in game, by call script:
# $game_system.minimap = [X, Y, Width, Height]

MAP_Z = 0 # Minimap's Z-coordinate
# Increase this number if there is problem that minimap show below some objects.

GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.

MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
# Color.new(Red, Green, Blue, Opacity)
MINIMAP_BORDER_SIZE = 2 # Minimap's border size

FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color

USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color

PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
#---------------------------------------------------------------------------

OBJECT_COLOR = {} # Don't change or delete this line!
#===============================================================
# * SETUP EVENT KEYWORD & COLOR
#---------------------------------------------------------------
# ** Template:
# OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
#-------------------------------------------------------------
# * 'keyword': Word you want to put in event's comment to show this color
# ** Note: 'keyword' is CASE SENSITIVE!
# * Color.new(...): Color you want
# You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
#-------------------------------------------------------------
OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)

#===========================================================================
# * [OPTIONAL] TAGS:
#---------------------------------------------------------------------------
# Change keyword for disable minimap & keyword for show event on minimap~
#-----------------------------------------------------------------------
TAG_NO_MINIMAP = '[NOMAP]'
TAG_EVENT = 'MMEV'
#---------------------------------------------------------------------------

#---------------------------------------------------------------------------
# [END] MINIMAP SCRIPT SETUP PART
#===========================================================================

def self.refresh
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.refresh
end
end

def self.update_object
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.update_object_list
end
#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
def name
return @name.gsub(/\[.*\]/) { }
end

def original_name
return @name
end

def show_minimap?
return !@name.include?(MiniMap::TAG_NO_MINIMAP)
end
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :minimap
alias wora_minimap_gamsys_ini initialize

def initialize
wora_minimap_gamsys_ini
@minimap = MiniMap::MAP_RECT
end

def show_minimap
return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
alias wora_minimap_gammap_setup setup
def setup(map_id)
wora_minimap_gammap_setup(map_id)
@db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
@map_info = @db_info[map_id]
end

def show_minimap?
return @map_info.show_minimap?
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
def mm_comment?(comment, return_comment = false )
if !@list.nil?
for i in 0...@list.size - 1
next if @list[i].code != 108
if @list[i].parameters[0].include?(comment)
return @list[i].parameters[0] if return_comment
return true
end
end
end
return '' if return_comment
return false
end
end
#==============================================================================
# ■ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
def initialize(tilemap)
@tilemap = tilemap
refresh
end

def dispose
@border.bitmap.dispose
@border.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
end

def visible
return @map_sprite.visible
end

def visible=(value)
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
@border.visible = value
end

def refresh
@mmr = $game_system.minimap
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max

@x = 0
@y = 0
@size = [map_rect.width / grid_size, map_rect.height / grid_size]

@border = Sprite.new
@border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
@border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
@border.bitmap = Bitmap.new(b_width, b_height)
@border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
@border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
@border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
@border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))

@map_sprite = Sprite.new
@map_sprite.x = map_rect.x
@map_sprite.y = map_rect.y
@map_sprite.z = MiniMap::MAP_Z
bitmap_width = $game_map.width * grid_size + map_rect.width
bitmap_height = $game_map.height * grid_size + map_rect.height
@map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@map_sprite.src_rect = map_rect

@object_sprite = Sprite.new
@object_sprite.x = map_rect.x
@object_sprite.y = map_rect.y
@object_sprite.z = MiniMap::MAP_Z + 1
@object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@object_sprite.src_rect = map_rect

@position_sprite = Sprite_Base.new
@position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
@position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
@position_sprite.z = MiniMap::MAP_Z + 2

bitmap = Bitmap.new(grid_size, grid_size)
# Player's Outline
if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
bitmap.rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end

bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
@position_sprite.bitmap = bitmap

draw_map
update_object_list
draw_object
update_position
end

def draw_map
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max

$game_map.width.times do |i|
$game_map.height.times do |j|
if !$game_map.passable?(i, j)
next
end
rect = Rect.new(map_rect.width / 2 + grid_size * i,
map_rect.height / 2 + grid_size * j,
grid_size, grid_size)
if grid_size >= 3
if !$game_map.passable?(i, j)
rect.height -= 1
rect.x += 1
rect.width -= 1
rect.width -= 1
rect.y += 1
rect.height -= 1
end
end
bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
end
end
end

def update_object_list
@object_list = {}
$game_map.events.values.each do |e|
comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
if comment != ''
type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
@object_list[type] = [] if @object_list[type].nil?
@object_list[type] << e
end
end
end

def draw_object
bitmap = @object_sprite.bitmap
bitmap.clear
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
rect = Rect.new(0, 0, grid_size, grid_size)
mw = map_rect.width / 2
mh = map_rect.height / 2

@object_list.each do |key, events|
color = MiniMap::OBJECT_COLOR[key]
next if events.nil? or color.nil?
events.each do |obj|
if !obj.character_name.empty?
rect.x = mw + obj.real_x * grid_size / 256
rect.y = mh + obj.real_y * grid_size / 256
# Event's Outline
if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, color)
end
end
end
end

def update
if @mmr != $game_system.minimap
dispose
refresh
end
draw_object
update_position
if @map_sprite.visible
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
end

def update_position
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMap::GRID_SIZE, 1].max
sx = $game_player.real_x * grid_size / 256
sy = $game_player.real_y * grid_size / 256
@map_sprite.src_rect.x = sx
@map_sprite.src_rect.y = sy
@object_sprite.src_rect.x = sx
@object_sprite.src_rect.y = sy
end
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
attr_reader :minimap
alias wora_minimap_sprsetmap_ini initialize
alias wora_minimap_sprsetmap_dis dispose
alias wora_minimap_sprsetmap_upd update

def initialize
wora_minimap_sprsetmap_ini
if $game_map.show_minimap?
@minimap = Game_MiniMap.new(@tilemap)
$game_system.show_minimap = true if $game_system.show_minimap.nil?
@minimap.visible = $game_system.show_minimap
end
end

def dispose
@minimap.dispose if !@minimap.nil?
wora_minimap_sprsetmap_dis
end

def update
if !@minimap.nil?
if $game_system.show_minimap
@minimap.visible = true
@minimap.update
else
@minimap.visible = false
end
end
wora_minimap_sprsetmap_upd
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
attr_reader :spriteset
end
10
EDIT : Error now becomes

"Vampyr SBAS" Line 892: NoMethodError occured
undefined method 'clear' for nil:NilClass

line 892 was $game_monsters.clear

I'm using the v11 version, downloadable on pg 10 of the forums.

Posted my error there, but just in case ... if someone good in scripting comes over...
11
Heya,

I recently found this Crissaegrim's script, kind of similar to Blizz's ABS script, except his was in VX.

Now, most of the links are dead, and the rest are pretty outdated (and since I can't post in other forums (even if I can), I can't possibily post on a dead threa.).

So, I need someone to help me, get Crissaegrim's ABS script, OR, find me an alternate source for an ABS for VX, ORR if you're a really really really kind person and have loads of time, help me create a ABS script. o.o

* Sorry for the many script requests o.o'', you guys sure are helpful people. ^^

And again, thanks in advance. :)
12
Recruitment / Re: The Storyline Service. Epic Stories.
December 07, 2009, 10:54:14 am
Well, I guess this topic isn't very active right now.

But if anyone needs any help, I'll be glad to lend a hand (Although I'm not very good in it). ;)
13
Heyya,

I found these 2 scripts on RPG Revolution Forum that day, but since I'm unable to even register in that website (I keep getting greeted with a Board Message saying that I have no rights, to even register o.o, and I don't know why), I need someone who is a member there to help me get download them and post them here.

Since I'm unable to get to those website, the only way I get in was through Google's cache's version,

Minimap Script : http://74.125.153.132/search?sourceid=navclient-menuext&q=cache:http%3A//www.rpgrevolution.com/forums/index.php%3Fshowtopic%3D17207

Player Plus Script : http://74.125.153.132/search?sourceid=navclient-menuext&q=cache:http%3A//www.rpgrevolution.com/forums/index.php%3Fshowtopic%3D22857

Thank you in advance. :)
14
Heya,

so, basically I'm using the Moghunter's Map Location Script and um, the map name only appears halfway,

eg, map name = "Hi this is a map name"
    map name that appears = "Hi this is a"

which means, a part of the map name is cut off.

Script here ;
#_________________________________________________________________________
# MOG_Location_Name_VX V1.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Apresenta uma janela com o nome do map.
# necess rio ter uma imagem com o nome de MAPNAME
# dentro da pasta Graphics/System.
#_______________________________________________________________________________
module MOG
#Font Name.
MPFONT = "Georgia"
#Fade ON/OFF(True - False).
MPNMFD = true
#Fade Time.
MPNMTM = 10
#Window Position.
# 0 = Upper Left.
# 1 = Lower Left.
# 2 = Upper Right.
# 3 = Lower Right.
MPNMPS = 3
# Disable Switch(ID).
WM_SWITCH_VIS_DISABLE = 1
end
#_________________________________________________
###############
# Game_System #
###############
class Game_System
attr_accessor :fdtm
attr_accessor :mpnm_x
attr_accessor :mpnm_y
alias mog_vx06_initialize initialize
def initialize
mog_vx06_initialize
@fdtm = 255 + 40 * MOG::MPNMTM
if MOG::MPNMPS == 0
@mpnm_x = -300
@mpnm_y = 0
elsif MOG::MPNMPS == 1
@mpnm_x = -300
@mpnm_y = 320
elsif MOG::MPNMPS == 2
@mpnm_x = 640
@mpnm_y = 0
else
@mpnm_x = 640
@mpnm_y = 320
end
end
def mpnm_x
return @mpnm_x
end
def mpnm_y
return @mpnm_y
end
def fdtm
if @fdtm <= 0
@fdtm = 0
end
return @fdtm
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window Base #
###############
class Window_Base < Window
def nd_mapic
mapic = Cache.system("")
end
def draw_mpname(x,y)
mapic = Cache.system("Mpname") rescue nd_mapic
cw = mapic.width
ch = mapic.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, mapic, src_rect)
self.contents.font.name = MOG::MPFONT
self.contents.font.size = 28
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 27, 110, 32, $game_map.mpname.to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 26, 110, 32, $game_map.mpname.to_s,1)
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize(x , y)
super($game_system.mpnm_x, $game_system.mpnm_y, 250, WLH + 70)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)
end
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog_vx06_start start
def start
@mpnm = Mpname.new($game_system.mpnm_x, $game_system.mpnm_y)
@mpnm.contents_opacity = $game_system.fdtm
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false
@mpnm.visible = true
else
@mpnm.visible = false
end
mog_vx06_start
end
alias mog_vx06_terminate terminate
def terminate
mog_vx06_terminate
@mpnm.dispose
end
alias mog_vx06_update update
def update
mog_vx06_update
location_name_update
end
def location_name_update
$game_system.mpnm_x = @mpnm.x
$game_system.mpnm_y = @mpnm.y
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == true or $game_system.fdtm <= 0
@mpnm.visible = false
else
@mpnm.visible = true
end
if MOG::MPNMPS == 0 or MOG::MPNMPS == 1
if @mpnm.x < 0
@mpnm.x += 5
elsif @mpnm.x >= 0
@mpnm.x = 0
end
else
if @mpnm.x > 300
@mpnm.x -= 5
elsif @mpnm.x <= 300
@mpnm.x = 300
end
end
@mpnm.contents_opacity = $game_system.fdtm
if MOG::MPNMFD == true
$game_system.fdtm -= 3
end
end
alias mog_vx06_update_transfer_player update_transfer_player
def update_transfer_player
return unless $game_player.transfer?
@mpnm.contents_opacity = 0
mog_vx06_update_transfer_player
if MOG::MPNMPS == 0
$game_system.mpnm_x = -340
$game_system.mpnm_y = 0
elsif MOG::MPNMPS == 1
$game_system.mpnm_x = -340
$game_system.mpnm_y = 320
elsif MOG::MPNMPS == 2
$game_system.mpnm_x = 640
$game_system.mpnm_y = 0
else
$game_system.mpnm_x = 640
$game_system.mpnm_y = 320
end
@mpnm.y = $game_system.mpnm_y
@mpnm.x = $game_system.mpnm_x
$game_system.fdtm = 255 + 60 * MOG::MPNMTM
@mpnm.refresh
end
end
$mogscript = {} if $mogscript == nil
$mogscript["location_name_vx"] = true


Basically I need some help extending the space allowed for the map name.
Thanks in advance.
15
Hi,

I recently found this script that allows you to upgrade your skill but I'm not sure how to operate it.

This is the script.
Spoiler: ShowHide
#==============================================================================
# Upgrade Skill Shop for RMVX
#==============================================================================
# By Nechigawara Sanzenin
# WARNING!! : This script can use on RPG Maker VX Only!! (XP Not Support)
#==============================================================================
# Update Skill with shop
#==============================================================================
=begin

How to Use:

You will add "$scene = Scene_Skill_Upgrade.new"  
To Call Skill Shop Windows.

Example:
$scene = Scene_Skill_Upgrade.new

You can turn on/off option under "# Setting".
You can set text to use in Skill Shop under "# Upgrade Text".

You can add "[up-Skill for upgrade to-]"
for set Next Skill at Note in Skill Database.

Example : For set Skill Id 1 to Upgrade to Skill ID 2

[up2]

You can add "[pu-Price-]" for set Skill Price at Note in Skill Database.

Example : For set Price to 150

[pu150]

=end
#==============================================================================
#module SKILL_SHOP
#==============================================================================
module UP_SKILL_SHOP
 # Setting
 Wait_Lv_Up = true # Wait 1 Lv up for use skill from Upgrade
 Show_cha = false # Show Charactor Graphic in Select Window
 # Upgrade Text
 How_Upgrade = "What 's hero do you want to upgrade?"
 Upgrade = "Upgrade"
 Cant_Upgrade = "Can't Upgrade"
 Cancel = "Cancel"
 Next_Lv = "Next Lv"
 Can_use = "%s can use now!"
 Upgrade_to = "Upgrade to"
 None = "None"
 # Price Data For Non Set
 PRICE = 100
 # Id of Next Skill
 def self.skill_upgrade(id)
   text = $data_skills[id].note
   text.scan(/\[up([0-9]+)\]/)
   upgrade = $1.to_i
   return upgrade
 end
 # Add Price
 def self.skill_upgrade_price(id)
   text = $data_skills[id].note
   ene = self.skill_upgrade(id)
   enable = (ene != 0)
   if enable == true
     text.scan(/\[pu([0-9]+)\]/)
     if $1.to_i != 0 then
       price = $1.to_i
     else
       price = PRICE
     end
     return price
   elsif enable == false
     price = 0
   end
   return price
 end
end
#==============================================================================
#class Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 def setup(actor_id)
   actor = $data_actors[actor_id]
   @actor_id = actor_id
   @name = actor.name
   @character_name = actor.character_name
   @character_index = actor.character_index
   @face_name = actor.face_name
   @face_index = actor.face_index
   @class_id = actor.class_id
   @weapon_id = actor.weapon_id
   @armor1_id = actor.armor1_id
   @armor2_id = actor.armor2_id
   @armor3_id = actor.armor3_id
   @armor4_id = actor.armor4_id
   @level = actor.initial_level
   @exp_list = Array.new(101)
   make_exp_list
   @exp = @exp_list[@level]
   @skills = []
   @up_skills = []
   @up = []
   for i in self.class.learnings
     learn_skill(i.skill_id) if i.level <= @level
   end
   clear_extra_values
   recover_all
 end
 #--------------------------------------------------------------------------
 def up_skills
   result = []
   for i in @up_skills
     result.push($data_skills[i])
   end
   return result
 end
 #--------------------------------------------------------------------------
 def learn_up_skill(skill_id)
   unless skill_learn?($data_skills[skill_id])
     @up_skills.push(skill_id)
     @up_skills.sort!
   end
 end
 #--------------------------------------------------------------------------
 def forget_skill(skill_id)
   @skills.delete(skill_id)
   @up_skills.delete(skill_id)
 end
 #--------------------------------------------------------------------------
 def skill_learn?(skill)
   if @skills.include?(skill.id)
     return true
   elsif @up_skills.include?(skill.id)
     return true
   else
     return false
   end
 end
 #--------------------------------------------------------------------------
 def up_learn_skill(skill_id)
   unless @skills.include?(skill_id)
     @skills.push(skill_id)
     @skills.sort!
   end
 end
 #--------------------------------------------------------------------------
 def skill_can_use?(skill)
   return false if @up_skills.include?(skill.id)
   return false unless skill_learn?(skill)
   return super
 end
 #--------------------------------------------------------------------------
 def up_skill?(skill)
   return @up_skills.include?(skill.id)
 end
 #--------------------------------------------------------------------------
 def display_level_up(new_skills)
   $game_message.new_page
   text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
   $game_message.texts.push(text)
   for skill in new_skills
     unless @up.include?(skill.id)
       text = sprintf(Vocab::ObtainSkill, skill.name)
       $game_message.texts.push(text)
     end
   end
   for i in 0...@up.size
     id = @up[i]
     name = $data_skills[id].name
     text = sprintf(UP_SKILL_SHOP::Can_use, name)
     $game_message.texts.push(text)
   end
   @up = []
 end
 #--------------------------------------------------------------------------
 alias inc_level_up level_up
 def level_up
   inc_level_up
   @up = []
   for i in 0...@up_skills.size
     id = @up_skills[i]
     up_learn_skill(id)
     @up.push(id)
   end
   @up_skills = []
 end
end
#==============================================================================
#class Window_Skill_ShopBuy
#==============================================================================
class Window_Skill < Window_Selectable
 #--------------------------------------------------------------------------
 def refresh
   @data = []
   for skill in @actor.skills
     @data.push(skill)
     if skill.id == @actor.last_skill_id
       self.index = @data.size - 1
     end
   end
   for skill in @actor.up_skills
     @data.push(skill)
   end
   @item_max = @data.size
   create_contents
   for i in 0...@item_max
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   rect = item_rect(index)
   self.contents.clear_rect(rect)
   skill = @data[index]
   if skill != nil
     rect.width -= 4
     enabled = @actor.skill_can_use?(skill)
     draw_item_name(skill, rect.x, rect.y, enabled)
     if @actor.up_skill?(skill)
       text = UP_SKILL_SHOP::Next_Lv
     else
       text = @actor.calc_mp_cost(skill)
     end
     self.contents.draw_text(rect, text, 2)
   end
 end
end
#==============================================================================
#class Window_Skill_Upgrade
#==============================================================================
class Window_Skill_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
   super(x, y, width, height)
   @actor = nil
   self.index = 0
   refresh
 end
 #--------------------------------------------------------------------------
 def actor=(actor)
   if @actor != actor
     @actor = actor
     refresh
   end
 end
 #--------------------------------------------------------------------------
 def skill
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   unless @actor == nil
     @data = []
     for skill in @actor.skills
       @data.push(skill)
     end
     @item_max = @data.size
     create_contents
     for i in 0...@item_max
       draw_item(i)
     end
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   rect = item_rect(index)
   self.contents.clear_rect(rect)
   skill = @data[index]
   if skill != nil
     rect.width -= 4
     enabled1 = UP_SKILL_SHOP.skill_upgrade(skill.id) != 0
     id_2 = UP_SKILL_SHOP.skill_upgrade(skill.id)
     skill2 = $data_skills[id_2]
     enabled2 = @actor.skill_learn?(skill2) == false
     price = UP_SKILL_SHOP.skill_upgrade_price(skill.id)
     enabled3 = (price != 0 and $game_party.gold >= price)
     enabled = (enabled1 and enabled2 and enabled3)
     draw_item_name(skill, rect.x, rect.y, enabled)
     unless enabled1 and enabled2
       self.contents.draw_text(rect, UP_SKILL_SHOP::Cant_Upgrade , 2)
     else
       self.contents.draw_text(rect, price , 2)
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(skill == nil ? "" : skill.description)
 end
end
#==============================================================================
#class Window_Next_Skill_Upgrade
#==============================================================================
class Window_Next_Skill_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y)
   super(x, y, 304, WLH + 32)
   @skill = nil
   refresh
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   if @skill != nil
     self.contents.font.color = system_color
     text = UP_SKILL_SHOP::Upgrade_to
     cx = contents.text_size(text).width
     self.contents.draw_text(4, 0, cx, WLH, text)
     enabled = UP_SKILL_SHOP.skill_upgrade(@skill.id) != 0
     unless enabled
       none_text = UP_SKILL_SHOP::None
       self.contents.draw_text(4, 0, 200, WLH, none_text , 2)
     else
       id_2 = UP_SKILL_SHOP.skill_upgrade(@skill.id)
       skill2 = $data_skills[id_2]
       sx = contents.text_size(skill2.name).width
       set_x = sx + 24
       draw_item_name(skill2, self.contents.width - set_x, 0, enabled)
     end
   end
 end
 #--------------------------------------------------------------------------
 def skill=(skill)
   if @skill != skill
     @skill = skill
     refresh
   end
 end  
end
#==============================================================================
#class Window_Skill_Hero_Upgrade
#==============================================================================
class Window_Skill_Hero_Upgrade < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(x, y)
   super(x, y, 240, 304)
   refresh
   self.active = false
   self.index = 0
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.members.size
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 200, WLH, UP_SKILL_SHOP::How_Upgrade)
   for actor in $game_party.members
     x = 4
     y = WLH * (2 + actor.index * 2)
     draw_actor(actor, x, y)
   end
 end
 #--------------------------------------------------------------------------
 def draw_actor(actor, x, y)
   self.contents.font.color = normal_color
   if UP_SKILL_SHOP::Show_cha
     name = actor.character_name
     index = actor.character_index
     size = contents.text_size(actor.name).width
     draw_character(name, index, x + 20 + size , y + 30)
   end
   self.contents.draw_text(x, y, 200, WLH, actor.name)
 end
 #--------------------------------------------------------------------------
 def update_cursor
   if @index < 0
     self.cursor_rect.empty
   elsif @index < @item_max
     y = WLH * (2 + @index * 2)
     unless UP_SKILL_SHOP::Show_cha
       self.cursor_rect.set(0, y , contents.width, WLH)
     else
       self.cursor_rect.set(0, y - 4, contents.width,34)
     end
   end
 end
end
#==============================================================================
#class Scene_Skill_Upgrade
#==============================================================================
class Scene_Skill_Upgrade < Scene_Base
 #--------------------------------------------------------------------------
 def start
   super
   create_menu_background
   create_command_window
   @viewport = Viewport.new(0, 0, 544, 416)
   @help_window = Window_Help.new
   @gold_window = Window_Gold.new(384, 56)
   @dummy_window = Window_Base.new(0, 112, 544, 304)
   @skill_window = Window_Skill_Upgrade.new(240, 112, 304 , 248)
   @skill_window.active = false
   @skill_window.visible = false
   @skill_window.help_window = @help_window
   @hero_window = Window_Skill_Hero_Upgrade.new(0, 112)
   @hero_window.visible = false
   @hero_window.active = false
   @upgrade_window = Window_Next_Skill_Upgrade.new(240,360)
   @upgrade_window.visible = false
 end
 #--------------------------------------------------------------------------
 def terminate
   super
   dispose_menu_background
   dispose_command_window
   @help_window.dispose
   @gold_window.dispose
   @dummy_window.dispose
   @skill_window.dispose
   @hero_window.dispose
   @upgrade_window.dispose
 end  
 #--------------------------------------------------------------------------
 def update
   super
   update_menu_background
   @help_window.update
   @command_window.update
   @gold_window.update
   @dummy_window.update
   @skill_window.update
   @hero_window.update
   @upgrade_window.update
   if @command_window.active
     update_command_selection
   elsif @skill_window.active
     update_skill_selection
   elsif @hero_window.active
     update_hero_selection
   end
 end
 #--------------------------------------------------------------------------
 def create_command_window
   s1 = UP_SKILL_SHOP::Upgrade
   s2 = UP_SKILL_SHOP::Cancel
   @command_window = Window_Command.new(384, [s1, s2], 2)
   @command_window.y = 56
 end
 #--------------------------------------------------------------------------
 def dispose_command_window
   @command_window.dispose
 end
 #--------------------------------------------------------------------------
 def update_command_selection
   @help_window.set_text("")
   if Input.trigger?(Input::B)
     Sound.play_cancel
     $scene = Scene_Map.new
   elsif Input.trigger?(Input::C)
     case @command_window.index
     when 0
       Sound.play_decision
       @command_window.active = false
       @dummy_window.visible = false
       @skill_window.visible = true
       @hero_window.visible = true
       @hero_window.active = true
       @upgrade_window.visible = true
     when 1
       Sound.play_decision
       $scene = Scene_Map.new
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_skill_selection
   skill = @skill_window.skill
   @upgrade_window.skill = skill
   if Input.trigger?(Input::B)
     Sound.play_cancel
     @skill_window.active = false
     @hero_window.active = true
   elsif Input.trigger?(Input::C)
     enabled1 = UP_SKILL_SHOP.skill_upgrade(skill.id) != 0
     id_2 = UP_SKILL_SHOP.skill_upgrade(skill.id)
     skill2 = $data_skills[id_2]
     enabled2 = @actor.skill_learn?(skill2) == false
     @price = UP_SKILL_SHOP.skill_upgrade_price(skill.id)
     enabled3 = (@price != 0 and $game_party.gold >= @price)
     enabled = (enabled1 and enabled2 and enabled3)
     unless enabled
       Sound.play_buzzer
     else
       Sound.play_decision
       learn_target(id_2,skill.id)
     end
   end
 end
 #--------------------------------------------------------------------------
 def update_hero_selection
   @help_window.set_text("")
   @actor = $game_party.members[@hero_window.index]
   @skill_window.actor = @actor
   skill = @skill_window.skill
   @upgrade_window.skill = skill
   if Input.trigger?(Input::B)
     Sound.play_cancel
     @command_window.active = true
     @dummy_window.visible = true
     @skill_window.visible = false
     @hero_window.visible = false
     @hero_window.active = false
     @upgrade_window.visible = false
   elsif Input.trigger?(Input::C)
     Sound.play_decision
     @skill_window.active = true
     @hero_window.active = false
   end
 end
 #--------------------------------------------------------------------------
 def learn_target(skill_id1,skill_id2)
   Sound.play_shop
   unless UP_SKILL_SHOP::Wait_Lv_Up
     @actor.learn_skill(skill_id1)
   else
     @actor.learn_up_skill(skill_id1)
   end
   @actor.forget_skill(skill_id2)
   $game_party.lose_gold(@price)
   @skill_window.refresh
   @gold_window.refresh
   @hero_window.refresh
   @upgrade_window.refresh
 end
end


My problem is, I don't know which part of the script that I have to change. Because when I test it, none of my skill is upgradable.

Please use code tags when posting code ~ G_G
16
Can someone post a tutorial on mountain mapping on VX? I really don't know which tiles to use..?

(Even if I know I'd probably won't be able to map it out, lols).


Thanks :).
17
lol, I copied wrongly. Thanks for explaining.  :^_^':
18
Thanks~! It worked perfectly~!

Finally problem resolved.

Thanks for helping me for like the nth time.  :shy:
19
Thanks ... but there's an error.

Line62, SystemStackError occured.
stack level too deep.


this is line 62 :   if event.list.code == 108 and event.list.parameters == ["FIRE"]
20
YAY, IT WORKKKEEED.

But lol, I have another problem. I need to autosave the moment "New Game" starts so that it doesn't repeat the cutscene everytime I start it or perharps I could manupulate when I want to autosave the game. (some people don't remember to save game before shutting down, lol).

EDIT : I gotta sleep now, but I will get back tmr.