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Messages - jyumai

1
Quote from: ForeverZer0 on July 25, 2011, 07:30:37 pm
Here you go.  

Spoiler: ShowHide
class Scene_Title
 
  alias zer0_title_fog_main main
  def main
    viewport = Viewport.new(0, 0, 640, 480)
    # Change the value of the next line to like 10000 to have it display "over"
    # the windows instead of behind them
    viewport.z = 100
    @fog = Plane.new(viewport)
    @weather = RPG::Weather.new(viewport)
    #---------------------------------------------------------------------------
    # Adjust your settings for the fog here
    @fog.bitmap = RPG::Cache.fog('001-Fog01', 0)  # Name of the fog
    @scroll_speed_x = 3   # Horizontal scroll speed
    @scroll_speed_y = 3   # Vertical scroll speed
    @fog.zoom_x = 1.0  # Zoom on the x-axis
    @fog.zoom_y = 1.0  # Zoom on the y-axis
    @fog.opacity = 60  # Opacity
    @fog.blend_type = 0  # Blendtype
    @fog.tone = Tone.new(0, 0, 0, 0)  # Tone to blend with the bitmal
   
   
    @weather.type = 1   # The weather type
    @weather.max = 25   # The power of the weather
    #---------------------------------------------------------------------------
    zer0_title_fog_main
    [@fog, viewport].each {|sprite| sprite.dispose }
  end
 
  alias zer0_title_fog_upd update
  def update
    @fog.ox += @scroll_speed_x
    @fog.oy += @scroll_speed_y
    @weather.update
    zer0_title_fog_upd
  end
end


EDIT: I just noticed you said you wanted weather there to.  I'll add and update it in a second.

EDIT 2:  Added the weather control.


Thank you sooooo much man...Ill go test it out now  :haha:
2
Script Requests / Just need some quick help here!!!
July 25, 2011, 05:40:36 pm
I want to modify my Scene_title and Main so that I can get fog and/or weather on the titlescreen...without using an Advanced Titlescreen script. I really dont need half the features in those XD
3
Thanks for the replies everyone. At least I know I CAN be done  :^_^': However I dont think it should cause to many problems because I have disabled running, jumping and sneaking in my game. My game is interesting I just didnt want those features there :P I dont really know RGSS to well and I dont have the time to go in depth unfortunately. I have to at least be halfway done with this project before the end of the summer. So is ANYONE willing to help me with this one...if not I can attempt it on my own.
4
I've always wondered if there is a way to modify the caterpiller system that comes with Blizz ABS (2.84) so that the characters following the player dont necessarily move in a straight line? Maybe they can linger around when the player stops moving...or spread out sometimes...basically move on their own path and not just follow the shadow of the main character  :P I hope I made sense  :wacko:
5
Script Troubleshooting / Re: Editz teh Script
May 27, 2011, 06:59:58 am
Quote from: Wizered67 on May 24, 2011, 06:50:00 pm
Don't use my Speed Menu, its terrible. As for your problem, I think someone made a script for the Blizz-ABS pre-menu that doesn't pause enemies, so maybe you can see how they did it.


Thanks, I'll look out for it. Hopefully I find something good :3
6
Script Troubleshooting / Editz teh Script
May 24, 2011, 05:13:57 pm
Hey guys can I get a scripter to edit Reno-s--Joker's Ring CMS so that it does not pause while using the menu. It needs to work with RMX-OS. (I actually prefered this one over Wizered's speed menu due to compatability issues).

The script:
Spoiler: ShowHide
#==============================================================================
# ■ Ring Menu Config Module
# by Reno-s--Joker
#------------------------------------------------------------------------------
# I'm still just getting the hang of modules, but this may make your icon
# changing much easier.
#==============================================================================
module RM_CFG
 #--------------------------------------------------------------------------
 # ● Icons for the addon windows
 #--------------------------------------------------------------------------
 Gold_Icon = '034-Item03'
 Map_Icon = '038-Item07'
 #--------------------------------------------------------------------------
 # ● Icons for the main ring
 #--------------------------------------------------------------------------
 Item_Icon = '021-Potion01'
 Skill_Icon = '044-Skill01'
 Equip_Icon = '050-Skill07'
 Status_Icon = '049-Skill06'
 Save_Icon = '047-Skill04'
 Exit_Icon = '020-Accessory05'
 Disabled_Icon = '046-Skill03'
 Openmenu_Se = ''
 #--------------------------------------------------------------------------
 # ● Fix for near screen edge hiding, thanks to Landith and Aqua
 #--------------------------------------------------------------------------
 Edge_Hide_Fix = true
end  
#==============================================================================
# ■ End Ring Menu Config Module
#==============================================================================

#==============================================================================
# ■ Window_Gold
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of gold in the menu.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_Gold < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   cx = contents.text_size($data_system.words.gold).width
   self.contents.font.color = normal_color
   self.contents.blt(4, 4, RPG::Cache.icon(RM_CFG::Gold_Icon), Rect.new(0, 0, 24, 24), 255)
   self.contents.draw_text(4, 0, 100-cx-2, 32, $game_party.gold.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(104-cx, 0, cx, 32, $data_system.words.gold, 2)
 end
end
#==============================================================================
# ■ End Window_Gold
#==============================================================================

#==============================================================================
# ■ Window_PlayTime
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of time spent playing.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.draw_text(4, 0, 100, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end
#==============================================================================
# ■ End Window_PlayTime
#==============================================================================


#==============================================================================
# ■ Window_Steps
# by Reno-s--Joker
#------------------------------------------------------------------------------
# Also includes map name (location)
# Replaces the one which comes with the Ring Menu entirely.
# New addition - encounter steps in v 1.1
#==============================================================================
class Window_Steps < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 124, 32, "Steps: " + $game_party.steps.to_s, 0)
   self.contents.draw_text(4, 32, 124, 32, "Enc. Stps: " + $game_map.encounter_step.to_s, 0)
   # Another thing can be added at y=32 e.g. No. of Kills
   # (from Blizzard's Tons of Addons)
   self.contents.font.color = normal_color
   self.contents.blt(4, 70, RPG::Cache.icon(RM_CFG::Map_Icon), Rect.new(0, 0, 24, 24), 160)
   map_name = $game_map.name.tr("/*","")
   # Just ignore that thing I said before in the other demo... ^^;
   self.contents.draw_text(8, 64, 124, 32, map_name.to_s)
 end
end
#==============================================================================
# ■ End Window_Steps
#==============================================================================

#==============================================================================
# ■ Window_Status
# by Reno-s--Joker
#==============================================================================
#  This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(0, 0, 480, 320)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   # Draws the actor's battler behind the info
   draw_actor_picture(@actor, 360, 300)
   # Actor's name
   self.contents.font.size = 32
   draw_actor_name(@actor, 0, 0)
   self.contents.font.size = 20
   # Main stats section
   draw_actor_class(@actor, 0, 24)
   draw_actor_level(@actor, 0, 56)
   draw_actor_state(@actor, 68, 56)
   draw_actor_hp(@actor, 0, 82, 172)
   draw_actor_sp(@actor, 0, 106, 172)
   # Actor parameter section
   draw_actor_parameter(@actor, 0, 132, 0)
   draw_actor_parameter(@actor, 0, 150, 1)
   draw_actor_parameter(@actor, 0, 168, 2)
   draw_actor_parameter(@actor, 0, 186, 3)
   draw_actor_parameter(@actor, 0, 204, 4)
   draw_actor_parameter(@actor, 0, 222, 5)
   draw_actor_parameter(@actor, 0, 240, 6)
   # EXP section
   self.contents.font.color = system_color
   self.contents.draw_text(240, 56, 150, 32, "Total Exp: ")
   tx = contents.text_size("Total Exp: ").width
   draw_actor_exp(@actor, 240, 80)
   self.contents.font.color = normal_color
   self.contents.draw_text(tx + 244, 56, 76, 32, @actor.exp_s, 2)
   # Equipment Section
   self.contents.font.color = system_color
   self.contents.draw_text(240, 120, 88, 32, "Equipment: ")
   draw_item_name($data_weapons[@actor.weapon_id], 240, 148)
   draw_item_name($data_armors[@actor.armor1_id], 240, 172)
   draw_item_name($data_armors[@actor.armor2_id], 240, 196)
   draw_item_name($data_armors[@actor.armor3_id], 240, 220)
   draw_item_name($data_armors[@actor.armor4_id], 240, 246)
 end
 #--------------------------------------------------------------------------
 # ● Defines the drawing processes
 #--------------------------------------------------------------------------
 def draw_actor_picture(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   x2 = bitmap.width
   y2 = bitmap.height
   x3 = x2 / 2
   src_rect = Rect.new(0, 0, x2, y2)
   self.contents.blt(x - x3, y - y2, bitmap, src_rect)
 end
 def draw_actor_name(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 448, 32, actor.name, 1)
 end
 def draw_actor_class(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 448, 32, actor.class_name, 1)
 end
 #--------------------------------------------------------------------------
 # ● Other stuff which needs to be there although I dunno why... XD
 #--------------------------------------------------------------------------
 def update_actor(actor)
   @actor = actor
   refresh
 end
 def dummy
   self.contents.font.color = system_color
   self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
   self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
   self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
   self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
   self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
   draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
   draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
   draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
   draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
   draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
 end
end
#==============================================================================
# ■ End Window_Status
#==============================================================================

#===============================================================================
# ■ Ring Menu Modification by Reno-s--Joker v 1.2
#===============================================================================
# This is a simple aesthetic modification to this awesome Ring Menu I found.
# It makes a small change to the actor selection window, making it available
# at all times instead of popping up on the side of the screen when it's needed.
# It also integrates the location window into the player select window, and I
# have added an animated status window.
# Note that this mod reduces the area of the screen where the ring menu looks
# good/is visible. You can remove the show player location function to counter
# this.
#
# This updated version features a suggestion by Starrodkirby86 for the addon
# windows to be moved to the top or bottom of the screen according to the
# player's position.
# It also includes a request by Kagutsuchi for the encounter chance to appear
# in the menu and some other minor script modifications.
#
# I've also included an experimental version of the ring menu for the title
# screen.
#
# In v 1.2, I have included a feature which moves the ring menu when the player
# is at the edges of the screen, the credits for which go to Landith and Aqua.
#
# If you have any issues with my modification, please report them at
# chaos-project.org
# Original script authors see below.
#===============================================================================
# ■ Ring Menu - Show Player Location - Release #1 (Edited By Dubealex)
#===============================================================================
# For more infos and update, visit:
# rmxp.dubealex.com [OR] X-RPG V2 Forum
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, just ask, and I will release
# new version of this edited script !
#
# alex@dubealex.com
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Menu Begins
#===============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#     menu_index : ƒRƒ}ƒ"ƒh,̃J[ƒ\ƒ‹‰ŠúˆÊ'u
#     I modified it to get rid of unnecessary config variables
#--------------------------------------------------------------------------
def initialize(menu_index = 0, actor_index = 0)
  @menu_index = menu_index
  @actor_index = actor_index # New addition for new window
  $ring_menu_text=[]
  $chara_select=[]
  @window_opacity=[]
 
#-------------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#-------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space
# allocation.
#
# This section has been modified to remove some unused variables
   
# ▼ SHOW LOCATION WINDOW SETTINS:
   @window_opacity[0]=200                             # Border Opacity
   @window_opacity[1]=32                             # Background Opacity
   
# ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
   $ring_menu_text[0]="Tahoma"      # Font Type
   $ring_menu_text[1]="Items"         # Items Menu Text
   $ring_menu_text[2]="Skills"          # Skills Menu Text
   $ring_menu_text[3]="Equip"         # Equip Menu Text
   $ring_menu_text[4]="Stats"          # Stats Menu Text
   $ring_menu_text[5]="Save"          # Save Menu Text
   $ring_menu_text[6]="Exit Game"           # Quit Menu Text
   $ring_menu_text[7]=0                  # Font Color
   $ring_menu_text[8]=22                # Font Size
   
# ▼  CHARACTER SELECTION WINDOW SETTINGS :
   $chara_select[0]="Tahoma"       # Font Type
   $chara_select[1]=0                   # Font Color
   $chara_select[5]=22                  # Font Size
   $chara_select[2]=255               # Window Border Opacity
   $chara_select[3]=130               # Window Background Opacity
   $chara_select[4]="001-Blue01"  # Window Skin to use
#-------------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
  @actor = $game_party.actors[@actor_index]
  # Setup for all the new windows
  @playtime_window = Window_PlayTime.new
     @playtime_window.x = 492
     @playtime_window.opacity = @window_opacity[0]
     @playtime_window.back_opacity = @window_opacity[1]
   @steps_window = Window_Steps.new
     @steps_window.x = 0
     @steps_window.opacity = @window_opacity[0]
     @steps_window.back_opacity = @window_opacity[1]
   @gold_window = Window_Gold.new
     @gold_window.x = 492
     @gold_window.opacity = @window_opacity[0]
     @gold_window.back_opacity = @window_opacity[1]
   @status_window = Window_Status.new(@actor)
     @status_window.active = false
     @status_window.x = 80
     @status_window.z = 1999
     @status_window.opacity = @window_opacity[0]
     @status_window.back_opacity = 200
 
  # ƒXƒvƒ‰ƒCƒgƒZƒbƒg,ðì¬
  @spriteset = Spriteset_Map.new
  # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ðì¬
 
  # This section by Dubealex makes the menu appear centred around the actor.
  # In version 1.2 it incorporates the option for an edge screen hiding fix
  # (where parts of the menu can't be seen near the edges of the screen) by
  # Landith and Aqua.
  # Set it to true or false in the config.
  unless RM_CFG::Edge_Hide_Fix == true
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
  else
    if $game_player.screen_x >= 576
      px = $game_player.screen_x - 15 - 64
    elsif $game_player.screen_x <= 64
      px = $game_player.screen_x - 15 + 64
    else
      px = $game_player.screen_x - 15
    end
   if $game_player.screen_y >= 416
    py = $game_player.screen_y - 24 - 64
   elsif $game_player.screen_y <= 64
    py = $game_player.screen_y - 24 + 64
   else
    py = $game_player.screen_y - 24
   end
 end
  @command_window = Window_RingMenu.new(px,py)
 
  @command_window.index = @menu_index
  # ƒp[ƒeƒBl",ª 0 l,̏ꍇ
   # If number of party members is 0
     if $game_party.actors.size == 0
       # Disable items, skills, equipment, status and save
       @command_window.disable_item(0)
       @command_window.disable_item(1)
       @command_window.disable_item(2)
       @command_window.disable_item(3)
       @command_window.disable_item(4)
     end
  @command_window.z = 100
   # If save is forbidden
     if $game_system.save_disabled
       # Disable save
       @command_window.disable_item(4)
     end
  # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ðì¬
  @party_window = Window_RingMenuParty.new
  @party_window.x = 148
  @party_window.z = 200
  @party_window.height = 128
  @party_window.opacity=255
  @party_window.back_opacity=255
  @party_window.visible = true
  @party_window.active = false
 
#--------------------------------------------------------------------------
# This new section was suggested by Starrodkirby86 - Thanks! ;)
# It determines where to move the addon menu windows according to the player's
# position - to the top or to the bottom of the screen.
#--------------------------------------------------------------------------  
   if $game_player.screen_y < 352
    @playtime_window.y = 352
    @steps_window.y = 352
    @gold_window.y = 416
    @status_window.y = -320
    @party_window.y = 352
   elsif $game_player.screen_y >= 352
    @playtime_window.y = 0
    @steps_window.y = 0
    @gold_window.y = 64
    @status_window.y = 800
    @party_window.y = 0
   end
 
  # ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"ŽÀs
  Graphics.transition
  # ƒƒCƒ"ƒ‹[ƒv
  loop do
    # ƒQ[ƒ€‰æ-Ê,ðXV
    Graphics.update
    # "ü--͏î•ñ,ðXV
    Input.update
    # ƒtƒŒ[ƒ€XV
    update
    # ‰æ-Ê,ªØ,è'Ö,í,Á,½,烋[ƒv,ð'†'f
    if $scene != self
      break
    end
  end
  # ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"€"õ
  Graphics.freeze
  # ƒXƒvƒ‰ƒCƒgƒZƒbƒg,ð‰ð•ú
  @spriteset.dispose
  # ƒEƒBƒ"ƒhƒE,ð‰ð•ú
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose
  @status_window.dispose
  @command_window.dispose
  @party_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
  # ƒEƒBƒ"ƒhƒE,ðXV
  @playtime_window.update
  @steps_window.update
  @gold_window.update
  @status_window.update
  @command_window.update
  # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ: update_command ,ðŒÄ,Ô
  if @command_window.active
    update_command
    return
  end
  # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ: update_party ,ðŒÄ,Ô
  if @party_window.active
    @party_window.update
    update_party
    return
  end
  if @status_window.active
    if $game_player.screen_y < 352
      if @status_window.y < 16
        @status_window.y += 16 # This animates the window
      end
    elsif $game_player.screen_y >= 352
      if @status_window.y > 144
        @status_window.y -= 16 # This animates the window
      end
    end
      update_playerstatus
     return
   end
 end
 def update_playerstatus
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     if $game_player.screen_y < 352
       @status_window.y = -320
     else
       @status_window.y = 800
     end
     @status_window.active = false
     @party_window.active = true
   end
 end
#--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
  # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.trigger?(Input::B)
    # ƒLƒƒƒ"ƒZƒ‹ SE ,ð‰‰'t
    $game_system.se_play($data_system.cancel_se)
    # ƒ}ƒbƒv‰æ-Ê,ɐØ,è'Ö,¦
    $scene = Scene_Map.new
    return
  end
  # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.trigger?(Input::C)
    # ƒp[ƒeƒBl",ª 0 l,ŁAƒZ[ƒuAƒQ[ƒ€I--¹ˆÈŠO,̃Rƒ}ƒ"ƒh,̏ꍇ
    if $game_party.actors.size == 0 and @command_window.index < 4
      # ƒuƒU[ SE ,ð‰‰'t
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,̃J[ƒ\ƒ‹ˆÊ'u,Å•ªŠò
    case @command_window.index
   when 0  # item
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to item screen
       $scene = Scene_Item.new
   when 1  # skill
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 3 # Status selected
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 4  # save
       # If saving is forbidden
       if $game_system.save_disabled
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to save screen
       $scene = Scene_Save.new
   when 5  # end game
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to end game screen
       $scene = Scene_End.new
   end
   return
 end
  # ƒAƒjƒ[ƒVƒ‡ƒ"'†,È,çƒJ[ƒ\ƒ‹,̏ˆ--,ðs,í,È,¢
  return if @command_window.animation?
  # ªor© ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
    return
  end
  # «or¨ ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
    $game_system.se_play($data_system.cursor_se)
    @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
    return
  end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ)
#--------------------------------------------------------------------------
def update_party
  # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.trigger?(Input::B)
    # ƒLƒƒƒ"ƒZƒ‹ SE ,ð‰‰'t
    $game_system.se_play($data_system.cancel_se)
    # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ðƒAƒNƒeƒBƒu,É,·,é
    @command_window.active = true
    @party_window.active = false
    @party_window.index = -1
    return
  end
  # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
 if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 1  # skill
       # If this actor's action limit is 2 or more
       if $game_party.actors[@party_window.index].restriction >= 2
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to skill screen
       $scene = Scene_Skill.new(@party_window.index)
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to equipment screen
       $scene = Scene_Equip.new(@party_window.index)
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to status screen
       @actor = $game_party.actors[@party_window.index]
       @status_window.update_actor(@actor)
       @status_window.active = true
       @party_window.active = false
     end
     return
   end
end
end
#===============================================================================
# ▲ CLASS Scene_Menu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenu Begins
# This is mostly the original ring menu script and was not created by me.
# Therefore I have left the (unreadble) comments untouched.
# Some minor modifcations have been made to accomodate extra menu entries.
#===============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX'è"
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5  
RING_R = 64      
ICON_ITEM    = RPG::Cache.icon(RM_CFG::Item_Icon)
ICON_SKILL   = RPG::Cache.icon(RM_CFG::Skill_Icon)
ICON_EQUIP   = RPG::Cache.icon(RM_CFG::Equip_Icon)
ICON_STATUS  = RPG::Cache.icon(RM_CFG::Status_Icon)
ICON_SAVE    = RPG::Cache.icon(RM_CFG::Save_Icon)
ICON_EXIT    = RPG::Cache.icon(RM_CFG::Exit_Icon)
ICON_DISABLE = RPG::Cache.icon(RM_CFG::Disabled_Icon)
SE_STARTUP = RM_CFG::Openmenu_Se
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVEL = 3
MODE_MOVER = 4
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# The stuff in the section below can be accomodated for new menu entries
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $ring_menu_text[0]
  self.contents.font.color = text_color($ring_menu_text[7])
  self.contents.font.size = $ring_menu_text[8]
  self.opacity = 0
  self.back_opacity = 0
  s1 = $ring_menu_text[1]
  s2 = $ring_menu_text[2]
  s3 = $ring_menu_text[3]
  s4 = $ring_menu_text[4]
  s5 = $ring_menu_text[5]
  s6 = $ring_menu_text[6]
  @commands = [s1, s2, s3, s4, s5, s6]
  # I changed this to prevent glitches when modifying the number of menu items
  @item_max = @commands.size
  @index = 0
  @items = [ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT]
  @disabled = [false, false, false, false, false, false]
  @cx = center_x - 16
  @cy = center_y - 16
  setup_move_start
  refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
  super
  refresh
end
#--------------------------------------------------------------------------
# œ ‰æ-ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  # ƒAƒCƒRƒ",ð•`‰æ
  case @mode
  when MODE_START
    refresh_start
  when MODE_WAIT
    refresh_wait
  when MODE_MOVER
    refresh_move(1)
  when MODE_MOVEL
    refresh_move(0)
  end
  # ƒAƒNƒeƒBƒu,ȃRƒ}ƒ"ƒh-¼•\ަ
  rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
  self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
  d1 = 2.0 * Math::PI / @item_max
  d2 = 1.0 * Math::PI / STARTUP_FRAMES
  r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( r * Math.sin( d ) ).to_i
    y = @cy - ( r * Math.cos( d ) ).to_i
    draw_menu_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ('Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
  d = 2.0 * Math::PI / @item_max
  for i in 0...@item_max
    j = i - @index
    x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
    y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
    draw_menu_item(x, y, i)
  end
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ(‰ñ"]Žž)
#  mode : 0="½ŽžŒv‰ñ,è 1=ŽžŒv‰ñ,è
#--------------------------------------------------------------------------
def refresh_move( mode )
  d1 = 2.0 * Math::PI / @item_max
  d2 = d1 / MOVING_FRAMES
  d2 *= -1 if mode != 0
  for i in 0...@item_max
    j = i - @index
    d = d1 * j + d2 * @steps
    x = @cx + ( RING_R * Math.sin( d ) ).to_i
    y = @cy - ( RING_R * Math.cos( d ) ).to_i
    draw_menu_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# œ €-Ú,Ì•`‰æ
#     x :
#     y :
#     i : €-Ú"ԍ†
#--------------------------------------------------------------------------
def draw_menu_item(x, y, i)
  #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
  rect = Rect.new(0, 0, @items.width, @items.height)
  if @index == i
    self.contents.blt( x, y, @items, rect )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect )
    end
  else
    self.contents.blt( x, y, @items, rect, 128 )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
    end
  end
end
#--------------------------------------------------------------------------
# œ €-Ú,ð-³Œø,É,·,é
#     index : €-Ú"ԍ†
#--------------------------------------------------------------------------
def disable_item(index)
  @disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ",̏€"õ
#--------------------------------------------------------------------------
def setup_move_start
  @mode = MODE_START
  @steps = STARTUP_FRAMES
  if  SE_STARTUP != nil and SE_STARTUP != ""
    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
  end
end
#--------------------------------------------------------------------------
# › ‰ñ"]ƒAƒjƒ[ƒVƒ‡ƒ",̏€"õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
  if mode == MODE_MOVER
    @index -= 1
    @index = @items.size - 1 if @index < 0
  elsif mode == MODE_MOVEL
    @index += 1
    @index = 0 if @index >= @items.size
  else
    return
  end
  @mode = mode
  @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ"'†,©,Ç,¤,©
#--------------------------------------------------------------------------
def animation?
  return @mode != MODE_WAIT
end
end
#===============================================================================
# ▲ CLASS Window_RingMenu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenuParty Begins
#===============================================================================

class Window_RingMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# Sets up the new actor selection window
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 344, 128)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = 20
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# Draws the party's actors and their info into the window
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($chara_select[4])
  self.contents.font.name = $chara_select[0]
  self.contents.font.color = text_color($chara_select[1])
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 86 * i
    y = 0
    actor = $game_party.actors
    draw_actor_graphic(actor, x+24, y+48)
    draw_actor_name(actor, x-8, y+32+14)
    draw_actor_level(actor, x, y + 48+14)
  end
end
#--------------------------------------------------------------------------
# Defines the drawing processes
#--------------------------------------------------------------------------
 def draw_actor_name(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 64, 32, actor.name, 1)
 end
 def draw_actor_level(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, "Lvl")
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 24, y, 24, 32, actor.level.to_s, 2)
 end
#--------------------------------------------------------------------------
# Updates the selection rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0 or @index > $game_party.actors.size - 1
    self.cursor_rect.empty
    return
  elsif @index >= 0 and @index <= $game_party.actors.size - 1
    self.cursor_rect.set((@index * 86)-7, 0, 64, 96)
  end
end
#--------------------------------------------------------------------------
# Moves the cursor rectangle and prevents it from going off the screen
#--------------------------------------------------------------------------
def update
  if @index >= 0 and @index <= $game_party.actors.size - 1
    if Input.repeat?(Input::RIGHT)
         $game_system.se_play($data_system.cursor_se)
         @index += 1
    end
    if Input.repeat?(Input::LEFT)
         $game_system.se_play($data_system.cursor_se)
         @index -= 1
    end
    update_cursor_rect
  elsif @index < 0
    @index = $game_party.actors.size - 1
  elsif @index > $game_party.actors.size - 1
    @index = 0
  else
    self.cursor_rect.empty
    return
  end
end
end
#===============================================================================
# ▲ CLASS Window_RingMenuParty Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Game_Map Additional Code Begins
#===============================================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
def name
  $map_infos[@map_id]
end
end
#===============================================================================
# ▲ CLASS Game_Map Additional Code Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===============================================================================
class Scene_Title
# Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================

#===============================================================================
# ▲ Ring Menu Script Ends
#===============================
7
General Discussion / Re: Help please!!!
May 22, 2011, 08:24:55 pm
Thanks man Ill try that...hopefull it wont replace the whole damn Graphics folder >.>
8
General Discussion / Help please!!!
May 22, 2011, 08:11:04 pm
I have an autopatcher for my game which I got working perfectly but I have one small problem...I decided to leave my game unencrypted so I can replace smaller files during the patch process (forget the security issues). However, I want to know how to add a file like Graphics/Characters/Example.png without replacing the entire graphics folder. The autopatcher uses zip files...so basically what Im asking is how do I replace subfolders without modifying the autopatcher or replacing the entire folder.
9
Thanks..Ill tell them.
10
Okay first of all Im not sure whether I posted in the right sub forum...please move accordingly please Thanks  ;)

So I made an online game thanks to Blizzard's RMXOS and 2 of my friends reported a missing file error. Animations/Graphics/002-Action02 or something like that. They both have the standard rtp installed and Im using a special file encryptor to make the rgssad file because my game is very large. It has never given problems before and another one of my friends ran the game and did not encounter any errors whatsoever. Please help me....Thanks in advance.
11
Thnaks Blizz it worked  :^_^': *Levels Up Blizz*
12
Anybody have any idea why in RMX-OS the player starts at the top left corner of the map everytime I log in? (That was not the original position of the player when he last logged out  :<_<: )
13
Script Troubleshooting / Re: RMX-OS Error
April 14, 2011, 02:17:51 pm
Quote from: Blizzard on April 14, 2011, 02:20:49 am
Then try looking up error 10061 on Google.


I did some research but apprantly the problem is the connection was refused. All the sites said to check to see if MySQL is running (which it is, I know) and try the telnet command in command prompt. I tried telnet 127.0.0.1 3309 and it connected (I used 3309 because there is something else running on the 3306 port). I still cant get the server to work.
14
Script Troubleshooting / Re: RMX-OS Error
April 13, 2011, 08:55:26 pm
Checked. Mysql is running Im 100% sure. Tried the actual word 'localhost'....failed.
15
Script Troubleshooting / RMX-OS Error [SOLVED]
April 13, 2011, 12:36:07 pm
I used to run a small RMX-OS Server which USED to run sucessfully until recently.
I reinstalled the server...MYSQL, Navicat and all and configured the cfg.ini file correctly.
However, everytime I run the server it gives me this error:

Can't connect to MySQL server on '127.0.0.1' (10061)

I checked MySQL and the service is running. Here is my cfg.ini configuration:

Spoiler: ShowHide
NAME = 'rmxos'
HOST = '10.0.0.2'
PORT = 54269
RMXOS_VERSION = 1.15

LOG_MESSAGES = false
LOG_ERRORS = true
LOG_ACTIONS = true

DEBUG_MODE = false

MAXIMUM_CONNECTIONS = 20
LOGIN_TIMEOUT = 60
AUTO_RESTART = true
RESTART_TIME = 5
USE_IP_BANNING = true
PREVENT_ZOMBIE_CLIENTS = false
RUBY_PROMPT = false
OPTIMIZE_DATABASE_ON_STARTUP = true
DATABASE_CONNECTION_TIMEOUT = 60

SQL_HOSTNAME = '127.0.0.1'
SQL_USERNAME = 'root'
SQL_PASSWORD = '**********'
SQL_DATABASE = 'rmxosdb'

INBOX_SIZE = 10

EXTENSIONS = ['babsrmxos', 'userlogger'
]


I also have SQL Enterprise which contains a database for an MMORPG private server. I disabled it temporarily but it still didnt work. My firewall allows ruby and the server file to run without being blocked. So what is the problem?
16
Quote from: Kagutsuchi on February 05, 2011, 04:19:21 pm
This should do the trick
Spoiler: ShowHide
#==============================================================================#
#                     Game Guy's Coordinate Displayer                          #
#==============================================================================#
=begin
This will show a window on the map displaying X and Y coordinates.

Customization
module
  Location = "Upper Right Corner" "Lower Left Corner" "Upper Left Corner" or "Lower Right Corner"
  Transparent = "Non Transparent" "Semi-Transparent" "Transparent"
  UsePicture = true or false if set to true and transparent = "Non Transparent" it will automatically set it to "Transparent"
  PictureName = "picture name here" must be in quotes
end
=end
LOCATION  = "Upper Right Corner"
TRANSPARENT = "Semi-Transparent"
USEPICTURE = false  #NOT WORKING YET SO GO AHEAD AND SET IT TO TRUE BUT STILL WONT WORK
PICTURENAME = "picture name here"
class Window_Coordinate < Window_Base
 
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, "X:     " + $playerx.to_s)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, "Y:     " + $playery.to_s)
  end
 
  def update
    super
    $playerx = $game_player.x * 32
    $playery = $game_player.y * 32
    refresh
  end
 
end

class Scene_Map

  alias add_coordinate_window_later main
  def main

      @coordinate = Window_Coordinate.new
      if LOCATION == "Upper Right Corner"
        @coordinate.x = 480
      elsif LOCATION == "Upper Left Corner"
        @coordinate.x = 0
      elsif LOCATION == "Lower Right Corner"
        @coordinate.x = 480
        @coordinate.y = 374
      else
        @coordinate.y = 374
      end
      if USEPICTURE == true
        if TRANSPARENT == "Non Transparent"
          @coordinate.opacity = 0
          @coordinate.back_opacity = 0
        end
      end
      if TRANSPARENT == "Transparent"
        @coordinate.opacity = 0
        @coordinate.back_opacity = 0
      elsif TRANSPARENT == "Semi-Transparent"
        @coordinate.opacity = 155
        @coordinate.back_opacity = 155
      else
        @coordinate.opacity = 255
        @coordinate.back_opacity = 255
      end

    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @coordinate.dispose
    @message_window.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
    Graphics.freeze
  end

  alias update_coordinate_window_later update
  def update

      if @coordinate.active
        update_coordinate
      end

    update_coordinate_window_later
  end
 
  def update_coordinate

      if Input.trigger?(Input::A)
        if @coordinate.visible
          @coordinate.visible = false
        else
          @coordinate.visible = true
        end
      end
      @coordinate.update if @coordinate.visible && @coordinate.active

  end
end




Thank you!!!!!!! *levels up*
17
Can someone modify game_guy's coordinate displayer script so that it doesn't only work in debug mode?

Here's th script:
Spoiler: ShowHide
#==============================================================================#
#                     Game Guy's Coordinate Displayer                          #
#==============================================================================#
=begin
This will show a window on the map displaying X and Y coordinates.

Customization
module
 Location = "Upper Right Corner" "Lower Left Corner" "Upper Left Corner" or "Lower Right Corner"
 Transparent = "Non Transparent" "Semi-Transparent" "Transparent"
 UsePicture = true or false if set to true and transparent = "Non Transparent" it will automatically set it to "Transparent"
 PictureName = "picture name here" must be in quotes
end
=end
LOCATION  = "Upper Right Corner"
TRANSPARENT = "Semi-Transparent"
USEPICTURE = false  #NOT WORKING YET SO GO AHEAD AND SET IT TO TRUE BUT STILL WONT WORK
PICTURENAME = "picture name here"
class Window_Coordinate < Window_Base
 
 def initialize
   super(0, 0, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 0, 120, 32, "X:     " + $playerx.to_s)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, "Y:     " + $playery.to_s)
 end
 
 def update
   super
   $playerx = $game_player.x * 32
   $playery = $game_player.y * 32
   refresh
 end
 
end

class Scene_Map

 alias add_coordinate_window_later main
 def main
   if $DEBUG
     @coordinate = Window_Coordinate.new
     if LOCATION == "Upper Right Corner"
       @coordinate.x = 480
     elsif LOCATION == "Upper Left Corner"
       @coordinate.x = 0
     elsif LOCATION == "Lower Right Corner"
       @coordinate.x = 480
       @coordinate.y = 374
     else
       @coordinate.y = 374
     end
     if USEPICTURE == true
       if TRANSPARENT == "Non Transparent"
         @coordinate.opacity = 0
         @coordinate.back_opacity = 0
       end
     end
     if TRANSPARENT == "Transparent"
       @coordinate.opacity = 0
       @coordinate.back_opacity = 0
     elsif TRANSPARENT == "Semi-Transparent"
       @coordinate.opacity = 155
       @coordinate.back_opacity = 155
     else
       @coordinate.opacity = 255
       @coordinate.back_opacity = 255
     end
   end
   @spriteset = Spriteset_Map.new
   @message_window = Window_Message.new
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @spriteset.dispose
   @coordinate.dispose
   @message_window.dispose
   if $scene.is_a?(Scene_Title)
     Graphics.transition
     Graphics.freeze
   end
   Graphics.freeze
 end

 alias update_coordinate_window_later update
 def update
   if $DEBUG
     if @coordinate.active
       update_coordinate
     end
   end
   update_coordinate_window_later
 end
 
 def update_coordinate
   if $DEBUG
     if Input.trigger?(Input::A)
       if @coordinate.visible
         @coordinate.visible = false
       else
         @coordinate.visible = true
       end
     end
     @coordinate.update if @coordinate.visible && @coordinate.active
   end
 end
end



Tell me who to give credits to for the modification  :P
18
You can try (untamed.wild-refuge.net/rpgxp.php) they have some pretty good characters and in terms of rustic graphics, I would recommend their Steampunk characters. In terms of tilesets try (www.teamanti.com/rmxp/). If you want I think I have a huge collection of Chrono Trigger tilesets. Just pm me or something and I will email them to you.
19
Cool, Ill check that out...but in the mean time anybody else have 128 x 192 blizz abs bow/gun sprites to spare (no pun intended).
20
Script Troubleshooting / Re: Active Action Info Error
February 01, 2011, 07:29:50 pm
Quote from: ForeverZer0 on January 31, 2011, 04:03:14 pm
Because the class is not defined in the save file. This is what people mean when they say that there script will corrupt old save files. You need to erase them and start a new game with the script in it. It would be a good idea for this note to be added to the script so that others are aware.
Thanks, I never really undestood what that meant so I always ignored those notes :S