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Messages - jporter917

1


Looking to Hire an Inscriptionist and Pixel Artist for current project. Please do note that these service are paid, base compensation will be split into one upfront payment and one finally payment after completion of request. (Video or single image to prove completion) The higher quality of your work, if you impress me beyond my expectations, will award additional commission, also the haste of the services will also award additional commission.

*~~*

Application Rules
* Must have at least 50+ posts on the forums.
*Must be over level 40.
* Must have profile image.
* At least one reference or example.
* Active at least two times a week.
**Please Serious Inquiries Only**

*
Inscriptionist Services (Hire Pending)

Currently several different battle system scripts are being used in the project with modifications and alterations. The system is loosely working. Looking for a seasoned Scripter to build a better and more robust add-on to the current Battle System being used. This is a large and advance request, Serious Inquiries only. Base compensation will be $100 (via PayPal) plus a bonus $25 commission automatically, with additional commission base on the haste of completion and expectations. The services will include Scripting, Testing, Compatibility, and Tweaking. Additional compensation can be negotiated for Compatibility and Tweaking. The battle mechanics will include, but aren't limited too, Action Skills, HUD, Pop Up Battle Cries, etc. Integration and a smooth flow are important, however, willing to accept modifications of existing scripts; their adaptations must meet high expectations. (Original creator must be okay with alterations; Alterations only forfeited additional bonus $25 commission)
 
Please do note, again, that I am paying for these services, method of payment is not negotiable nor are the terms. (Only base compensation amount negotiable) Constant contact is also a must, updates; a simple "Still Working" is fine. More than three days without contact will cancel the service agreement. At any point which I feel the Hired is avoiding or eluding contact or Hired holds requested services after payment fulfillment, I will report the Hire to Site Administrations as well as PayPal; a public display of the misconduct will also be posted.

*Please PM on this site or Email myself at (jporter917@gmail.com) for more information, with application; include your one reference of example in the message.
* In addition if you are applying or inquiring please follow this topic for updates.

Remember, base compensation is negotiable and bonus commission is available.

**Please Serious Inquiries Only**
2
Troubleshooting / Help / Custom Tile Set Help
March 28, 2011, 10:30:10 am
I am using a the Tileset Merger created by game_guy to Merger several RTP Tileset into one. After they are merged and imported into my project. I used the original; Passage, Passage (4 Dir), Priority, Bush Flag, Counter Flag and Terrain Tag, from the Tile sets when they weren't merged together. I double check to make sure I had them set up correctly and here is what is happening.

RPG Maker XP 1.20a

Scripts
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Problem
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Can anyone help me or explain to me what I did wrong?
3
Worked great, thank you very much for you assistance. :)
4
Troubleshooting / Help / Re: Offering help!
March 24, 2011, 07:59:50 pm
I am could use some help, I am looking for a new graphic. I am using ABABS and I have the option on to show character graphics, swinging a sword, jumping, running, preforming an action, etc. While I have a great graphic for the character I don't have one for the sword effect. If you have time I would love enjoy you assistances in creating one.

My idea is the effect would be a diagonal slash with a light circle around the slash, the color of the effect would be red. I saw an old video of what I am looking for I will link it below. I am sure many people have seen the video I am going to link, but I just want the sword effect graphic make so I can use it with BABS.

5
I am currently play testing all my scripts to make sure they are compatible and all the bugs are fixed. I ran across this error while trying to implement a dynamic footprint script. I have screen shots of the scripts I am using with it, the error and the error line, I have also included the script at the bottom of my post. I get the error after the game loads and I try to move any direction, if anyone has any ideas that would be great. I wasn't for sure is BABS messed with how characters move on the map so I didn't want to try to edit the script too much. Can anyone help me out?

Please and Thank you

Scripts and Order
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Error Shown
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Error in Line
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=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
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=&am...st&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?('')
@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

6
Script Requests / Custom BABS Z-HUD
March 24, 2011, 04:03:54 pm
Platform
Babs 2.84

Design
I have included a screen shot of the HUD I am requesting.

All the elements of the HUD will fade upon the character stepping under an area of the HUD.

There are a few things I left out of my mock up.
* three small icons in the top center of the gaming screen, number of current bombs, arrows and keys.
* Current HP and MP numbers at the top of the respective bars

I didn't include graphics for my request. Simple graphics will do for as stand-ins.


Spoiler: ShowHide
7
General Discussion / Re: Windows are cut off?!
March 24, 2011, 03:18:04 pm
Quote from: stripe103 on March 24, 2011, 03:12:25 pm
If you have that resulution, I think I know why it is cut off.

I have the same resolution and it is just covering the whole screen in height. The "problem" you have is caused by having the object size too big.

If it is this, you can change it by right clicking on the desktop, choosing the "Screen resultion" option. When it is opened there is a link that says something about making text or other object bigger and smaller. Click that and you get to a window with two radio buttons. You probably have the 125% one checked, which means that the window edges also are getting bigger, taking up screen space. Change this to the 100% option instead and follow the instructions on the screen(if any).

This is the thing I can think of.
Hope it helps.
:)


Where do you live Stripe, I am coming over to make sweet, sweet love to your face. Thanks that fixed my problem. Gosh, I've been looking for like two days now. Thank you very much

And thank you Blizzard for trying to help me and doing a very quick job of it too. ;) I'll make sweet, sweet love to your face too if you'd like. lol
8
General Discussion / Re: Windows are cut off?!
March 24, 2011, 02:58:09 pm
I downloaded 1.02 trial and then replaced the psikey.dll file
9
General Discussion / Re: Windows are cut off?!
March 24, 2011, 02:03:31 pm
You mean like this? Cause that does work either :(

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10
General Discussion / Re: Windows are cut off?!
March 24, 2011, 01:43:16 pm
Screens

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11
General Discussion / Re: Windows are cut off?!
March 24, 2011, 01:15:26 pm
Mine is set to 1366 x 768 (recommended)

:(
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I have download rpg maker xp 1.02a and when I open up the program the database windows and script editor windows are cut off. I checked my screen res and that is correct. I have "googled" the issue and can't seem to find an answer to my problem. Can anyone help me?