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> Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010
viraco
post Jun 15 2009, 06:47 AM
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QUOTE (buny @ Jun 15 2009, 06:42 AM) *
QUOTE (viraco @ Jun 15 2009, 09:31 AM) *
can someone explain to me what that % for gold properties is based on?, what defines the amount of gold dropped?


The rate of gold....that will got
if you set 75%
it means = 75~100%
if you set 0%
it mean = 0~100%


Thanks Buny
i found in the script the section where it calculates the amount of gold dropped

think i might change the math on the amount auto dropped, that its a variance on the gold dropped when enemy is designed
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vladislaus
post Jun 15 2009, 08:03 AM
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QUOTE (drebenk @ Jun 14 2009, 06:55 AM) *
@vladislaus Hi mate, I'm so glad to see you here. I like your scripts very, very much.

I replaced this text in the script but now when I select my character it changes the blank character with the one I've selected and puts another like the one I've selected on the map. So I select a warrior character and I get two warrior characters. When I go to my menu I have only one warrior character but on the map another one is following me. I thnik it has something to do with the caterpillar part of the script.

BTW after the selection of a character I remove the blank one with "Change Party Member: Remove [Blank Character] and then I add the selected character with "Change Part Member: Add [Warrior Character], Initialize".

By blank character I mean one with no graphics since my character selection is made with an event which starts at the beginning of the game.


This bug was fixed, download script again on my blog:
http://lust-requiem.spaces.live.com/


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vladislaus
post Jun 15 2009, 12:45 PM
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Requiem ABS Config. Tool updated!

* Now supports ABS 7 and various languages.

[Show/Hide] Screenshts











This post has been edited by vladislaus: Jun 15 2009, 12:48 PM


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drebenk
post Jun 15 2009, 04:50 PM
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@vladislaus thanks for the fix mate. I've just tried it and it worked. No errors and no double characters on the map.

BTW why events are not active when I'm far from them? I'm talking about enemies. When I kill an enemy and if its spawn point is far from me - outside of the visible map the enemy don't spawn until I get close. Same goes for enemies that are far from the character they don't move unles I go near them. By near I mean they are still outside of the screen but are around 25 tiles away from my char. So is there a way to make all enemies and events to run regardless of the distance to the character? This way enemies that are far away and outside of the visible screen will be active and I need this for spawn purpose. Since in my game after you kill an enemy it transfers the enemy's event at a specific point on the map and then the enemy spawns there. Right now after I kill an enemy it transfers it but the enemy don't spawn unsles I go near it.


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buny
post Jun 15 2009, 07:03 PM
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@Vlad

How is the installition??
um..the character still double when the main character remove?
how can i change player when the game?

ByThe Way...

THANKS! vlad for the super ultimate information


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style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


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Silverelick
post Jun 15 2009, 11:45 PM
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Ummmmm I got this as a problem on this line
CODE
InputInitialize = Win32API.new("Input", 'InputInitialize', 'LLLLLL', '')


Edit: it's line 134 How do I fix?

This post has been edited by Silverelick: Jun 15 2009, 11:49 PM


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erthia
post Jun 16 2009, 12:44 AM
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Excellent script! However , I am wondering if anyone else is having a problem with lag in SBABS7. I just upgraded from Requiem 5 and suddenly my game is running 1/4 the speed, even if I am not using the allies. Any way to fix this?
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drebenk
post Jun 16 2009, 01:15 AM
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@buny there is no double character mate. Just download the SABS 7 demo from Vlad's blog again and replace the Requiem ABS 7 script from that demo with the one in your project.

To change the character create an event and make choice in it. Every and put in it these two commands:

Change Party Member: Remove [Your new character]

Change Part Member: Add [Your new character], Initialize



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buny
post Jun 16 2009, 04:47 AM
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QUOTE (drebenk @ Jun 16 2009, 04:15 PM) *
@buny there is no double character mate. Just download the SABS 7 demo from Vlad's blog again and replace the Requiem ABS 7 script from that demo with the one in your project.

To change the character create an event and make choice in it. Every and put in it these two commands:

Change Party Member: Remove [Your new character]

Change Part Member: Add [Your new character], Initialize


OK i get it


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Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
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Silverelick
post Jun 16 2009, 07:25 AM
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Never mind I just was missing a folder and stuff it's working now,
Nice Script

Edit: I'm getting the same Error now!

This post has been edited by Silverelick: Jun 16 2009, 07:56 AM


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buny
post Jun 16 2009, 04:42 PM
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QUOTE (Silverelick @ Jun 16 2009, 10:25 PM) *
Never mind I just was missing a folder and stuff it's working now,
Nice Script

Edit: I'm getting the same Error now!


yeah i think is beter to use single player mode..
and dont change any character...
bruahahaha~


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Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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KentaAmon
post Jun 16 2009, 07:10 PM
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AMazing happy.gif

I was just wondering 2 things.

How do I edit it that my HP and MP numbers show up in the HUD
and before it used to show the amount of gold pop up when you got now it doesnt sad.gif
How do I edit that as well??


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buny
post Jun 16 2009, 07:48 PM
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QUOTE (KentaAmon @ Jun 17 2009, 10:10 AM) *
AMazing happy.gif

I was just wondering 2 things.

How do I edit it that my HP and MP numbers show up in the HUD
and before it used to show the amount of gold pop up when you got now it doesnt sad.gif
How do I edit that as well??


1. umm you can use... othe HUD umm may be use the hud in the topic HUD request Loby
i recomended to use...
this is from HUD Request Loby by Soja Bird
this is not mine
[Show/Hide] Hp Mp Exp VarPic (BluePrint used)
##########################################################################
######
# #
# ~~~~~ Copyright 2009 SojaBird ~~~~~ #
# HUD BluePrint v3.1 #
# #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Hp_Mp_Exp_VarPic_Module; WLH = Window_Base::WLH
################################################################################
# User Customazation
Start_Display = true #true/false
Opacity = 100 #0-255
BG_Display = true #true/false
Hide = true #true/false

Picture_Variable = 1 #Number of the variable to use for the picture
Picture_Name = "" #Name of the picture, in front of the variable value
#Example:
# Picture_Name = "hud"
# Picture_Variable it's value = 1
# Picture that will be shown on the HUD = "hud1"

Actor_ID = 0 #The ID of the actor of wich the value's are displayed

Exp_Name = "E" #Name that will be displayed as Exp
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
* draw_actor_graphic(actor, x, y)
* draw_actor_face(actor, x, y, size = 96)
* draw_actor_name(actor, x, y)
* draw_actor_class(actor, x, y)
* draw_actor_level(actor, x, y)
* draw_actor_state(actor, x, y, width = 96)
* draw_actor_hp(actor, x, y, width = 120)
* draw_actor_mp(actor, x, y, width = 120)
* draw_actor_parameter(actor, x, y, type)
FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
* draw_item_name(item, x, y, enabled = true)
* draw_currency_value(value, x, y, width)

Custom new standard functions:
* draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
def xywh
@x = 0 #Set the x-position
@y = 0 #Set the y-position
@w = 120+32 #Set the width
@h = 3*WLH+32 #Set the height
return[@x, @y, @w, @h]
end; def hud_values #Set the value's that you're using (also used at refresh)
@var = $game_variables[Picture_Variable]
@actor = $game_party.members[Actor_ID]
@hp = @actor.hp
@mp = @actor.mp
@exp = @actor.exp
#Example: @actor = $game_party.members[0]
end; def hud_contents #Set the things you want to draw
draw_variable_picture(@var, 0, 0*WLH)
draw_actor_hp(@actor, 0, 0*WLH)
draw_actor_mp(@actor, 0, 1*WLH)
draw_actor_exp(@actor, 0, 2*WLH)
#Example: draw_actor_hp(@actor, x, y)
end; def hud_refresh?; if #Set wich value's make the HUD to refresh
@var != $game_variables[Picture_Variable] or
@actor != $game_party.members[Actor_ID] or
@hp != @actor.hp or
@mp != @actor.mp or
@exp != @actor.exp
#Example: if @actor != $game_party.members[0]
return true; end
end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
$game_system.hud_display = !$game_system.hud_display if arg == nil
$game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hp_Mp_Exp_VarPic: Create Hud window
#------------------------------------------------------------
class Hp_Mp_Exp_VarPic < Window_Base
include Hp_Mp_Exp_VarPic_Module

def initialize
super(xywh[0],xywh[1],xywh[2],xywh[3])
self.visible = $game_system.hud_display
self.opacity = Opacity
self.opacity = 0 if !BG_Display
hide_status if Hide
hud_values
refresh
end

def refresh
contents.clear
hud_values
hud_contents
end

def draw_variable_picture(var, x, y)
@bm = Cache.picture(Picture_Name + var.to_s)
@cw = self.contents.width
@ch = self.contents.height
@rect = Rect.new(@bm.width/2 - @cw/2, @bm.height/2 - @ch/2, @cw, @ch)
self.contents.blt(x, y, @bm, @rect)
end

def hide_status
if Hide
if $game_player.screen_x + 16 > self.x and
$game_player.screen_y + 4 > self.y and
$game_player.screen_x - 16 < self.x + self.width and
$game_player.screen_y - 28 < self.y + self.height
self.opacity = Opacity if BG_Display
self.contents_opacity = Opacity
else
self.opacity = 255 if BG_Display
self.contents_opacity = 255
end
end
end

def update
self.visible = $game_system.hud_display
return if !self.visible
refresh if hud_refresh?
hide_status if Hide
end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
alias start_hp_mp_exp_varpic start
alias terminate_hp_mp_exp_varpic terminate
alias update_hp_mp_exp_varpic update
def start
start_hp_mp_exp_varpic
@hp_mp_exp_varpic = Hp_Mp_Exp_VarPic.new
end
def terminate
@hp_mp_exp_varpic.dispose
terminate_hp_mp_exp_varpic
end
def update
update_hp_mp_exp_varpic
@hp_mp_exp_varpic.update
end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
alias hud_initialize initialize
attr_accessor :hud_display
def initialize
hud_initialize
@hud_display = Hp_Mp_Exp_VarPic_Module::Start_Display
end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window

def draw_actor_exp(actor, x, y, width = 120)
s1 = actor.exp_s
s2 = actor.next_rest_exp_s + s1
if s1.is_a? String or s2.is_a? String
s1 = actor.exp
s2 = actor.exp
end
draw_actor_exp_gauge(actor, x, y, s1, s2, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Hp_Mp_Exp_VarPic_Module::Exp_Name)
self.contents.font.color = normal_color
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
end
end

def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
gw = width * s1 / s2
gc1 = text_color(31)
gc2 = text_color(27)
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end


or you can walking around here
HUD REQUEST LOBY

2.umm i think you dont have the font..
read the faq!
the problem = you don't have the font
the first faq


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Topic'Z

VLAD REQUIEM IS UPDATE! to ~8~
The TopicszZ


@~Action Battle System~@


[Show/Hide] Action Battle System
Bored Battle System Like This
[Show/Hide] Normal Style


So Do you liem MMORPG style?or Zelda?
if yes you'll need this...
style~>
[Show/Hide] Requiem SABS


Join Here ABS


@###@@@###@#
@####@##@##@##
@@#@@@##@@


[Show/Hide] good again
[Show/Hide] NEVER GIVE UP
[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!!
[Show/Hide] LASSSSTTTTT ONE
clever you are the 99999999 visitors who open this get outta here!!!!!
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KentaAmon
post Jun 16 2009, 09:21 PM
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Wow thanks biggrin.gif

I fixed both biggrin.gif
Now just 3 more questions Im sorry to be of a bother

but

1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours)

2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?

3 Everytme a character of mine dies. this comes out

I don't know why, I did the _Dead thing just how the others do =/

This post has been edited by KentaAmon: Jun 16 2009, 10:52 PM


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buny
post Jun 17 2009, 07:33 AM
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QUOTE (KentaAmon @ Jun 17 2009, 12:21 PM) *
Wow thanks biggrin.gif

I fixed both biggrin.gif
Now just 3 more questions Im sorry to be of a bother

but

1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours)

2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?

3 Everytme a character of mine dies. this comes out

I don't know why, I did the _Dead thing just how the others do =/


1.use this change the HUD script
#=========================================================================
=====
# Requiem HUD
#==============================================================================

OnOff_Switch = 0 # Switch that show or hide the HUD

Skills_Text = "Skills" # Text displayed on skills window

Items_Text = "Items" # Text displayed on items window

Ammo_Text = "Ammo" # Text displayed on ammunitions window

#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009")
#------------------------------------------------------------------------------
class Requiem_HUD1 < Window_Base

def initialize
super(-32,-32,608,480)
self.opacity = 0
@actor = $game_party.members[0]
refresh
end

def update
return if $game_party.members.size <= 0
if @actor != $game_party.members[0]
@actor = $game_party.members[0]
refresh
end
end

def refresh
return if $game_party.members.size <= 0
self.contents.clear
self.contents.font.size = 16
bitmap = Cache.system("HUD")
rect = Rect.new(0, 0, 544, 416)
self.contents.blt(16, 16, bitmap, rect)
draw_skills(464, 28)
draw_items(464, 396)
draw_ammo(32, 396)
end

def draw_skills(x, y)
skill_count = 0
@actor.skill_hotkeys.each { |key, value|
next if value.nil?
skill = $data_skills[value]
next if skill.nil?
draw_icon(skill.icon_index, (32*skill_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*skill_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*skill_count)+x+4, y+16, 64, 24, Input.name?(key))
skill_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1)
end

def draw_items(x, y)
item_count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*item_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*item_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*item_count)+x+4, y+16, 64, 24, Input.name?(key))
item_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Items_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Items_Text, 1)
end

def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?

if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end

self.contents.font.color = Color.new(0,0,0)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+5, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+37, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
self.contents.font.color = Color.new(255,255,255)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+4, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+4, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+36, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
end
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-16, 64, 24, Ammo_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 64, 24, Ammo_Text, 1)
end

end

#------------------------------------------------------------------------------
class Scene_Map < Scene_Base

alias requiem_hudstart start
alias requiem_hudupdate update
alias requiem_hudterminate terminate

def start
requiem_hudstart
@hud_window1 = Requiem_HUD1.new
@hud_window1.visible = false
showing_hud
end

def update
requiem_hudupdate
showing_hud
@hud_window1.update if @hud_window1.visible
end

def terminate
requiem_hudterminate
@hud_window1.dispose
end

def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
else
@hud_window1.visible = false
end
end

end
#------------------------------------------------------------------------------
end


2. I think it can't

3.i got same error~


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vladislaus
post Jun 17 2009, 09:00 AM
Post #56


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buny
QUOTE
2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field?


The allies uses heal skill in all members on field, ONLY when them HP is < 25%


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wltr3565
post Jun 17 2009, 09:47 AM
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Only giving ideas here, but better if available.

Can this battle system using combo attacks? After one attack, we can attack again, almost without any delays! But after some number of combo chain, the combo chain ended and there's a delay to attack again. Not like the old Zelda games that only attacking once without combos. You can use Kingdom Heart's attack or Children of Mana for what I meant.

Thanks for reading (and doing this if available. I haven't found any ABS that allow combo attacks. This ABS has the potential...)


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vladislaus
post Jun 17 2009, 11:29 AM
Post #58


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QUOTE
undefined method `x' for nil:NilClass

Fixed!


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KentaAmon
post Jun 17 2009, 12:54 PM
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QUOTE (vladislaus @ Jun 17 2009, 12:29 PM) *
QUOTE
undefined method `x' for nil:NilClass

Fixed!



THanks buny your Script worked to hide the HUD biggrin.gif

You say fixed so I have to download it agian? =/
And yeah so you mean that when ALL our HPs are 25% or below they use skills to heal us all?

Btw yeah according to a question above that like skills like Dual Attack dont work on the system, will you be implementing that in a later installment or is there a way now? Sorry for the trillion questions but this script is amazing and I can definetley work with it if I know what its fully capable of soon happy.gif

This post has been edited by KentaAmon: Jun 17 2009, 01:00 PM


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Paper PokéMaste...
post Jun 17 2009, 01:34 PM
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I get this error when I start the game.

It's on the "Input" script page.

This post has been edited by Paper PokéMaster: Jun 17 2009, 01:35 PM


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