Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

25 Pages V  « < 4 5 6 7 8 > »   
Reply to this topicStart new topic
> Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010
vladislaus
post Jun 25 2009, 08:01 AM
Post #101


Maker Senior
Group Icon

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful




removed .ini config, now all is configured in own abs again.


__________________________



Visit the Vampyr's Website
Follow me on twitter: @etfictumfactum

Go to the top of the page
 
+Quote Post
   
FireFox
post Jun 25 2009, 08:21 AM
Post #102



Group Icon

Group: Member
Posts: 3
Type: Scripter
RM Skill: Skilled




QUOTE (vladislaus @ Jun 25 2009, 12:01 PM) *
removed .ini config, now all is configured in own abs again.


Did you get that idea from my thread smile.gif? if not oh well lol, anyway i love the script and plan on making a lot of addons for it.
Go to the top of the page
 
+Quote Post
   
vladislaus
post Jun 25 2009, 08:23 AM
Post #103


Maker Senior
Group Icon

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful




QUOTE (FireFox @ Jun 25 2009, 01:21 PM) *
QUOTE (vladislaus @ Jun 25 2009, 12:01 PM) *
removed .ini config, now all is configured in own abs again.


Did you get that idea from my thread smile.gif? if not oh well lol, anyway i love the script and plan on making a lot of addons for it.


your idea? o.o
sorry but i don't see nothing about it...

well... the important is script is better no?

[edit]
oh now i see you modified my script ^^
well... now i modicied too xD

This post has been edited by vladislaus: Jun 25 2009, 08:25 AM


__________________________



Visit the Vampyr's Website
Follow me on twitter: @etfictumfactum

Go to the top of the page
 
+Quote Post
   
drebenk
post Jun 25 2009, 08:26 AM
Post #104


Level 20
Group Icon

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled




@vlad I just checked again how the assigment of items and skills worked in the older ABS scripts I went back to SABS4 and the asigment was the way it is right now (hmm why do I think that there was a version in which you were able to assign the items and skills the way I want it?). So the way I want to assign items and skills to the slots is like so:

You go to the skills menu and select a skill (move the marker over it). When you press key 3 the skill goes in to the third slot of the skills bar no matter if there are previously assignet skills. This mean that if I don't have previously assigned skills and assign a skill with the key 3 the first two slots in the skill bar will be empty and the icon of the skill will appear in the third slot of the skill bar.

This way people will be able to use custom HUDs (like I do).

Also players won't be confused when assigning skills. Right now if I press key 3 to assign a skill the skill goes in to the first slot of the skills bar and this way I think that I must press key 1 to cast it. If I press key 3 to assign a skill and if the skill goes directly to skill slot 3 of the skills bar I'll know that I must press key 3 to cast it. It is not confusing this way.


__________________________
Nobody dies a virgin. Sooner or later life f***s everybody.
Go to the top of the page
 
+Quote Post
   
FireFox
post Jun 25 2009, 08:27 AM
Post #105



Group Icon

Group: Member
Posts: 3
Type: Scripter
RM Skill: Skilled




QUOTE
your idea? o.o
sorry but i don't see nothing about it...

well... the important is script is better no?

[edit]
oh now i see you modified my script ^^
well... now i modicied too xD


Lol agreed, i'll have a mod close mine smile.gif.

This post has been edited by FireFox: Jun 25 2009, 08:28 AM
Go to the top of the page
 
+Quote Post
   
King2507
post Jun 25 2009, 09:48 AM
Post #106



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Beginner




The animation shield doesn't activities. Please fix it.

This post has been edited by King2507: Jun 25 2009, 09:48 AM
Go to the top of the page
 
+Quote Post
   
erthia
post Jun 25 2009, 10:06 AM
Post #107


Level 6
Group Icon

Group: Member
Posts: 88
Type: None
RM Skill: Undisclosed




[BUG REPORT]

- Allies will not use explosion skills very often (Almost never)
- Allies will not heal party members, instead they will heal enemies.
Go to the top of the page
 
+Quote Post
   
vladislaus
post Jun 25 2009, 02:48 PM
Post #108


Maker Senior
Group Icon

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful




mourning Michael jackson dies =(


__________________________



Visit the Vampyr's Website
Follow me on twitter: @etfictumfactum

Go to the top of the page
 
+Quote Post
   
toboisgreat
post Jun 27 2009, 03:38 AM
Post #109


Level 13
Group Icon

Group: Revolutionary
Posts: 242
Type: Artist
RM Skill: Skilled




Hewo.

How do I make a bomb?
I put the word Bomb in the item description, but it didnt hurt the enemy.. it just missed all the time.

Also is it possible to make and event that when activated, causes a skill to be used on the enemy? For example a swtich that when pressed, hurts the boss with a fire skill?

EDIT- Sorry about this but I have another question. How can I create a conditional branch so that something happens only if the player is defending (pressing S). I tried to do this with the ([f buttons if being pressed] command but it doesnt work. =(

Thank you for your help with this.

Oh, and Vlad this is a wonderful ABS, you should be proud! =)


__________________________

Fly on the wings of a new dawn..

Demo out now!.



Trails of Icarus. A new era of racing games.
Go to the top of the page
 
+Quote Post
   
buny
post Jul 5 2009, 04:26 PM
Post #110


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




QUOTE (erthia @ Jun 26 2009, 01:06 AM) *
[BUG REPORT]

- Allies will not use explosion skills very often (Almost never)
- Allies will not heal party members, instead they will heal enemies.



have you make the skill rating in use in enemy in high level?


QUOTE (vladislaus @ Jun 26 2009, 05:48 AM) *
mourning Michael jackson dies =(



yeah...
i'm so sad too..
LOL


QUOTE (toboisgreat @ Jun 27 2009, 06:38 PM) *
Hewo.

How do I make a bomb?
I put the word Bomb in the item description, but it didnt hurt the enemy.. it just missed all the time.

Also is it possible to make and event that when activated, causes a skill to be used on the enemy? For example a swtich that when pressed, hurts the boss with a fire skill?

EDIT- Sorry about this but I have another question. How can I create a conditional branch so that something happens only if the player is defending (pressing S). I tried to do this with the ([f buttons if being pressed] command but it doesnt work. =(

Thank you for your help with this.

Oh, and Vlad this is a wonderful ABS, you should be proud! =)


ok do you use abs 8?
ok i'm use 7 abs, 8 is to long.....
but i think abs 7 abd 8 is like a 2 different kind of abs....


ok i'm now just come back to computer just from 1 week...



VOTE THIS!
where is more good?
@abs 7
@abs8


__________________________







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!!!!!
Go to the top of the page
 
+Quote Post
   
Michael
post Jul 5 2009, 10:08 PM
Post #111


Level 33
Group Icon

Group: Revolutionary
Posts: 838
Type: Writer
RM Skill: Skilled




VOTE THIS!
where is more good?
@abs 7
@abs8

You mean which is better?
Well I reckon that ABS 8 would be better because of this extra and better features it includes. So thats sort of a dumb question unless there is actually people who prefer the older way of doing things. tongue.gif
Go to the top of the page
 
+Quote Post
   
buny
post Jul 5 2009, 11:40 PM
Post #112


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




yeah i mean that...


__________________________







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!!!!!
Go to the top of the page
 
+Quote Post
   
toboisgreat
post Jul 6 2009, 07:30 AM
Post #113


Level 13
Group Icon

Group: Revolutionary
Posts: 242
Type: Artist
RM Skill: Skilled




I use ABS 8 (in response to buny's question)


__________________________

Fly on the wings of a new dawn..

Demo out now!.



Trails of Icarus. A new era of racing games.
Go to the top of the page
 
+Quote Post
   
buny
post Jul 6 2009, 06:30 PM
Post #114


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




QUOTE (toboisgreat @ Jul 6 2009, 10:30 PM) *
I use ABS 8 (in response to buny's question)


um ok...
first i would like to 'sorry'
cause i'm not at my computer..
i'm using my brother laptop and i'm not at my country now....

i'll check it out when i'm home....
cause i'm use abs 7....

for me abs 7 is better......


__________________________







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!!!!!
Go to the top of the page
 
+Quote Post
   
buny
post Jul 18 2009, 06:17 AM
Post #115


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




QUOTE (toboisgreat @ Jun 27 2009, 06:38 PM) *
Hewo.

How do I make a bomb?
I put the word Bomb in the item description, but it didnt hurt the enemy.. it just missed all the time.

Also is it possible to make and event that when activated, causes a skill to be used on the enemy? For example a swtich that when pressed, hurts the boss with a fire skill?

EDIT- Sorry about this but I have another question. How can I create a conditional branch so that something happens only if the player is defending (pressing S). I tried to do this with the ([f buttons if being pressed] command but it doesnt work. =(

Thank you for your help with this.

Oh, and Vlad this is a wonderful ABS, you should be proud! =)



oh sorry for late reply post...
i'm just gone home....
you can check the demo i think....


__________________________







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!!!!!
Go to the top of the page
 
+Quote Post
   
doggyhouse
post Jul 20 2009, 09:35 AM
Post #116


Dooms Cool
Group Icon

Group: Revolutionary
Posts: 102
Type: None
RM Skill: Beginner




Is this system easy to use to like a new kind of person working with scripts?


__________________________
No Current Signature, Please Check Back In A While =D
Go to the top of the page
 
+Quote Post
   
Lennox55
post Jul 20 2009, 03:08 PM
Post #117


Level 2
Group Icon

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Skilled




Just totally awesome script Vlaidslaus, thanks for bringing it to my attnetion Buny tongue.gif
Soo...
I feel like I'm getting the hang of making enemies now, though I have a problem!

I have an enemy with the following notes:
Ranged
Char Name = Link
Char Index = 5
Respawn = 300
Weapon Icon = 17
Graphic = !$Arrow
Index = 0 (Got to say, I'm not sure what this does xD )
Shot SE = Bow1

(Yes, Zelda style =D )
And as you can see in the attached image when the enemy is supposed to attack a box appears, claiming that the file "Bow1" can't be found..
I know I got the SE, can someone tell me what I am doing wrong?

Thanks!

Edit: I noticed KentaAmon asked for numbers in HP and MP Bar, I tried the script buny gave him, but I screwed it up somehow.
I've attached this error message as well.
CODE
##########################################################################
######
# #
# ~~~~~ 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 = 1 #The ID of the actor of wich the value's are displayed

Exp_Name = "Exp" #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


Thanks in advance:D

This post has been edited by Lennox55: Jul 20 2009, 06:27 PM
Attached File(s)
Attached File  Untitled_1.png ( 8.71K ) Number of downloads: 0
Attached File  Error_message.png ( 10.89K ) Number of downloads: 3
 
Go to the top of the page
 
+Quote Post
   
platipus
post Jul 20 2009, 04:30 PM
Post #118


Level 11
Group Icon

Group: Revolutionary
Posts: 191
Type: Event Designer
RM Skill: Skilled




can it be re-uploaded somewhere else please?


__________________________
using xp now and will continue to until a better rpg maker
Go to the top of the page
 
+Quote Post
   
buny
post Jul 20 2009, 11:34 PM
Post #119


Level 15
Group Icon

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate




QUOTE (doggyhouse @ Jul 21 2009, 12:35 AM) *
Is this system easy to use to like a new kind of person working with scripts?


yup....
but you need only need to know how to configure the enemies and character...
and thats easy

QUOTE (Lennox55 @ Jul 21 2009, 06:08 AM) *
Just totally awesome script Vlaidslaus, thanks for bringing it to my attnetion Buny tongue.gif
Soo...
I feel like I'm getting the hang of making enemies now, though I have a problem!

I have an enemy with the following notes:
Ranged
Char Name = Link
Char Index = 5
Respawn = 300
Weapon Icon = 17
Graphic = !$Arrow
Index = 0 (Got to say, I'm not sure what this does xD )
Shot SE = Bow1

(Yes, Zelda style =D )
And as you can see in the attached image when the enemy is supposed to attack a box appears, claiming that the file "Bow1" can't be found..
I know I got the SE, can someone tell me what I am doing wrong?

Thanks!

Edit: I noticed KentaAmon asked for numbers in HP and MP Bar, I tried the script buny gave him, but I screwed it up somehow.
I've attached this error message as well.
CODE
##########################################################################
######
# #
# ~~~~~ 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 = 1 #The ID of the actor of wich the value's are displayed

Exp_Name = "Exp" #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


Thanks in advance:D


i know the problem solving....
you write
bow1 .(with space in the end)
the true is
you only need to
write...
bow1.


index is the id of character...
example....
there is 8 character in one sprite....
XXXZZZCCCVVV
XXXZZZCCCVVV
XXXZZZCCCVVV
XXXZZZCCCVVV
RRRTTTYYYOOO
RRRTTTYYYOOO
RRRTTTYYYOOO
RRRTTTYYYOOO

index for
x = 0
z = 1
c = 2
v = 3
R = 4
T = 5
Y = 6
O = 7

Examples
Index = 7
its mean the sprite char is the sprite O


QUOTE (platipus @ Jul 21 2009, 07:30 AM) *
can it be re-uploaded somewhere else please?


upload the demo?


__________________________







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!!!!!
Go to the top of the page
 
+Quote Post
   
Lennox55
post Jul 21 2009, 05:26 AM
Post #120


Level 2
Group Icon

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Skilled




QUOTE (buny @ Jul 21 2009, 09:34 AM) *
QUOTE (doggyhouse @ Jul 21 2009, 12:35 AM) *
Is this system easy to use to like a new kind of person working with scripts?


yup....
but you need only need to know how to configure the enemies and character...
and thats easy

QUOTE (Lennox55 @ Jul 21 2009, 06:08 AM) *
Just totally awesome script Vlaidslaus, thanks for bringing it to my attnetion Buny tongue.gif
Soo...
I feel like I'm getting the hang of making enemies now, though I have a problem!

I have an enemy with the following notes:
Ranged
Char Name = Link
Char Index = 5
Respawn = 300
Weapon Icon = 17
Graphic = !$Arrow
Index = 0 (Got to say, I'm not sure what this does xD )
Shot SE = Bow1

(Yes, Zelda style =D )
And as you can see in the attached image when the enemy is supposed to attack a box appears, claiming that the file "Bow1" can't be found..
I know I got the SE, can someone tell me what I am doing wrong?

Thanks!

Edit: I noticed KentaAmon asked for numbers in HP and MP Bar, I tried the script buny gave him, but I screwed it up somehow.
I've attached this error message as well.
CODE
##########################################################################
######
# #
# ~~~~~ 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 = 1 #The ID of the actor of wich the value's are displayed

Exp_Name = "Exp" #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


Thanks in advance:D


i know the problem solving....
you write
bow1 .(with space in the end)
the true is
you only need to
write...
bow1.


index is the id of character...
example....
there is 8 character in one sprite....
XXXZZZCCCVVV
XXXZZZCCCVVV
XXXZZZCCCVVV
XXXZZZCCCVVV
RRRTTTYYYOOO
RRRTTTYYYOOO
RRRTTTYYYOOO
RRRTTTYYYOOO

index for
x = 0
z = 1
c = 2
v = 3
R = 4
T = 5
Y = 6
O = 7

Examples
Index = 7
its mean the sprite char is the sprite O


QUOTE (platipus @ Jul 21 2009, 07:30 AM) *
can it be re-uploaded somewhere else please?


upload the demo?


Thanks, but it still doesn't work.
I removed the space, but the exact same error message still pops up when the enemy is supposed to attack.
Any suggestions?

And what about the Hp&Mp number script (thingy)? Could you help me with that one? biggrin.gif
Thanks for your time, Buny!

Edit: I wrote Bow1 . in the archery skill..
My bad biggrin.gif

Now all that's left is the script Buny gave to KentaAmon, I most certainly would love some help on that one tongue.gif

This post has been edited by Lennox55: Jul 21 2009, 11:46 AM
Go to the top of the page
 
+Quote Post
   

25 Pages V  « < 4 5 6 7 8 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th May 2013 - 03:26 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker