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Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010 |
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Jun 25 2009, 08:21 AM
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Group: Member
Posts: 3
Type: Scripter
RM Skill: Skilled

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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  ? if not oh well lol, anyway i love the script and plan on making a lot of addons for it.
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Jun 25 2009, 08:23 AM
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Maker Senior

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

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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  ? 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
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Jun 25 2009, 08:26 AM
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Level 20

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

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@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.
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Jun 25 2009, 08:27 AM
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Group: Member
Posts: 3
Type: Scripter
RM Skill: Skilled

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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  .
This post has been edited by FireFox: Jun 25 2009, 08:28 AM
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Jul 5 2009, 04:26 PM
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Level 15

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

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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'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jul 5 2009, 10:08 PM
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Level 33

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

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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.
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Jul 5 2009, 11:40 PM
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Level 15

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

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yeah i mean that...
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jul 6 2009, 06:30 PM
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Level 15

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

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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'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jul 18 2009, 06:17 AM
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Level 15

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

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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'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jul 20 2009, 03:08 PM
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Level 2

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

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Just totally awesome script Vlaidslaus, thanks for bringing it to my attnetion Buny 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
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Jul 20 2009, 04:30 PM
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Level 11

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

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can it be re-uploaded somewhere else please?
__________________________
using xp now and will continue to until a better rpg maker
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Jul 20 2009, 11:34 PM
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Level 15

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

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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 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'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jul 21 2009, 05:26 AM
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Level 2

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

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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 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?  Thanks for your time, Buny! Edit: I wrote Bow1 . in the archery skill.. My bad  Now all that's left is the script Buny gave to KentaAmon, I most certainly would love some help on that one
This post has been edited by Lennox55: Jul 21 2009, 11:46 AM
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