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RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS2-Submissions
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vladislaus
removed .ini config, now all is configured in own abs again.
FireFox
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.
vladislaus
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
drebenk
@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.
FireFox
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.
King2507
The animation shield doesn't activities. Please fix it.
erthia
[BUG REPORT]

- Allies will not use explosion skills very often (Almost never)
- Allies will not heal party members, instead they will heal enemies.
vladislaus
mourning Michael jackson dies =(
toboisgreat
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! =)
buny
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
Michael
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
buny
yeah i mean that...
toboisgreat
I use ABS 8 (in response to buny's question)
buny
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......
buny
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....
doggyhouse
Is this system easy to use to like a new kind of person working with scripts?
Lennox55
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
platipus
can it be re-uploaded somewhere else please?
buny
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?
Lennox55
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
buny
@Lennox55

the script that i replace can work on Requiem8....
that's no error on that script...
Lennox55
QUOTE (buny @ Jul 22 2009, 09:30 AM) *
@Lennox55

the script that i replace can work on Requiem8....
that's no error on that script...


I'm sorry, but an error pops up anyway.. I haven't modified anything, and I have tried different palces for the script aswell.. No luck!
God, I feel like such a bother.. Hope you don't mind if I use the script btw? I forgot to ask xD
I don't get how to set the script... What do i have to do? Error message tells me it can't find Graphics/Pictures/0.

Do i have to set pictures for the numbers?
I dunno... And again, Buny - I'm sorry to trouble you this much... rolleyes.gif
Thank you!

Edit: I use Requiem 8, if that was what you meant... tongue.gif

Edit2: When I set the Actor_ID = 0 as 1 I get this error message; ?????? "Hp&MpNumbers'? 63 ??? NoMethodError ???????? undefined method 'hp' for nil:NilClass.
Maybe I'm not supposed to touch that one? xD
viraco
I too am looking for a way to prevent the game over screen if you get killed... would like to be able to call an event instead of getting game over screen.... custom event would set variables, states, teleport character an so forth... so like if character died while on a quest... then the quest could be reset to a specific point based on logic.
BizarreMonkey
Well, i'm glad this abs has no bugs now. But i haven't got a chance to test it. Tell me... can you still set up enemys like target dummys, so to speak? so when they have no actions in the enemy skill list, will it still attack, happened last time.

Another question, do events run in the trrops section still work in battle, probably not, but if so that is pretty awesome.

And I would like to see a Common Event when you die too, or even better, be able to choose a common event, I could imagine using aglobal variable for this, so like...

Common Event 1 = Variable 1

Common event 1 is:

Conditional Branch: Player have item [Second Wind]?
@>:Change Player State -[Death]
@>:Change Player HP += 100
@>:
Else
@>:Game Over
Branch End

Common Event 2 could be...

Transfer Player: [008: The Necropolis]
Show text: Monster, 5, Dark, Bottom
: Back so soon? I thought you would manage to survive a little longer than that.

That would be awesome... we could have Baldur's gate save points, the Temple of Tyr from Neverwinter nights, and we could even have check points!

Cause heck, going to that same game over screen over and over is a little boring, And limited.
buny
QUOTE (Lennox55 @ Jul 22 2009, 10:13 PM) *
QUOTE (buny @ Jul 22 2009, 09:30 AM) *
@Lennox55

the script that i replace can work on Requiem8....
that's no error on that script...


I'm sorry, but an error pops up anyway.. I haven't modified anything, and I have tried different palces for the script aswell.. No luck!
God, I feel like such a bother.. Hope you don't mind if I use the script btw? I forgot to ask xD
I don't get how to set the script... What do i have to do? Error message tells me it can't find Graphics/Pictures/0.

Do i have to set pictures for the numbers?
I dunno... And again, Buny - I'm sorry to trouble you this much... rolleyes.gif
Thank you!

Edit: I use Requiem 8, if that was what you meant... tongue.gif

Edit2: When I set the Actor_ID = 0 as 1 I get this error message; ?????? "Hp&MpNumbers'? 63 ??? NoMethodError ???????? undefined method 'hp' for nil:NilClass.
Maybe I'm not supposed to touch that one? xD



ok so.... that script that i modified is finish already?(i maen the HUD script......)
how many character in one picture sprite?


QUOTE (viraco @ Jul 23 2009, 01:12 AM) *
I too am looking for a way to prevent the game over screen if you get killed... would like to be able to call an event instead of getting game over screen.... custom event would set variables, states, teleport character an so forth... so like if character died while on a quest... then the quest could be reset to a specific point based on logic.



oh....
you can find respawn script....
viraco
QUOTE (buny @ Jul 23 2009, 02:59 AM) *
QUOTE (Lennox55 @ Jul 22 2009, 10:13 PM) *
QUOTE (buny @ Jul 22 2009, 09:30 AM) *
@Lennox55

the script that i replace can work on Requiem8....
that's no error on that script...


I'm sorry, but an error pops up anyway.. I haven't modified anything, and I have tried different palces for the script aswell.. No luck!
God, I feel like such a bother.. Hope you don't mind if I use the script btw? I forgot to ask xD
I don't get how to set the script... What do i have to do? Error message tells me it can't find Graphics/Pictures/0.

Do i have to set pictures for the numbers?
I dunno... And again, Buny - I'm sorry to trouble you this much... rolleyes.gif
Thank you!

Edit: I use Requiem 8, if that was what you meant... tongue.gif

Edit2: When I set the Actor_ID = 0 as 1 I get this error message; ?????? "Hp&MpNumbers'? 63 ??? NoMethodError ???????? undefined method 'hp' for nil:NilClass.
Maybe I'm not supposed to touch that one? xD



ok so.... that script that i modified is finish already?(i maen the HUD script......)
how many character in one picture sprite?


QUOTE (viraco @ Jul 23 2009, 01:12 AM) *
I too am looking for a way to prevent the game over screen if you get killed... would like to be able to call an event instead of getting game over screen.... custom event would set variables, states, teleport character an so forth... so like if character died while on a quest... then the quest could be reset to a specific point based on logic.



oh....
you can find respawn script....


thanks, i kept searching but could not find a lot to look through
buny
@viraco

i already give you the link?
http://www.rpgrevolution.com/forums/index....mp;#entry248356
Khev
Yes, you did ;/

Like, 2 posts above...
buny
Ok.....

really....
i got many script that not connect with abs....
sadly....
like weather system....
i want it..
Khev
Weather system? I'm pretty sure reijubv's mod to Kylocks Time System works with it .. (It does have a weather system included)

http://www.rpgrevolution.com/forums/index....c=31170&hl=

buny
QUOTE (Khev @ Jul 26 2009, 08:34 AM) *
Weather system? I'm pretty sure reijubv's mod to Kylocks Time System works with it .. (It does have a weather system included)

http://www.rpgrevolution.com/forums/index....c=31170&hl=



I think not that system...
the weather fog system...
doggyhouse
im doing ABS 7 and when i play test it says 'ABS' line 6: SyntaxError occurred. What should i do?
it and on line six

6 [] [][][][]+ [] 'Z
buny
QUOTE (doggyhouse @ Jul 27 2009, 11:29 AM) *
im doing ABS 7 and when i play test it says 'ABS' line 6: SyntaxError occurred. What should i do?
it and on line six

6 [] [][][][]+ [] 'Z


do you just copy all the script?
Khev
@buny: http://www.rpgrevolution.com/forums/index....c=31848&hl=

This is the fog script, and it works with the ABS (I've tested it).

If it's not that you want, then you might want to be a little more specific ;/
doggyhouse
@buny I copied the script and put it in. Did i not read something? I dont know. and i deleted the line 6 and then line 11 had a problem
Khev
@doggyhouse: I think you forgot the Input and Requiem Masterpiece scripts. (Just put them above the ABS Script)


CODE
#==============================================================================
# Input Module (Modificated by Vlad)
#==============================================================================

module Input
  
  Mouse_Left = 1
  Mouse_Right = 2
  Mouse_Middle = 4
  
  Back = 8
  Tab = 9
  Enter = 13
  Shift = 16
  Ctrl = 17
  Alt = 18
  CapsLock = 20
  Esc = 27
  Space = 32
  PGUP = 33
  PGDN = 34
  End = 35
  Home = 36
  Left = 37
  Up = 38
  Right = 39
  Down = 40
  PrintScreen = 44
  Insert = 45
  Delete = 46
  
  Numberkeys = {}
  Numberkeys[0] = 48
  Numberkeys[1] = 49
  Numberkeys[2] = 50
  Numberkeys[3] = 51
  Numberkeys[4] = 52
  Numberkeys[5] = 53
  Numberkeys[6] = 54
  Numberkeys[7] = 55
  Numberkeys[8] = 56
  Numberkeys[9] = 57
  
  Letters = {}
  Letters["A"] = 65
  Letters["B"] = 66
  Letters["C"] = 67
  Letters["D"] = 68
  Letters["E"] = 69
  Letters["F"] = 70
  Letters["G"] = 71
  Letters["H"] = 72
  Letters["I"] = 73
  Letters["J"] = 74
  Letters["K"] = 75
  Letters["L"] = 76
  Letters["M"] = 77
  Letters["N"] = 78
  Letters["O"] = 79
  Letters["P"] = 80
  Letters["Q"] = 81
  Letters["R"] = 82
  Letters["S"] = 83
  Letters["T"] = 84
  Letters["U"] = 85
  Letters["V"] = 86
  Letters["W"] = 87
  Letters["X"] = 88
  Letters["Y"] = 89
  Letters["Z"] = 90
  
  LWin = 91
  RWin = 92
  Apps = 93
  
  Numberpad = {}
  Numberpad[0] = 96
  Numberpad[1] = 97
  Numberpad[2] = 98
  Numberpad[3] = 99
  Numberpad[4] = 100
  Numberpad[5] = 101
  Numberpad[6] = 102
  Numberpad[7] = 103
  Numberpad[8] = 104
  Numberpad[9] = 105
  Multiply = 106
  Add = 107
  Subtract = 109
  Decimal = 110
  Divide = 111
  
  Fkeys = {}
  Fkeys[1] = 112
  Fkeys[2] = 113
  Fkeys[3] = 114
  Fkeys[4] = 115
  Fkeys[5] = 116
  Fkeys[6] = 117
  Fkeys[7] = 118
  Fkeys[8] = 119
  Fkeys[9] = 120
  Fkeys[10] = 121
  Fkeys[11] = 122
  Fkeys[12] = 123
  
  NumLock = 144
  ScrollLock = 145
  LShift = 160
  RShift = 161
  LControl = 162
  RControl = 163
  LAlt = 164
  RAlt = 165
  
  Collon = 186
  Equal = 187
  Comma = 188
  Underscore = 189
  Dot = 190
  Backslash = 191
  Uncle = 192
  LB = 219
  Bar = 220
  RB = 221
  Quote = 222
  
  @time = Array.new(256, 0)
  @press = Array.new(256, false)
  @trigger = Array.new(256, false)
  @repeat = Array.new(256, false)
  @release = Array.new(256, false)
  @dirs = [0, 0]
  
  InputInitialize = Win32API.new("Input", 'InputInitialize', 'LLLLLL', '')
  InputUpdate = Win32API.new("Input", 'InputUpdate', '', '')
  
  REG_KVALUES = {0=>32,1=>13,2=>27,3=>96,4=>16,5=>90,6=>88,7=>67,8=>86,9=>66,
                 10=>65,11=>83,12=>68,13=>81,14=>87}
                
  DEFAULT_KEYS = {11=>[16,90],12=>[27,88,96],13=>[13,32],14=>[65],15=>[83],
                  16=>[68],17=>[81],18=>[87]}
  
  def convert_keys(key)
    begin
      keys = []
      rkey = 'HKEY_CURRENT_USER\\Software\\Enterbrain\\RGSS'
      data = Registry.read_entry(rkey, 'ButtonAssign')[10, 25].scan(/./)
      15.times {|i| keys.push(REG_KVALUES[i]) if key == data[i].unpack('C')[0]}
      keys
    rescue
      DEFAULT_KEYS[key] rescue []
    end
  end  
  
  module_function :convert_keys
  
  LEFT = 37
  UP = 38
  RIGHT = 39
  DOWN = 40
  A = convert_keys(11)
  B = [45] + convert_keys(12)
  C = convert_keys(13)
  X = convert_keys(14)
  Y = convert_keys(15)
  Z = convert_keys(16)
  L = [33] + convert_keys(17)
  R = [34] + convert_keys(18)
  SHIFT = 16
  CTRL = 17
  ALT = 18
  F5 = 116
  F6 = 117
  F7 = 118
  F8 = 119
  F9 = 120
  
  InputInitialize.call(@time.object_id, @press.object_id, @trigger.object_id,
  @repeat.object_id,  @release.object_id, @dirs.object_id)
  
  def self.update
    InputUpdate.call
  end
  
  def self.trigger?(id)
    @trigger.indexes(*id.to_a).include?(true)
  end
  
  def self.press?(id)
    @press.indexes(*id.to_a).include?(true)
  end
  
  def self.triggerd?(what)
    if triggered.include?(what)
      return true
    end
  end
  
  def self.triggered
    array = Array.new
    @trigger.each_index {|i| array.push(i) if @trigger[i]}
    array
  end
  
  def self.pressed?(what)
    if pressed.include?(what)
      return true
    end
  end
  
  def self.pressed
    array = Array.new
    @press.each_index {|i| array.push(i) if @press[i]}
    array
  end
  
  def self.repeat?(id)
    @repeat.indexes(*id.to_a).include?(true)
  end
  
  def self.repeated
    array = Array.new
    @repeat.each_index {|i| array.push(i) if @repeat[i]}
    array
  end
  
  def self.release?(id)
    @release.indexes(*id.to_a).include?(true)
  end
  
  def self.released
    array = Array.new
    @release.each_index {|i| array.push(i) if @release[i]}
    array
  end
  
  def self.dir4
    @dirs[0]
  end
  
  def self.dir8
    @dirs[1]
  end

  KEYS_NAMES = {1=>'Mouse Left',2=>'Mouse Right',3=>'Cancel',
  4=>'Mouse Middle',5=>'Mouse 4th',6=>'Mouse 5th',8=>'Backspace',9=>'Tab',
  12=>'Clear',13=>'Enter',16=>'Shift',17=>'Control',18=>'Alt',19=>'Pause',
  20=>'Capitals Lock',21=>'Kana',23=>'Junja',24=>'Final',25=>'Kanji',
  27=>'Escape',28=>'Convert',29=>'Non Convert',30=>'Accept',31=>'Mode Change',
  32=>'Space',33=>'Page Up',34=>'Page Down',35=>'End',36=>'Home',37=>'Left',
  38=>'Up',39=>'Right',40=>'Down',41=>'Select',42=>'Print',43=>'Execute',
  44=>'PrintScreen',45=>'Insert',46=>'Delete',47=>'Help',48=>'0',49=>'1',50=>'2',
  51=>'3',52=>'4',53=>'5',54=>'6',55=>'7',56=>'8',57=>'9',65=>'A',66=>'B',
  67=>'C',68=>'D',69=>'E',70=>'F',71=>'G',72=>'H',73=>'I',74=>'J',75=>'K',
  76=>'L',77=>'M',78=>'N',79=>'O',80=>'P',81=>'Q',82=>'R',83=>'S',84=>'T',
  85=>'U',86=>'V',87=>'W',88=>'X',89=>'Y',90=>'Z',91=>'Left Windows',
  92=>'Right Windows',93=>'Application',95=>'Sleep',96=>'PAD 0',97=>'PAD 1',
  98=>'PAD 2',99=>'PAD 3',100=>'PAD 4',101=>'PAD 5',102=>'PAD 6',103=>'PAD 7',
  104=>'PAD 8',105=>'PAD 9',106=>'*',107=>'+',108=>'Separator',109=>'-',110=>'.',
  111=>'/',112=>'F1',113=>'F2',114=>'F3',115=>'F4',116=>'F5',117=>'F6',118=>'F7',
  119=>'F8',120=>'F9',121=>'F10',122=>'F11',123=>'F12',124=>'F13',125=>'F14',
  126=>'F15',127=>'F16',128=>'F17',129=>'F18',130=>'F19',131=>'F20',132=>'F21',
  133=>'F22',134=>'F23',135=>'F24',144=>'Number Lock',145=>'Scroll Lock',
  146=>'OEM 15',147=>'OEM 16',148=>'OEM 17',149=>'OEM 18',150=>'OEM 19',
  160=>'Left Shift',161=>'Right Shift',162=>' Left Control',163=>'Right Control',
  164=>' Left Alt',165=>'Right Alt',166=>'Browser Back',167=>'Browser Forward',
  168=>'Browser Refresh',169=>'Browser Stop',170=>'Browser Search',
  171=>'Browser Favorites',172=>'Browser Home',173=>'Volume Mute',
  174=>'Volume Down',175=>'Volume Up',176=>'Media Next Track',
  177=>'Media Previous Track',178=>'Media Stop',179=>'Media Play Pause',
  180=>'Launch Mail',181=>'Launch Media Select',182=>'Launch Application',
  183=>'Launch Application',186=>'OEM 1',187=>'OEM 2',188=>'OEM 3',189=>'OEM 4',
  190=>'OEM 5',191=>'OEM 6',192=>'OEM 7',219=>'OEM 8',220=>'OEM 9',221=>'OEM 10',
  222=>'OEM 11',223=>'OEM 13',225=>'OEM 20',226=>'OEM 14',227=>'OEM 21',
  228=>'OEM 22',229=>'Proccess',230=>'OEM 23',232=>'OEM 24',240=>'OEM 25',
  241=>'OEM 26',242=>'OEM 27',243=>'OEM 28',244=>'OEM 29',245=>'OEM 30',
  246=>'ATTN',247=>'CRSEL',248=>'EXSEL',249=>'EREOF',250=>'Play',251=>'Zoom',
  253=>'PA1',254=>'OEM Clear'}
  
  def self.name?(id)
    return (KEYS_NAMES[id].nil? ? '???' : KEYS_NAMES[id])
  end
  
end

#-----------------------------------------------------------------------------
module Registry
  
  module_function
  
  RegCloseKey = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
  RegOpenKeyExA = Win32API.new('advapi32', 'RegOpenKeyExA', 'LPLLP', 'L')
  RegQueryValueExA = Win32API.new('advapi32', 'RegQueryValueExA','LPLPPP','L')
  HKEYS = {'HKEY_CLASSES_ROOT' => 0x80000000,'HKEY_CURRENT_USER' =>0x80000001,
  'HKEY_LOCAL_MACHINE' => 0x80000002, 'HKEY_USERS' => 0x80000003,
  'HKEY_CURRENT_CONFIG' => 0x80000005}
  
  def read_entry(key, entry)
    key.sub!(/(.*?)\\/, '')
    if HKEYS[$1] != nil
      hkey = HKEYS[$1]
    else
      return nil
    end
    opened, type, size = [0].pack('V'), [0].pack('V'), [0].pack('V')
    RegOpenKeyExA.call(hkey, key, 0, 131097, opened)
    opened = (opened + [0].pack('V')).unpack('V')[0]
    RegQueryValueExA.call(opened, entry, 0, type, 0, size)
    data = ' ' * (size + [0].pack('V')).unpack('V')[0]
    RegQueryValueExA.call(opened, entry, 0, type, data, size)
    RegCloseKey.call(opened)
    data = data[0, (size + [0].pack('V')).unpack('V')[0]]
    type = (type += [0].pack('V')).unpack('V')[0]
    case type
    when 1
      data.chop
    when 2
      data.chop.gsub(/%([^%]+)%/) { ENV[$1] || $& }
    when 3
      data
    when 4
      (data += [0].pack('V')).unpack('V')[0]
    when 5
      data.unpack('N')[0]
    when 7
      data.split(/\0/)
    when 11
      (data.unpack('VV')[1] << 32) | data[0]
    else
      nil
    end
  end
  
end


[Show/Hide] REQUIEM MASTERPIECE

CODE
#==============================================================================
# Requiem Masterpiece
#==============================================================================
# This module is necessary to activate and enhance compatibility of all Requiem's Scripts
#------------------------------------------------------------------------------
module Requiem_Masterpiece
  
  Version = 1.2
  
  @scripts = {}
  @warnings = {}
  
  Print_Errors = false
  
  def self.register(script, version, date)
    @scripts[script] = [version, date]
  end
  
  def self.enabled?(script, version = nil)
    if version != nil and @scripts.include?(script)
      if @scripts[script][0] >= version
        return true
      elsif @warnings[script].nil? and Print_Errors
        print "'#{script}' is obsolete.\r\nSome functions won't work correctly"
        @warnings[script] = ["is obsolete"]
        self.write_log
      end
    end
    return true if @scripts[script] != nil
    if @scripts[script].nil? and $TEST and @warnings[script].nil? and Print_Errors
      print "Unable to find script '#{script}' or it is placed in wrong place.\r\nSome functions won't work correctly"
      @warnings[script] = ["Unable to find"]
      self.write_log
    end
    return false
  end
  
  def self.show_scripts(alert=true)
    list = "Requiem Scripts [#{@scripts.size}]:\r\n\r\n"
    @scripts.each { |key, value| list += "#{key.gsub("Requiem ", "")}  #{value[0]}  #{value[1]}\r\n" }
    list += "\r\nWarnings:\r\n" if @warnings != {}
    @warnings.each { |key, value| list += "#{key} #{value}\r\n" }
    return print list if alert
    return list
  end
  
  def self.write_log
    file = File.new("Requiem/Requiem_Log-#{Time.now.strftime("%m_%d_%Y")}.log", "w")
    file.write(self.show_scripts(false))
    file.close
  end
  
end
doggyhouse
Ok i got those added in. I get error are the input and masterpeice for ABS 8? Im using 7
Khev
Well yeah.. This is the ABS8 thread :/

Try switching to ABS8 and see what happens.

EDIT: Just remembered what the problem might be, you're missing the Input.dll, gonna go look for it.

Here it is: http://www.4shared.com/file/121049220/9ef6e73c/Input.html
doggyhouse
alright if this doesnt work ill switch to ABS8 i looked at 7 and it looked easier to use. But i guess using ABS 8 wont hurt.

EDIT: should i save it to a specific file?
Khev
All right, keep us posted.
doggyhouse
alright im using Mozilla Firefox. and i saved it. And it goes to the downloads thing. and then i play test it. same picture.
Khev
Did you put the Input.dll in your game folder? (Along with the Game.rvproj and Game.exe files)
doggyhouse
uhh... Not really sure how to so let me see. im just going to move it to RPGVX>(My game name)?
Khev
Yeah, it's gonna be next to Game.rvproj, Game.exe, Graphics folder, Audio folder and Data folder.
doggyhouse
ok i got a error on a line in 6 so should i just switch to ABS8?

alright here the thing. I switched and the line 1 has the problem on the ABS8 script.
Khev
Check if the first lines start with a "#"

Might be one missing when you copied the script.

CODE
#==============================================================================
# Requiem ABS Version 8
#==============================================================================
#------------------------------------------------------------------------------
# Credits: Vlad | Email: demon_of_lust@live.com
#------------------------------------------------------------------------------
#==============================================================================
if Requiem_Masterpiece.enabled?("Requiem Extended Movements")
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem ABS", 8.0, "06/20/2009")
#------------------------------------------------------------------------------
...
...
...


And see if adding this script below "Requiem Masterpiece" and above the ABS works:

[Show/Hide] Requiem Extended Movement
CODE
#==============================================================================
# Requiem Extended Movements
#==============================================================================
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem Extended Movements", 1.2, "04/29/2009")
#------------------------------------------------------------------------------
class Game_Character
  
  attr_accessor :character_name
  attr_accessor :character_index
  attr_accessor :move_type
  attr_accessor :move_route
  attr_accessor :direction_fix
  attr_accessor :walk_anime
  attr_accessor :step_anime
  attr_accessor :through
  attr_accessor :pattern
  attr_accessor :direction
  attr_accessor :bush_depth
  attr_accessor :blend_type
  attr_accessor :opacity
  attr_accessor :move_speed
  attr_accessor :priority_type
  
  def in_range?(parent, target, range)
    x = (parent.x - target.x) * (parent.x - target.x)
    y = (parent.y - target.y) * (parent.y - target.y)
    r = x + y
    return true if r <= (range * range)
    return false
  end
  
  def in_direction?(parent, target)
    return true if parent.direction == 2 and target.y >= parent.y and target.x == parent.x
    return true if parent.direction == 4 and target.x <= parent.x and target.y == parent.y
    return true if parent.direction == 6 and target.x >= parent.x and target.y == parent.y
    return true if parent.direction == 8 and target.y <= parent.y and target.x == parent.x
    return false
  end
  
  def in_front?(parent, target)
    return true if parent.direction == 2 and parent.x == target.x and (parent.y+1) == target.y
    return true if parent.direction == 4 and (parent.x-1) == target.x and parent.y == target.y
    return true if parent.direction == 6 and (parent.x+1) == target.x and parent.y == target.y
    return true if parent.direction == 8 and parent.x == target.x and (parent.y-1) == target.y
    return true if parent.x == target.x and parent.y == target.y
    return false
  end
  
  def in_behind?(parent, target)
    return true if target.direction == 2 and parent.x == target.x and parent.y < target.y
    return true if target.direction == 4 and parent.x > target.x and parent.y == target.y
    return true if target.direction == 6 and parent.x < target.x and parent.y == target.y
    return true if target.direction == 8 and parent.x == target.x and parent.y > target.y
    return false
  end
  
  def in_beside?(parent, target)
    return true if target.direction == 2 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
    return true if target.direction == 2 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
    return true if target.direction == 4 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
    return true if target.direction == 4 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
    return true if target.direction == 6 and parent.direction == 2 and target.x == parent.x and target.y == (parent.y+1)
    return true if target.direction == 6 and parent.direction == 8 and target.x == parent.x and target.y == (parent.y-1)
    return true if target.direction == 8 and parent.direction == 4 and target.x == (parent.x-1) and target.y == parent.y
    return true if target.direction == 8 and parent.direction == 6 and target.x == (parent.x+1) and target.y == parent.y
    return false
  end
  
  def face_to_face?(parent, target)
    return true if parent.direction == 2 and target.direction == 8
    return true if parent.direction == 4 and target.direction == 6
    return true if parent.direction == 6 and target.direction == 4
    return true if parent.direction == 8 and target.direction == 2
    return false
  end
  
  def is_passable?(object, dir)
    x = dir == 4 ? -1 : dir == 6 ? 1 : 0
    y = dir == 2 ? 1 : dir == 8 ? -1 : 0
    return false if !$game_map.passable?(object.x+x, object.y+y)
    return true
  end
  
  def events_xy(object, dir)
    x = dir == 4 ? -1 : dir == 6 ? 1 : 0
    y = dir == 2 ? 1 : dir == 8 ? -1 : 0
    for i in $game_map.events.values
      return true if i.x == object.x+x and i.y == object.y+y and !i.through
    end
    return false
  end
  
  def move_toward(target)
    sx = distance_x_from(target)
    sy = distance_y_from(target)
    if sx != 0 or sy != 0
      if sx.abs > sy.abs
        sx > 0 ? move_left : move_right
        if @move_failed and sy != 0
          sy > 0 ? move_up : move_down
        end
      else
        sy > 0 ? move_up : move_down
        if @move_failed and sx != 0
          sx > 0 ? move_left : move_right
        end
      end
    end
  end
  
  def move_type_toward(target)
    case rand(6)
      when 0..3; move_toward(target)
      when 4;     move_random
      when 5;     move_forward
    end
  end
  
  def turn_toward(target)
    sx = distance_x_from(target)
    sy = distance_y_from(target)
    if sx.abs > sy.abs
      sx > 0 ? turn_left : turn_right
    elsif sx.abs < sy.abs
      sy > 0 ? turn_up : turn_down
    end
  end
  
  def follow(x, y)
    sx = distance_x(x)
    sy = distance_y(y)
    if sx != 0 or sy != 0
      if sx.abs > sy.abs
        sx > 0 ? move_left : move_right
        if @move_failed and sy != 0
          sy > 0 ? move_up : move_down
        end
      else
        sy > 0 ? move_up : move_down
        if @move_failed and sx != 0
          sx > 0 ? move_left : move_right
        end
      end
    end
  end
  
  def look_at(x, y)
    sx = distance_x(x)
    sy = distance_y(y)
    if sx.abs > sy.abs
      sx > 0 ? turn_left : turn_right
    elsif sx.abs < sy.abs
      sy > 0 ? turn_up : turn_down
    end
  end
  
  def distance_x_from(target)
    sx = @x - target.x
    if $game_map.loop_horizontal?
      if sx.abs > $game_map.width / 2
        sx -= $game_map.width
      end
    end
    return sx
  end
  
  def distance_y_from(target)
    sy = @y - target.y
    if $game_map.loop_vertical?
      if sy.abs > $game_map.height / 2
        sy -= $game_map.height
      end
    end
    return sy
  end
  
  def distance_x(x)
    sx = @x - x
    if $game_map.loop_horizontal?
      if sx.abs > $game_map.width / 2
        sx -= $game_map.width
      end
    end
    return sx
  end
  
  def distance_y(y)
    sy = @y - y
    if $game_map.loop_vertical?
      if sy.abs > $game_map.height / 2
        sy -= $game_map.height
      end
    end
    return sy
  end
  
end

#------------------------------------------------------------------------------
class Game_Event < Game_Character
  
  attr_reader :id
  
  def check_value(comment)
    return 0 if @list.nil? or @list.size <= 0
    for item in @list
      if item.code == 108 or item.code == 408
        if item.parameters[0] =~ /#{comment}[ ]?(\d+)?/
          return $1.to_i
        end
      end
    end
    return 0
  end
  
  def check_command(comment)
    return nil if @list.nil? or @list.size <= 0
    for item in @list
      next unless item.code == 108 or item.code == 408
      if item.parameters[0] =~ /#{comment} (.*)/
        return $1.to_s
      end
    end
    return nil
  end
  
  def check_comment(comment)
    return false if @list.nil? or @list.size <= 0
    for item in @list
      if item.code == 108 or item.code == 408
        if item.parameters[0].include?(comment)
          return true
        end
      end
    end
    return false
  end
  
end

#------------------------------------------------------------------------------
class Game_Interpreter
  
  attr_reader :original_event_id
  
end
doggyhouse
this is it the first couple of lines
CODE
Requiem ABS 8 (Credits by Vlad)

That commands, you need put on NOTES of skills, items, weapons, armors, enemies and states.
The script makes the remains.


_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_
Commands valids for skills, weapons and items:
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_



and should i enter the other script right now?
doggyhouse
sorry for the double post im trying to bump it so people reply i got the script thing put in here
CODE
Commands valids for skills, weapons and items:

Problem is line is this line 15.

EDIT: you know that other script you gave me to put below the Masterpeice
I put that in and play tested problem with the Main ABS script line 15 still
Khev
Wow, your ABS 8 script is different from mine and the Demo's o_O.

EDIT: Paste the first 50 lines of your ABS 8 script.
doggyhouse
Edit:I did wrong script!
CODE
#======================================================================
========
# Requiem ABS Version 8
#==============================================================================
#------------------------------------------------------------------------------
# Credits: Vlad | Email: demon_of_lust@live.com
#------------------------------------------------------------------------------
#==============================================================================
if Requiem_Masterpiece.enabled?("Requiem Extended Movements")
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem ABS", 8.0, "06/20/2009")
#------------------------------------------------------------------------------


_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_
Commands valids for skills, weapons and items:
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_


Ranged (That command says to script, that weapon, skill or item is ranged)
Graphic = X (Change X for character name, default is nil)
Index = X (Change X for character index, default is 0)
Speed = X (Change X for movement speed of projectile, default is 4)
Range = X (Change X for distance that percorred for the projectile, default is 5)
Delay = X (Change X for delay of projectile, default is 60)
Shot SE = X (Change X for SE name that is playerd when attack, default is nil)
________________________________________________________________________________
_____\
Path = X (Change X for: \
\
Line (The projectile will walk in straight line (that is default value)); \
Circle (The projectile will walk around the player); \
Boom (The projectile will walk forward and come back, like a boomerang); \
Jump (The projectile will jump 2 squares forward (like Axe of castlevania)); \
Random (The projectile will walk randomly on map) ) \
\
________________________________________________________________________________
______________\
examples
Path = Line


_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_

Commands valids only for Skills and Items:
_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_


Explosive (That command, says to script, that is a skill or item explosive)
Area = X (Change X for area (in tiles) that explosion affects the enemies, default is 3)

Command valid only for items:
Bomb (This command says to script, that item is a bomb)
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