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Posts posted by Chigoo
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The Map of Dawn Haven!
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On 11/2/2021 at 3:42 PM, wolfsden said:FYI: this looks dope!
thank you will be updating the game soon!
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5 hours ago, Coolie said:I am going to add move speed on the fly (which is proving a bit difficult so far), and interaction with "button press" and "player touch" toggling within the next few days, typing code is a bit difficult right because I am recovering from a shoulder surgery I had this past Tuesday, but I took the notes on some feature stuff. These things will apply to two vehicles (land, ship), so it'll be more of a "Land Vehicle + Ship Vehicle Options" script in the next update.
Changing how the airship functions in regards to those same features seems a bit too much trouble for too little gain.
If you're able to encounter enemies while in an airship, coding would have to be added for troops that you'd be able to meet in the air, as well as being able to set a battle background for those battles, which I would assume would also need settings via region IDs so they wouldn't all be the same worldwide.
I may add this in the future for 3.0. but I can't promise it.
AWESOME stuff man. keep up the good work. for me I mainly just need the move speed. I also have to figure out how to make the player dismount when in combat since i'm using an ABS or make the player at least take damage.
Sorry to hear about your shoulder, please get better!
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New Game Play! Mounts Quests and Dragons
Part of the 0.05c update!
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11 hours ago, Coolie said:Script Updated to v1.07
- Encounter support for ship/airship added.
- Altitude support for airship added.
- Walk animation/step animation setting for Land Vehicle removed (redundant, now automatic based on vehicle type)
Awesome will update, I also wanted to know if there was a way to change movespeed on the fly, if you see my video I have different mount and I want to be able to make some faster than others.
Look what I did so far
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2 hours ago, Coolie said:Script updated to allow or disallow walking animation when piloting the vehicle.
Same issue, and i'm testing on a blank project.
edit
looking at the original game_vehicle script @walking_anime dosen't seem to do anything.... Once stepping animation is off no animation is played at all
Also of the get_on def it only runs when player gets on the vehicle so i figred i needed to add @step_anime = moving? somewhere where the vehicle updates all the time.
edit2
with trial and error I figured out to add it to def sync_with_player I just added @step_anime = moving? which fixes the issue i'm having. I did remove your script, but now I'm gonna add it in again and see if it's still solved or if I have to change something
So i tried to add this to your script but it didn't work as i wanted. but the whole system works if I change the original game_vehicles script.
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def sync_with_player
@step_anime = moving?
end
maybe i have to alias or something but thats beyond me
EDIT FINAL
alias :ed5_sync :sync_with_player
def sync_with_player
ed5_sync
@step_anime = moving?
endfigured it out! Add that to the end of your script before the last end # class Game_Vehicle
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This looks really interesting... I might have to play it to take notes lol.
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cool game! keep up the good work!
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Change log
link: https://www.patreon.com/posts/dawn-haven-demo-56002167
Dawn Haven Demo V0.05B- -Added new NPCs
- -Added Fast travel from map (Must visit location once before)
- -New enemies
- -Added shops to Summer Fell, and Lounge Port
- -Started The Khriss main story Quest (Incomplete)
- -Bug fixes
- -Performance improved in open world
Things Changing in next version
- -NPCs for High Fire, Grove Town, Koi Town, Kaizen (Shop keepers too)
- -Replacing old crafting system
- -Adding more enemies and Boss class enemies
- -Others....
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The Wait is over! The Game is available now!
Join my patron to play : https://www.patreon.com/chigoox
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Hey, I'm currently using a script which just points to a x,y location on the map. But I want to be able to use it in a more complex way. The script is only able to point to a location on the current map you're on. I want it to be able to point to a location a different map.
How it should/might work:
- Events used as doors/transfers can be tagged with a exit door tag to read their location(x , y) this is used for caves and in door maps
- Events used as doors/transfers can be tagged with a specific door tag to read their location(x , y) this is used for world maps, towns, open areas.
- if the player is on the same map as location then script works normally
- if the player is on a map with only 1 exit and its not the same map as location then the location will be set to the exit
- if the player is on a map like a town where there's no exits then the script will look for a specific door tag to use that as the location
- script call will be like 3,4,6,"tag" (mapid, x, y, specific tag)
- calling this again should overwrite the old call (so if i was going to the market then changing it to the blacksmith will then lead me to the black smith)
so scenarios:
- you are in a house and you get a quest to go to the market
- the script will set final destination to (*market map*, 33, 20) (map, x, y)
- user will assign which specific tag is used for the current final destination
- the script will then scan for a tag on the events if it reads exit tag (which it will since we're in a house) then it will set temporary destination to the location of the exit tag.
- the player then follows the compass the the exit
- the next map is the town where there should be no exit tags, the the script will then scan for the specific tag that matches the one the user assigned for final destination and set temporary destination to the location of the exit tag
- finally the player walking in the door of the market
- now the script sees its now on the same map the final destination and then works normal.
So basically how the compass works in skyrim where if you're inside but the quest is in a different map it will show that. there can also be indication changes to let the player know if they are on a different map.
I would love to thank you for read though to this far and really apricate the facts you are interested in helping.
The Script In Question:
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I kind of figured out a work around but I can script so I don't quite get how to do it. It seems that when using the quick selection tool to equip items duplicates the item. So what I want to do is is to make it so that instead of there being 4 commands for weapon, armor, item, and skills there will only be 3. equipment, items, and skill. Equipment will just take me to the regular equipment screen. I figuref out how to remove one of the commands and rename one to equiment. But I dont know how to make it so when you select equipment it will take you to the main screen.
here's the script.
Spoiler#===============================================================================
# * Falcao Pearl ABS script shelf # 6
#
# This script handles all scenes related in pearl ABS
#===============================================================================module PearlScenes
# Cursor icon displayed when selecting a target
CursorIcon = 389
# Status text displayed in the player selection menu
DeathStatus = 'Death' # Displayed when death
BadStatus = 'Bad' # Displayed when 0 to 25% of hp
OverageStatus = 'Overage' # Displayed when 25 to 50% of hp
GoodStatus = 'Good' # Displayed when 50 to 75% of hp
ExellentStatus = 'Exellent' # Displayed when 75 to 100% of hp
end#===============================================================================
# target slection engineclass Window_EventSelect < Window_Selectable
attr_reader :participants
def initialize(object)
super(0, 0, 150, 192)
self.z = 101
@participants = []
refresh(object)
self.index = 0
self.visible = false
activate
end
def item
return @data[self.index]
end
def refresh(object)
self.contents.clear if self.contents != nil
@data = []
for character in object
if character.is_a?(Game_Event)
if character.on_battle_screen? and character.enemy_ready?
@data.push(character)
character.target_index = @data.size - 1
@participants.push(character)
end
elsif character.on_battle_screen?
next if character.battler.deadposing != nil and
$game_map.map_id != character.battler.deadposing
@data.push(character)
character.target_index = @data.size - 1
@participants.push(character)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (120 + 32), index / col_max * 24
self.contents.font.size = 16
self.contents.draw_text(x + 24, y, 212, 32, 'none', 0)
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
end# Scenen events selection target
class Scene_BattlerSelection < Scene_MenuBase
def start
super
@mouse_exist = defined?(Map_Buttons).is_a?(String)
item = $game_player.targeting[1]
if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
load_target(item)
else
invoke = item.tool_data("Tool Invoke Skill = ")
if invoke != 0
load_target($data_skills[invoke])
else
@event_window = Window_EventSelect.new($game_map.events.values)
end
end
# info window
@info_window = Sprite.new
@event_window.item.nil? ? t = 'No targets!' : t = 'Select target'
@info_window.bitmap = Bitmap.new(300, 60)
@info_window.z = 900
x, y = Graphics.width / 2 - 300 / 2, Graphics.height / 2 - 60 / 2
@info_window.x = x; @info_window.y = y
@info_window.bitmap.font.size = 30
@info_window.bitmap.font.shadow = true
@info_window.bitmap.draw_text(0, 0, @info_window.width, 32, t, 1)
@info_time = 60
create_cursor unless @event_window.item.nil?
@background_sprite.color.set(16, 16, 16, 70)
end
def create_name_sprites
return if !@name_text.nil?
@name_text = Sprite.new
@name_text.bitmap = Bitmap.new(200, 60)
@name_text.bitmap.font.size = 20
@name_text.bitmap.font.shadow = true
@name_text.x = @event_window.item.screen_x - 100
@name_text.y = @event_window.item.screen_y - 58
text = @event_window.item.battler.name
@name_text.bitmap.draw_text(0, 0, @name_text.width, 32, text, 1)
end
def dispose_name_sprites
return if @name_text.nil?
@name_text.bitmap.dispose
@name_text.dispose
@name_text = nil
end
# load item target
def load_target(item)
if item.scope.between?(1, 6)
@event_window = Window_EventSelect.new($game_map.events.values)
else
targets = []
$game_player.followers.each {|i| targets << i if i.visible?}
targets << $game_player
@event_window = Window_EventSelect.new(targets)
end
end
def refresh_info(type)
@info_window.bitmap.clear
t = 'Invalid Target!' if type == 2
@info_window.bitmap.draw_text(-30, 0, @info_window.width, 32, t, 1)
end
def create_cursor
if @mouse_exist
@cursor = $mouse_cursor
@cursor_zooming = 0 ; update_cursor_position
return
end
@cursor = Sprite.new
icon = PearlScenes::CursorIcon
@cursor.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
@cursor.bitmap.blt(0, 0, bitmap, rect)
@cursor_zooming = 0
update_cursor_position
end
def update
super
if Input.trigger?(:B)
$game_player.targeting = [false, item=nil, char=nil]
SceneManager.return
Sound.play_cancel
end
@info_time -= 1 if @info_time > 0
if @info_time == 0
@info_window.opacity -= 8 if @info_window.opacity > 0
if @info_window.opacity == 0 and @event_window.item.nil?
Sound.play_cancel
$game_player.targeting = [false, item=nil, char=nil]
SceneManager.return
end
end
return if @event_window.item.nil?
if @mouse_exist
for target in @event_window.participants
if Mouse.map_grid[0] == target.x and Mouse.map_grid[1] == target.y
@event_window.select(target.target_index)
end
end
end
if @current_index != @event_window.index
@current_index = @event_window.index
dispose_name_sprites
create_name_sprites
end
update_cursor_position
update_target_selection
end
# target selection
def update_target_selection
if Input.trigger?(:C)
if @mouse_exist
for event in @event_window.participants
if Mouse.map_grid[0] == event.x and Mouse.map_grid[1] == event.y
@event_window.select(event.target_index)
@selected = true
end
end
if @selected.nil?
refresh_info(2)
@info_time = 60; @info_window.opacity = 255
Sound.play_buzzer
return
end
end
Sound.play_ok
$game_player.targeting[2] = @event_window.item
SceneManager.return
end
end
def update_cursor_position
if @mouse_exist
@cursor.x = Mouse.pos[0]
@cursor.y = Mouse.pos[1]
else
@cursor.x = @event_window.item.screen_x
@cursor.y = @event_window.item.screen_y - 16
end
@cursor_zooming += 1
case @cursor_zooming
when 1..10 ; @cursor.zoom_x -= 0.01 ; @cursor.zoom_y -= 0.01
when 11..20; @cursor.zoom_x += 0.01 ; @cursor.zoom_y += 0.01
when 21..30; @cursor.zoom_x = 1.0 ; @cursor.zoom_y = 1.0
@cursor_zooming = 0
end
end
def terminate
super
@event_window.dispose
@info_window.dispose
@info_window.bitmap.dispose
dispose_name_sprites
if @mouse_exist and !@cursor.nil?
@cursor.zoom_x = 1.0 ; @cursor.zoom_y = 1.0 ; @selected = nil
else
@cursor.dispose unless @cursor.nil?
@cursor.bitmap.dispose unless @cursor.nil?
end
end
end#===============================================================================
#===============================================================================
# * Player slection engine# Primary use selection
class Window_Primaryuse < Window_Command
attr_accessor :actor
def initialize(x, y, actor)
@actor = actor
super(x, y)
deactivate ; unselect
end
def window_width() return 544 end
def window_height() return 80 enddef make_command_list
add_command('Weapon ' + Key::Weapon[1], 'Weapon ' + Key::Weapon[1])
add_command('Armor ' + Key::Armor[1], 'Armor ' + Key::Armor[1])
add_command('Item ' + Key::Item[1], 'Item ' + Key::Item[1])
add_command('Item ' + Key::Item2[1], 'Item ' + Key::Item2[1])
add_command('Skill ' + Key::Skill[1], 'Skill ' + Key::Skill[1])
add_command('Skill ' + Key::Skill2[1], 'Skill ' + Key::Skill2[1])
add_command('Skill ' + Key::Skill3[1], 'Skill ' + Key::Skill3[1])
add_command('Skill ' + Key::Skill4[1], 'Skill ' + Key::Skill4[1])
end
def refresh_actor(actor)
@actor = actor
refresh
end
def col_max
return 4
end
def draw_item(index)
contents.font.size = 20
if @actor.primary_use == index + 1
contents.font.color = Color.new(255, 120, 0, 255)
draw_text(item_rect_for_text(index), command_name(index), alignment)
change_color(normal_color, command_enabled?(index))
return
end
super
end
endclass Window_CharacterSet < Window_Selectable
include PearlScenes
def initialize(x=0, y=0)
super(x, y, 544, 156)
refresh
self.index = 0
activate
end
def item
return @data[self.index]
end
def refresh
self.contents.clear if self.contents != nil
@data = []
$game_party.battle_members.each {|actor| @data.push(actor)}
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 26, row_max * 128)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (138), index / col_max * 130
self.contents.font.size = 20
contents.fill_rect(x, y, item_width, item_height, Color.new(0, 0, 0, 60))
draw_character(item.character_name, item.character_index, x + 22, y + 56)
hp_color = [Color.new(205, 255, 205, 200), Color.new(10, 220, 45, 200)]
mp_color = [Color.new(180, 225, 245, 200), Color.new(20, 160, 225, 200)]
PearlKernel.draw_hp(self.contents, item, x + 4, y + 66, 96, 12, hp_color)
PearlKernel.draw_mp(self.contents, item, x + 4, y + 86, 96, 12, mp_color)
contents.draw_text(x - 2, y, item_width, 32, item.name, 2)
contents.draw_text(x - 2, y + 20, item_width, 32, item.class.name, 2)
case (item.hp.to_f / item.mhp.to_f * 100.0)
when 0 ; text = DeathStatus
when 1..25 ; text = BadStatus
when 26..50 ; text = OverageStatus
when 51..75 ; text = GoodStatus
when 76..100 ; text = ExellentStatus
end
if item.state?(1)
draw_icon($data_states[1].icon_index, x + 50, y + 100)
end
contents.draw_text(x + 4, y + 100, item_width, 32, text) rescue nil
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
def col_max
return 4
end
def line_height
return 130
end
endclass Scene_CharacterSet < Scene_MenuBase
def start
super
x, y = Graphics.width / 2 - 544 / 2, Graphics.height / 2 - 60 / 2
@top_text = Window_Base.new(x, y - 170, 544, 60)
@top_text.draw_text(0, 0, @top_text.width, 32, 'Select your Player', 1)
@window_charset = Window_CharacterSet.new(@top_text.x, @top_text.y + 60)
@primary_info = Window_Base.new(@top_text.x,@window_charset.y + 156, 544,60)
@timer = 0
refresh_primary_info('Press A to set up')
@primary_use = Window_Primaryuse.new(@top_text.x,@primary_info.y + 60,actor)
@primary_use.set_handler('Weapon ' + Key::Weapon[1], method(:apply_item))
@primary_use.set_handler('Armor ' + Key::Armor[1], method(:apply_item))
@primary_use.set_handler('Item ' + Key::Item[1], method(:apply_item))
@primary_use.set_handler('Item ' + Key::Item2[1], method(:apply_item))
@primary_use.set_handler('Skill ' + Key::Skill[1], method(:apply_item))
@primary_use.set_handler('Skill ' + Key::Skill2[1], method(:apply_item))
@primary_use.set_handler('Skill ' + Key::Skill3[1], method(:apply_item))
@primary_use.set_handler('Skill ' + Key::Skill4[1], method(:apply_item))
DisplayTools.create(@primary_use.x + 94, @primary_use.y + 85)
if $game_player.in_combat_mode?
$game_temp.pop_w(180, 'Pearl ABS',
'You cannot switch player while in combat!')
end
@index_char = @window_charset.index
@background_sprite.color.set(16, 16, 16, 70)
end
def apply_item
case @primary_use.current_symbol
when 'Weapon ' + Key::Weapon[1] then actor.primary_use = 1
when 'Armor ' + Key::Armor[1] then actor.primary_use = 2
when 'Item ' + Key::Item[1] then actor.primary_use = 3
when 'Item ' + Key::Item2[1] then actor.primary_use = 4
when 'Skill ' + Key::Skill[1] then actor.primary_use = 5
when 'Skill ' + Key::Skill2[1] then actor.primary_use = 6
when 'Skill ' + Key::Skill3[1] then actor.primary_use = 7
when 'Skill ' + Key::Skill4[1] then actor.primary_use = 8
end
refresh_primary_info(actor.name+ " now use #{@primary_use.current_symbol}!")
@primary_use.refresh_actor(actor)
cancel_setup; @timer = 120
end
def actor
@window_charset.item
end
def refresh_primary_info(text)
@primary_info.contents.clear
@primary_info.contents.font.size = 20
@primary_info.draw_text(0, 0, 544, 32, 'As a follower primarily use tool?')
@primary_info.draw_text(-26, 0, 544, 32, text, 2)
end
def update
super
if $game_player.in_combat_mode?
SceneManager.return if $game_temp.pop_windowdata[0] == 4
return
end
if @timer > 0
@timer -= 1
refresh_primary_info('Press A to set up') if @timer == 0
end
DisplayTools.update
if @index_char != @window_charset.index
@index_char = @window_charset.index
DisplayTools.sprite.actor = actor
DisplayTools.sprite.refresh_icons
DisplayTools.sprite.refresh_texts
@primary_use.refresh_actor(actor)
end
update_cancel if Input.trigger?(:B)
update_player_selection if Input.trigger?(:C)
update_setup if Input.trigger?(:X)
end
def update_setup
return if @primary_use.active
Sound.play_ok
@window_charset.deactivate
@primary_use.activate
@primary_use.select(0)
end
def cancel_setup
@window_charset.activate
@primary_use.deactivate
@primary_use.unselect
end
def update_cancel
Sound.play_cancel
if @window_charset.active
if $game_player.actor.dead?
Sound.play_buzzer
return
end
SceneManager.return
else
cancel_setup
end
end
def update_player_selection
if @window_charset.active
if @window_charset.item.dead?
Sound.play_buzzer
return
end
Sound.play_ok
$game_party.swap_order(0, @window_charset.index)
SceneManager.return
end
end
def terminate
super
@window_charset.dispose
@top_text.dispose
@primary_use.dispose
@primary_info.dispose
DisplayTools.dispose
end
end#===============================================================================
#===============================================================================
# * Quick tool se3lection engineclass Window_Base < Window
def draw_text_ex2(x, y, text)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
end# window horizon
class Window_ItemSelect < Window_HorzCommand
def initialize(x=0, y=0)
super(x, y)
end
def window_width() return 460 end
def window_height() return 50 enddef make_command_list
add_command("Equipment", :weapon)
# add_command("OFF HAND", :armor)
add_command("ITEMS", :item)
add_command("SPELLS", :skill)
end
def draw_item(index)
contents.font.size = 20
super
end
end# window slot ask
class Window_SlotConfirm < Window_Command
def initialize(x, y, kind)
@kind = kind
super(x, y)
activate
end
def window_width() return 130 end
def window_height() return @kind == :item ? 80 : 120 enddef make_command_list
case @kind
when :item
add_command('Slot ' + Key::Item[1], :slot1)
add_command('Slot ' + Key::Item2[1], :slot2)
when :skill
add_command('Slot ' + Key::Skill[1], :slot1)
add_command('Slot ' + Key::Skill2[1], :slot2)
end
end
def draw_item(index)
contents.font.size = 20
super
end
end# Actor quick tool
class Window_ActorQuickTool < Window_Selectable
def initialize(x=0, y=124, w=460, h=148)
super(x, y, w, h)
unselect
end
def item() return @data[self.index] end
def col_max() return 2 end
def spacing() return 6 end
def refresh(actor, kind)
self.contents.clear if self.contents != nil
@data = []
if kind == :weapon
operand = $game_party.weapons
operand.push(actor.equips[0]) if actor.equips[0] != nil
end
if kind == :armor
operand = $game_party.armors
operand.push(actor.equips[1]) if actor.equips[1] != nil
end
operand = $game_party.items if kind == :item
operand = actor.skills if kind == :skill
for item in operand
if kind == :weapon || kind == :armor
next unless actor.equippable?(item)
next if item.etype_id > 1
end
unless @data.include?(item)
next if item.tool_data("Exclude From Tool Menu = ", false) == "true"
@data.push(item)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 24)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (190 + 32), index / col_max * 24
self.contents.font.size = 20
draw_icon(item.icon_index, x, y)
contents.draw_text(x + 24, y, 212, 32, item.name)
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
endmodule DisplayTools
def self.create(x, y)
@viewport2 = Viewport.new ; @viewport2.z = 999
@pearl_tool_sprite = Sprite_PearlTool.new(@viewport2, [x, y])
end
def self.sprite
return @pearl_tool_sprite
end
def self.update
@pearl_tool_sprite.update
end
def self.dispose
@pearl_tool_sprite.dispose ; @viewport2.dispose
@viewport2 = nil ; @pearl_tool_sprite = nil
end
end
# Scene quick tool
class Scene_QuickTool < Scene_MenuBase
def start
super
x, y = Graphics.width / 2 - 460 / 2, Graphics.height / 2 - 85 / 2
@top_text = Window_Base.new(x, y - 156, 460, 85)
@statust = ['Ready', 0]
refresh_top_info
@type_select = Window_ItemSelect.new(@top_text.x, @top_text.y + 85)
@type_select.set_handler(:weapon, method(:refresh_tools))
@type_select.set_handler(:armor, method(:refresh_tools))
@type_select.set_handler(:item, method(:refresh_tools))
@type_select.set_handler(:skill, method(:refresh_tools))
@type_select.set_handler(:cancel, method(:refresh_cancel))
@type_index = @type_select.index
@items_w = Window_ActorQuickTool.new(@type_select.x, @type_select.y + 50)
@items_w.refresh($game_player.actor, @type_select.current_symbol)
@description = Window_Base.new(@items_w.x, @items_w.y + 148, 460, 75)
DisplayTools.create(@description.x + 75, @description.y + 80)
@background_sprite.color.set(16, 16, 16, 70)
end
# create slot confirm
def create_slot_confirm
@slot_confirm = Window_SlotConfirm.new(@items_w.x + 144, @items_w.y + 36,
@type_select.current_symbol)
if @type_select.current_symbol == :item
@slot_confirm.set_handler(:slot1, method(:open_slots))
@slot_confirm.set_handler(:slot2, method(:open_slots))
else
@slot_confirm.set_handler(:slot1, method(:open_slots))
@slot_confirm.set_handler(:slot2, method(:open_slots))
@slot_confirm.set_handler(:slot3, method(:open_slots))
@slot_confirm.set_handler(:slot4, method(:open_slots))
end
end
# dispose slot confirm
def dispose_slot_confirm
return if @slot_confirm.nil?
@slot_confirm.dispose
@slot_confirm = nil
end
# top info
def refresh_top_info
@top_text.contents.clear
@top_text.contents.font.size = 20
@top_text.contents.fill_rect(0, 0, 58, 74, Color.new(0, 0, 0, 60))
@top_text.draw_character(actor.character_name,actor.character_index, 26, 60)
@top_text.draw_text(62, 0, @top_text.width, 32, actor.name + ' Equippment')
@top_text.draw_text(62, 22, @top_text.width, 32, actor.class.name)
@top_text.draw_text(-22, 30, @top_text.width, 32, @statust[0], 2)
@top_text.draw_text(-22, 0,@top_text.width,32, '',2) unless
PearlKernel::SinglePlayer
end
def refresh_tools
enable_items
end
def refresh_cancel
SceneManager.return
end
def enable_items
@items_w.activate
@items_w.select(0)
end
def refresh_description
@description.contents.clear
@desc_index = @items_w.index
return if @items_w.item.nil? || @items_w.index < 0
@description.contents.font.size = 20
@description.draw_text_ex2(0, -4, @items_w.item.description)
enddef update
super
perform_item_ok if Input.trigger?(:C)
perform_canceling if Input.trigger?(:B)
if PearlKey.trigger?(Key::PlayerSelect) and !PearlKernel::SinglePlayer
Sound.play_ok
SceneManager.call(Scene_CharacterSet)
end
DisplayTools.update
perform_refresh
end
def perform_item_ok
return if @items_w.item.nil?
case @type_select.current_symbol
when :weapon
actor.change_equip_by_id(0, @items_w.item.id)
equip_play
when :armor
actor.change_equip_by_id(1, @items_w.item.id)
equip_play
when :item
activate_slots
when :skill
activate_slots
end
DisplayTools.sprite.refresh_texts
end
def activate_slots
@items_w.deactivate
create_slot_confirm
Sound.play_ok
end
def deactivate_slots
@items_w.activate
dispose_slot_confirm
end
def actor
return $game_player.actor
end
def equip_play
Sound.play_equip
@statust[1] = 80
end
# open slots
def open_slots
if @type_select.current_symbol == :item
case @slot_confirm.current_symbol
when :slot1 then actor.assigned_item = @items_w.item
when :slot2 then actor.assigned_item2 = @items_w.item
end
else
case @slot_confirm.current_symbol
when :slot1 then actor.assigned_skill = @items_w.item
when :slot2 then actor.assigned_skill2 = @items_w.item
when :slot3 then actor.assigned_skill3 = @items_w.item
when :slot4 then actor.assigned_skill4 = @items_w.item
end
end
equip_play ; deactivate_slots
DisplayTools.sprite.refresh_texts
end
def perform_canceling
Sound.play_cancel
if @items_w.active
@items_w.deactivate
@items_w.unselect
@type_select.activate
else
deactivate_slots
end
end
def perform_refresh
if @type_index != @type_select.index
@type_index = @type_select.index
@items_w.refresh($game_player.actor, @type_select.current_symbol)
refresh_description
end
if @desc_index != @items_w.index
@desc_index = @items_w.index
refresh_description
end
if @statust[1] > 0
@statust[1] -= 1
if @statust[1] == 78
@statust[0] = @items_w.item.name + ' Equipped'
refresh_top_info
elsif @statust[1] == 0
@statust = ['Ready', 0]
refresh_top_info
end
end
end
def terminate
super
@top_text.dispose
@type_select.dispose
@items_w.dispose
@description.dispose
dispose_slot_confirm
DisplayTools.dispose
end
endit starts around here.
Quick tool se3lection engine
line : 497
-
On 6/19/2021 at 8:01 AM, roninator2 said:The OP hasn't twitched a game in over two years. And hasn't been here on the forum for two years.
oh ok thank you.
-
I have a game for you, just give me 1-2 months
-
Hello I'm using the Peral ABS for my game, and for some reason when ever i equip weapon or amor using the quick tool, the items are duplicated.
I'm hoping someone is willing to help me resolve this issue. Thank you in advance.
edit* When using the quick tool every time i equip a wep or arm it stays in the inventory side, so i can keep equipping new versions of that items
so for example if i equip a short sword, a new graphic noting that i equipped it will appear on the tool bar, but the original short sword still shows up on the inventory side.
so when i selet the short sword again from the inventory side it will let me equip the short sword again and again.
Here are the scripts that might be casing this issue.
Custom DataManager
Perfect Equip Refine System
Falcao Pearl ABS Liquid v3
-
For thoese still waiting..... Thank you!
I have a gift coming soon...
-
new ep out! check it out any and all feedbacks is welcomed!
-
How To Make An Open-World RPG
*Required items* rpg maker MV | Alpha ABS| Everything else is optional and will be linked when used in the videos
THE GAME WE WILL BE MAKING
Welcome To The Island Of Hearth
Story
It was 10 decades ago when the portal opened and from
it evil so old, that only old and ancient magic
forgotten to the world can defeat It. Many have fallen
to this great new threat. Adventures from all over
the world have come to hearth looking for fame and glory.
But in the end. Only them who has protected Hearth for a
1000 years can protect it yet again. From evil old or
new they shall fall by their blades.
Your family has protected all of hearth for centuries
Now is no acceptation. Defeat the evil.
This new evil can only be defeated with the Eye of Gore
find and retrieve it. Then free the land once again.
But do not fear for even if you fall, your Ancestor
will take your place.
About
Open-world dungeon-crawling Zelda like Skyrim type RPG.
Classes
Noob -Starting off like everyone else
Adventure – You’ve earned the right to venture through the dungeons.
Warrior -You fancy a strong fighter
· WarKnight – A warrior like no other in battle and war
Magi – You dabble in the Arcane arts
· WarMage – You use your learning to devastate any battlefield
Thief – You don’t fight like the others but you get it done.
· WarNinja – Using the shadows now one can see you coming in battle
features
Open-world
Explore the exciting Island of Hearth, discover the hidden mystery of the dungeons and the ancient evil.
Crafting
Craft potions, armor, and weapons. The best gears can only be crafted.
RPG Progression!
The more you use an action the better it comes. You can train different weapon types, armor, and skills. You can also add stat points as you level up!
Action Battle system
No waiting for turns, plunge yourself straight into the heat of battle.
Visible Gear
See what your character is wearing.
Endless loot!
Tones of loot from weapons to potions, spells, and other valuable items.
Mini-Games
Enjoy many mini-games from the casino in town to the other random game across the map.
Guilds
Four guilds to join, and rank up in with exclusive gear and benefits for joining.
Time Progression
Things happen as time pass.
- SETTING UP THE WORLD
-
2
-
Welcome To The Island Of Hearth
Story
It was 10 decades ago when the portal opened and from
it evil so old, that only old and ancient magic
forgotten to the world can defeat It. Many have fallen
to this great new threat. Adventures from all over
the world have come to hearth looking for fame and glory.
But in the end. Only them who has protected Hearth for a
1000 years can protect it yet again. From evil old or
new they shall fall by their blades.
Your family has protected all of hearth for centuries
Now is no acceptation. Defeat the evil.
This new evil can only be defeated with the Eye of Gore
find and retrieve it. Then free the land once again.
But do not fear for even if you fall, your Ancestor
will take your place.
About
Open-world dungeon-crawling Zelda like Skyrim type RPG.
Classes
Noob -Starting off like everyone else
Adventure – You’ve earned the right to venture through the dungeons.
Warrior -You fancy a strong fighter
· WarKnight – A warrior like no other in battle and war
Magi – You dabble in the Arcane arts
· WarMage – You use your learning to devastate any battlefield
Thief – You don’t fight like the others but you get it done.
· WarNinja – Using the shadows now one can see you coming in battle
features
Open-world
Explore the exciting Island of Hearth, discover the hidden mystery of the dungeons and the ancient evil.
Crafting
Craft potions, armor, and weapons. The best gears can only be crafted.
RPG Progression!
The more you use an action the better it comes. You can train different weapon types, armor, and skills. You can also add stat points as you level up!
Action Battle system
No waiting for turns, plunge yourself straight into the heat of battle.
Visible Gear
See what your character is wearing.
Endless loot!
Tones of loot from weapons to potions, spells, and other valuable items.
Mini-Games
Enjoy many mini-games from the casino in town to the other random game across the map.
Guilds
Four guilds to join, and rank up in with exclusive gear and benefits for joining.
Time Progression
Things happen as time pass.
CREDITS:
SRD Engine
Alpha ABS
YEP Engine
Hime works
Galv
MORE TO ADD!
-
-
new episode is out!!
-
New video up!!
-
-
New Episode is out now!
Covering Alpha Abs.



Chigoo's Lets Play and Stream
in Game Reviews
Posted
I need some RPG Maker games to play for research purposes...
All lets plays will be uploaded to my twitch and youtube channel.
https://www.youtube.com/c/chigooX < - YOUTUBE
https://www.twitch.tv/chigoo1 <- Twitch
I prefer to play open-world games but all genres are welcomed!
EP1: Coming soon!