i need help whit the house system memphisto made. the script seems to not work whit blizz abs wich will make my game very boring.
first of all sephs event spawner is needed for the house script
the rest is on this links house system:
http://www.rmxp.org/forums/viewtopic.php?f=11&t=62104&p=611861#p611861
and trhe blizzard script is somewhere in this forum searched half an hour and cant find it,and its to big to put in here.
btw the "blizz abs" version is 2.23
first of all sephs event spawner is needed for the house script
Code:
#==============================================================================
# ** Modules.Event Spawner (2.2) Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â By SephirothSpawn
#------------------------------------------------------------------------------
# * Description :
#
# Â This script was designed to allow you to create events via scripts. It
# Â will create events immeditately, and can save created events perm. on the
# Â map after creation, or appear once. You can also clone events, performing
# Â modifications via Event Spawner module, or immeditely end the clone
# Â event process and move the new event to a position.
#------------------------------------------------------------------------------
# * Instructions :
#
# Â THIS SCRIPT IS COMPLEX!!! I TOOK HOURS OF COMMENTING, RUNNING THROUGH
# Â ALL EVENT CODES & PARAMETERS (600+ LINES), AND MAKING THIS SCRIPT EASIER
# Â TO USE. PLEASE READ THE CREATION & EVENT COMMAND CODES & PARAMETERS
# Â BEFORE ASKING FOR SUPPORT!
#
# Â If you are ever unsure of a event layout, insert this at the top of event
# Â commands
#
# Â Call Script :
#
# Â Â for event_command in $game_map.events[event_id].list
# Â Â Â p [event_command.code, event_command.parameters, event_command.indent]
# Â Â end
#
# Â Write down the code, parameters & indention, and use the add event command
# Â function to create event commands.
#
# Â To see instructions on creating events, refer to creation instrucitons.
# Â To see event command codes & parameters, refer to event command c & p.
#------------------------------------------------------------------------------
# * Making Events Without Huge Call Scripts :
#
# Â This script has a built-in sub-module that will create events with a
# Â simple 1-line call script, rather than creating a 15 line call script.
#
# Â To create a simple event spawn, search for the Presets module, directly
# Â below the Event_Spawner module heading.
#
# Â Create a method name, which should match the event you are creating. For
# Â example; if you were creating a event on your map that will show a simple
# Â text message, you can use a name such as
#
# Â def self.sample_event_text
#
# Â Make sure to put the self. in from of your method name, or it will not
# Â read the method and you will have an error.
#
# Â Basic Syntax For Method Naming
#
# Â Â def self.<event_name>
#
# Â Feel free to use method arguments as well (If you don't understand this,
# Â do not worry about it)
#
#
# Â Once your method is defined, you can now put what you would put in your
# Â call script here in the method name.
#
# Â Finish you method by adding a end and you are finished.
#
#
# Â Example Preset Event:
#
# Â Â def self.sample_event_a
# Â Â Â Event_Spawner.create_event(3, 5, 'Sample Event A')
# Â Â Â Event_Spawner.set_page_graphic({'c_name' => '002-Fighter02'})
# Â Â Â Event_Spawner.add_event_command(101, ['I am a spawned event'])
# Â Â Â Event_Spawner.end_event
# Â Â end
#
# Â ~ Creates an event at 3, 5 named Sample Event A
# Â ~ Sets 1st Page Graphic Character Name to 002-Fighter02
# Â ~ Creates Event Command : Show Message (Code 101)
# Â ~ Ends Event
#
# Â To call your event preset, use
#
# Â Event_Spawner.Presets.<method_name>
#
# Â (This Basically Serves as nothing more than call scripts in the script
# Â Â itself, rather than the events.)
#------------------------------------------------------------------------------
# * Event Creation Instructions :
#
#
# Â **** Basic Event Creation Procedure ****
#
# Â 1) Create Event
# Â 2) Set Page Graphics & Conditions
# Â 3) Set Page Conditions
# Â 4) Add New Page (If Needed)
# Â 5) Repeat Steps 2-4 as needed
# Â 6) End Event
#
#
# Â **** Syntax Instructions *****
#
# Â Creating Event
# Â Â - Event_Spawner.create_event(x = 0, y = 0, name = '')
#
# Â Adding Event Command
# Â Â - Event_Spawner.add_event_command(code, parameters = [], indent = 0)
#
# Â Setting Page Condition
# Â Â - Event_Spawner.set_page_condition({<parameters>})
# Â Â Â 'switch1' Â Â => switch_id
# Â Â Â 'switch2' Â Â => switch_id
# Â Â Â 'selfswitch' => 'A', 'B', 'C' or 'D'
# Â Â Â 'variable' Â => [variable_id, value]
#
# Â Setting Page Graphic
# Â Â - Event_Spawner.set_page_graphic(
# Â Â Â 'tileid' Â => id
# Â Â Â 'c_name' Â => 'character_filename'
# Â Â Â 'c_hue' Â => 0..360
# Â Â Â 'dir' Â Â => 2 : Down, 4 : Left, 6 : Right, 8 : Up
# Â Â Â 'pattern' => 0..3
# Â Â Â 'opacity' => 0..255
# Â Â Â 'blend' Â => 0 : Normal, 1 : Addition, 2 : Subtraction
#
# Â Setting Page Trigger
# Â Â - Event_Spawner.set_page_trigger(trigger)
# Â Â Â 0 : Action Button, 1 : Contact With Player, 2 - Contact With Event
# Â Â Â 3 : Autorun, Â Â Â 4 : Parallel Processing
#
# Â Set Page Move Settings
# Â Â - Event_Spawner.set_page_move_settings({<parameters>})
# Â Â Â 'type' Â => 0 : fixed, 1 : random, 2 : approach, 3 : custom).
# Â Â Â 'speed' => 1 : slowest ... 6 : fastest
#    'freq'  => 1 : lowest  ... 6 : highest
# Â Â Â 'route' => RPG::MoveRoute (See Generate Move Route)
#
# Â Generate Move Route
# Â Â - Event_Spawner.generate_move_route(list = [], repeat, skippable)
# Â Â Â See Method Heading For List Parameters
#------------------------------------------------------------------------------
# * Cloning Events
#
# Â Cloning events from current map
# Â Â - Event_Spawner.clone_event(target_id, new_x, new_y, new_name,
# Â Â Â Â end_event = false, save_event = false)
#
# Â Cloning events from different map
# Â Â - Event_Spawner.clone_event(map_id, target_id, new_x, new_y, new_name,
# Â Â Â Â end_event = false, save_event = false)
#------------------------------------------------------------------------------
# * Event Command Code & Parameters
#
# Â ~~ Show Text
#   - Code    : 101 (Lines After First Line : 401)
# Â Â - Parameters : ['Text Line']
#
# Â ~~ Show Choices
#   - Code    : 102
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ When [**]
#   - Code    : 402
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ When Cancel
#   - Code    : 403
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Input Number
#   - Code    : 103
# Â Â - Parameters : Did not comment on yet
# Â ~~ Change Text Options
#   - Code    : 104
# Â Â - Parameters : [ <message_position>, <message_frame> ]
#
# Â Â Â <message_position> - (0 : Up, 1 : Middle, 2 : Down)
# Â Â Â <message_frame> Â Â - (0 : Visible, 1 : Invisible)
#
# Â ~~ Button Input Processing
#   - Code    : 105
# Â Â - Parameters : [ variable_id ]
#
# Â ~~ Wait
#   - Code    : 106
# Â Â - Parameters : [ frames ]
#
# Â ~~ Comment :
#   - Code    : 108 (Lines After First Line - 408)
# Â Â - Parameters : [ 'Comment Text' ]
#
# Â ~~ Conditional Branch
#   - Code    : 111
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Else
#   - Code    : 411
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Loop
#   - Code    : 112
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Repeat Above
#   - Code    : 413
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Break Loop
#   - Code    : 113
# Â Â - Parameters : Did not comment on yet
#
# Â ~~ Exit Event Processing
#   - Code    : 115
# Â Â - Parameters : []
#
# Â ~~ Erase Event
#   - Code    : 116
# Â Â - Parameters : []
#
# Â ~~ Call Common Event
#   - Code    : 117
# Â Â - Parameters : [ common_event_id ]
#
# Â ~~ Label
#   - Code    : 118
# Â Â - Parameters : [ 'label_name' ]
#
# Â ~~ Jump to Label
#   - Code    : 119
# Â Â - Parameters : [ 'label_name' ]
#
# Â ~~ Control Switches
#   - Code    : 121
# Â Â - Parameters : [ start_variable, end_variable, <boolean> ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Control Variables
#   - Code    : 122
# Â Â - Parameters : [ start_var_id, end_var_id, <opperation>, <opperand>, <p> ]
#
# Â Â <opperation> - (0: Set, 1: +, 2: -, 3: *, 4: /, 5: %)
# Â Â <opperand> - (0: Constant, 1: Variable, 2: Random Number, 3: Item,
# Â Â Â Â Â Â Â Â Â 4: Hero, 5: Monster, 6: Sprite, 7: Other)
# Â Â <p>
# Â Â Â When <opperand> is Constant (0)
# Â Â Â Â - n
# Â Â Â When <opperand> is Variable (1)
# Â Â Â Â - variable_id
# Â Â Â When <opperand> is Random Number (2)
# Â Â Â Â - lower, higher
# Â Â Â When <opperand> is Item (3)
# Â Â Â Â - item_id
# Â Â Â When <opperand> is Hero (4)
# Â Â Â Â - hero_id, <stat> (See <stat> Below)
# Â Â Â When <opperand> is Monster (5)
# Â Â Â Â - monster_id, <stat> (See <stat> Below)
# Â Â Â When <opperand> is Sprite (6)
# Â Â Â Â - <event_id>, <tile>
#
# Â Â Â Â <event_id> - (-1: Player, 0: This Event, 1-X: Event ID)
# Â Â Â Â <tile> - (0: X Tile, 1: Y Tile, 2: Face, 3: Screen X, 4: Screen Y,
# Â Â Â Â Â Â Â Â Â 5:Terrain)
# Â Â Â When <opperand> is Other (7)
# Â Â Â Â - (0: Map ID, 1: Party Size, 2: Money, 3: # of Steps,
# Â Â Â Â Â 4: Timer in Secs, 5: # of Saves)
#
# Â Â Â Â <stat> - (0: HP, 1: SP, 2: Max HP, 3: Max SP, 4: Str,
# Â Â Â Â Â Â Â Â Â 5: Dex, 6: Agi, 7: Int, 8: Atk, 9: PDef, 10: MDef, 11: Eva)
# Â ~~ Control Self Switch
#   - Code    : 123
# Â Â - Parameters : [ 'switch_letter', <boolean> ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Control Timer
#   - Code    : 124
# Â Â - Parameters : [ <boolean>, seconds ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Change Gold
#   - Code    : 125
# Â Â - Parameters : [ <operation>, <type>, <operand> ]
#
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Items
#   - Code    : 126
# Â Â - Parameters : [ item_id, <operation>, <type>, <operand> ]
#
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Weapons
#   - Code    : 127
# Â Â - Parameters :[ weapon_id, <operation>, <type>, <operand> ]
#
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Armor
#   - Code    : 128
# Â Â - Parameters :[ armor_id, <operation>, <type>, <operand> ]
#
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Party Member
#   - Code    : 129
# Â Â - Parameters : [ actor_id, <operation>, <reset> ]
#
# Â Â <operation> - (0 : Add, 1 : Remove)
# Â Â <reset> - (0 : Leave As Is, 1 : Reset Actor Information)
#
# Â ~~ Change Windowskin
#   - Code    : 131
# Â Â - Parameters : [ 'windowskin_name' ]
#
# Â ~~ Change Battle BGM
#   - Code    : 132
# Â Â - Parameters : [ 'battle_bgm' ]
#
# Â ~~ Change Battle End ME
#   - Code    : 133
# Â Â - Parameters : [ 'battle_me' ]
#
# Â ~~ Change Save Access
#   - Code    : 134
# Â Â - Parameters : [ <boolean> ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Change Menu Access
#   - Code    : 135
# Â Â - Parameters : [ <boolean> ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Change Encounter
#   - Code    : 136
# Â Â - Parameters : [ <boolean> ]
#
# Â Â <boolean> - (0 : On, 1 : Off)
#
# Â ~~ Transfer Player
#   - Code    : 201
# Â Â - Parameters : [ <type>, <map_id>, <x>, <y>, <direction> ]
#
# Â Â <type> - (0 : Constant, 1 : Game Variable)
# Â Â <map_id> - number or variable_id
# Â Â <x> - number or variable_id
# Â Â <x> - number or variable_id
# Â Â <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# Â ~~ Set Event Location
#   - Code    : 202
# Â Â - Parameters : [ <target_event>, <type>, <params>, <direction> ]
#
# Â Â <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
# Â Â <type> - (0 : Constant, 1 : Variables, 2 : Switch With Event)
# Â Â <params>
# Â Â When type is Constant (0) - target_x, target_y
# Â Â When type is Variables (1) - x_variable, y_variable
# Â Â When type is Switch Event (2) - event_id
# Â Â <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# Â ~~ Scroll Map
#   - Code    : 203
# Â Â - Parameters : [ <direction>, distance, speed ]
#
# Â Â <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# Â ~~ Change Map Settings
#   - Code    : 204
# Â Â - Parameters : [ <type>, <params> ]
#
# Â Â <type> - (0 : Panorama, 1 : Fog, 2 : Battleback)
# Â Â <params>
# Â Â When type is Panorama (0) - name, hue
# Â Â When type is Fog (1) - name, hue, opacity, blend_type, zoom, sx, sy
# Â Â When type is Battleback (2) - name
#
# Â ~~ Change Fog Color Tone
#   - Code    : 205
# Â Â - Parameters : [ tone, duration ]
#
# Â ~~ Change Fog Opacity
#   - Code    : 206
# Â Â - Parameters : [ opacity, duration ]
#
# Â ~~ Show Animation
#   - Code    : 207
# Â Â - Parameters : [ <target_event>, animation_id ]
#
# Â Â <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
#
# Â ~~ Change Transparent Flag
#   - Code    : 208
# Â Â - Parameters : [ <boolean> ]
#
# Â Â <boolean> - (0 : Transparent, 1 : Non-Transparent)
#
# Â ~~ Set Move Route
#   - Code    : 209
# Â Â - Parameters : [ <target_event>, RPG::MoveRoute ]
#
# Â Â <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
#
# Â ~~ Wait for Move's Completion
#   - Code    : 210
# Â Â - Parameters : []
#
# Â ~~ Prepare for Transition
#   - Code    : 221
# Â Â - Parameters : []
#
# Â ~~ Execute Transition
#   - Code    : 222
# Â Â - Parameters : [ transition_name ]
#
# Â ~~ Change Screen Color Tone
#   - Code    : 223
# Â Â - Parameters : [ tone, duration ]
#
# Â ~~ Screen Flash
#   - Code    : 224
# Â Â - Parameters : [ color, duration ]
#
# Â ~~ Screen Shake
#   - Code    : 225
# Â Â - Parameters : [ power, speed, duration ]
#
# Â ~~ Show Picture
#   - Code    : 231
# Â Â - Parameters : [ pic_id, name orgin, <type>, <x>, <y>,
# Â Â Â Â Â Â Â Â Â Â zoom_x, zoom_y, opacity, blend_type ]
#
# Â Â <type> - (0 : Constant, 1 : Variables)
# Â Â <x> - number or variable_id
# Â Â <y> - number or variable_id
#
# Â ~~ Move Picture
#   - Code    : 232
# Â Â - Parameters : [ pic_id, name orgin, <type>, <x>, <y>,
# Â Â Â Â Â Â Â Â Â Â zoom_x, zoom_y, opacity, blend_type ]
#
# Â Â <type> - (0 : Constant, 1 : Variables)
# Â Â <x> - number or variable_id
# Â Â <y> - number or variable_id
#
# Â ~~ Rotate Picture
#   - Code    : 233
# Â Â - Parameters : [ pic_id, angel ]
#
# Â ~~ Change Picture Color Tone
#   - Code    : 234
# Â Â - Parameters : [ pic_id, tone, duration ]
#
# Â ~~ Erase Picture
#   - Code    : 235
# Â Â - Parameters : [ pic_id ]
#
# Â ~~ Set Weather Effects
#   - Code    : 236
# Â Â - Parameters : [ <type>, power, duration ]
#
# Â Â <type> - (0 : None, 1 : Rain, 2: Storm; 3: Snow)
#
# Â ~~ Play BGM
#   - Code    : 241
# Â Â - Parameters : [ RPG::AudioFile ]
#
# Â ~~ Fade Out BGM
#   - Code    : 242
# Â Â - Parameters : [ time ]
#
# Â ~~ Play BGS
#   - Code    : 245
# Â Â - Parameters : [ RPG::AudioFile ]
#
# Â ~~ Fade Out BGS
#   - Code    : 246
# Â Â - Parameters : [ time ]
#
# Â ~~ Memorize BGM/BGS
#   - Code    : 247
# Â Â - Parameters : []
#
# Â ~~ Restore BGM/BGS
#   - Code    : 248
# Â Â - Parameters : []
#
# Â ~~ Play ME
#   - Code    : 249
# Â Â - Parameters : [ RPG::AudioFile ]
#
# Â ~~ Play SE
#   - Code    : 250
# Â Â - Parameters : [ RPG::AudioFile ]
#
# Â ~~ Stop SE
#   - Code    : 251
# Â Â - Parameters : []
#
# Â ~~ Battle Processing
#   - Code    : 301
# Â Â - Parameters : [ troop_id, can_escape_boolean, can_lose_boolean ]
#
# Â ~~ If Win
#   - Code    : 601
# Â Â - Parameters : []
#
# Â ~~ If Escape
#   - Code    : 602
# Â Â - Parameters : []
#
# Â ~~ If Lose
#   - Code    : 603
# Â Â - Parameters : []
#
# Â ~~ Shop Processing
#   - Code    : 302 (For Additional Shop Item Setup - 605)
# Â Â - Parameters : [ [ <item_type>, item_id] ]
#
# Â Â <item_type> - (0 : Item, 1 : Weapon, 2 : Armor)
#
# Â ~~ Name Input Processing
#   - Code    : 303
# Â Â - Parameters : [ actor_id, max_characters ]
#
# Â ~~ Change HP
#   - Code    : 311
# Â Â - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change SP
#   - Code    : 312
# Â Â - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change State
#   - Code    : 313
# Â Â - Parameters : [ <actors>, <operation>, state_id ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <operation> - (0 : Add State, 1 : Remove State)
#
# Â ~~ Recover All
#   - Code    : 314
# Â Â - Parameters :[ <actors> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
#
# Â ~~ Change EXP
#   - Code    : 315
# Â Â - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Level
#   - Code    : 316
# Â Â - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Parameters
#   - Code    : 317
# Â Â - Parameters : [ <actors>, <parameter>, <operation>, <type>, <operand> ]
#
# Â Â <actors> - (0 : All Party Actors, N : Actor ID)
# Â Â <parameter> - (0 : MaxHP, 1 : MaxSP, 2 : Str, 3 : Dex, 4 : Agi, 4 : Int)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Skills
#   - Code    : 318
# Â Â - Parameters : [ actor_id, <operation>, skill_id ]
#
# Â Â <operation> - (0 : Learn Skill, 1 : Forget Skill)
#
# Â ~~ Change Equipment
#   - Code    : 319
# Â Â - Parameters : [ actor_id, <equip_type>, equipment_id ]
#
# Â Â <equip_type> : (0 : Weapon, 1 : Shield, 2 : Head, 3 : Body, 4 : Acc)
#
# Â ~~ Change Actor Name
#   - Code    : 320
# Â Â - Parameters : [ actor_id, 'name' ]
#
# Â ~~ Change Actor Class
#   - Code    : 321
# Â Â - Parameters : [ actor_id, class_id ]
#
# Â ~~ Change Actor Graphic
#   - Code    : 322
# Â Â - Parameters : [ actor_id, character_name, character_hue,
# Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â battler_name, battler_hue ]
#
# Â ~~ Change Enemy HP
#   - Code    : 331
# Â Â - Parameters : [ <enemies>, <operation>, <type>, <operand> ]
#
# Â Â <enemies> - (0 : All Enemies, N : Enemy Index)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Enemy SP
#   - Code    : 332
# Â Â - Parameters : [ <enemies>, <operation>, <type>, <operand> ]
#
# Â Â <enemies> - (0 : All Enemies, N : Enemy Index)
# Â Â <operation> - (0 : Increase, 1 : Decrease)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id
#
# Â ~~ Change Enemy State
#   - Code    : 333
# Â Â - Parameters : [ <enemies>, <operation>, state_id ]
#
# Â Â <enemies> - (0 : All Enemies, N : Enemy Index)
# Â Â <operation> - (0 : Add State, 1 : Remove State)
#
# Â ~~ Enemy Recover All
#   - Code    : 334
# Â Â - Parameters : [ <enemies> ]
#
# Â Â <enemies> - (0 : All Enemies, N : Enemy Index)
#
# Â ~~ Enemy Appearance
#   - Code    : 335
# Â Â - Parameters : [ <enemies> ]
#
# Â Â <enemies> - (0 : All Enemies, N : Enemy Index)
#
# Â ~~ Enemy Transform
#   - Code    : 336
# Â Â - Parameters : [ enemy_index, target_enemy_id ]
#
# Â ~~ Show Battle Animation
#   - Code    : 337
# Â Â - Parameters : [ <target_troop>, <battlers>, animation_id ]
#
# Â Â <target_troop> - (0 : Enemies, 1 : Actors)
# Â Â <battlers> - (0 : Entire Troop, N : Index)
#
# Â ~~ Deal Damage
#   - Code    : 338
# Â Â - Parameters : [ <target_troop>, <battlers>, <type>, <operand> ]
#
# Â Â <target_troop> - (0 : Enemies, 1 : Actors)
# Â Â <battlers> - (0 : Entire Troop, N : Index)
# Â Â <type> - (0: Constant 1: Variable)
# Â Â <operand> - number or variable_id]
#
# Â ~~ Force Action
#   - Code    : 339
# Â Â - Parameters : [ <target_group>, <battlers>, <kind>, <basic>,
# Â Â Â Â Â Â Â Â Â Â <target>, <forcing> ]
#
# Â Â <target_troop> - (0 : Enemies, 1 : Actors)
# Â Â <battlers> - (0 : Entire Troop, N : Index)
# Â Â <kind> - (0 : Attack/Guard, 1: Skill)
# Â Â <basic>
# Â Â Â When Kind is 0 - (0 : Attack, 1 : Guard)
# Â Â Â When Kind is 1 - skill_id
# Â Â <target> - (-2 : Last Target, -1 : Random Target, N : Target Index)
# Â Â <forcing> - (0 : Execute Instead Of Next Move, 1 : Force Now)
#
# Â ~~ Abort Battle
#   - Code    : 340
# Â Â - Parameters : []
#
# Â ~~ Call Menu Screen
#   - Code    : 351
# Â Â - Parameters : []
#
# Â ~~ Call Save Screen
#   - Code    : 352
# Â Â - Parameters : []
#
# Â ~~ Game Over
#   - Code    : 353
# Â Â - Parameters : []
#
# Â ~~ Return to Title Screen
#   - Code    : 354
# Â Â - Parameters : []
#
# Â ~~ Script
#   - Code    : 355 (Lines After First line - 655)
# Â Â - Parameters : [ 'script text' ]
#==============================================================================
Â
MACL::Loaded << 'Modules.Event Spawner'
Â
#==============================================================================
# ** Event_Spawner
#==============================================================================
Â
module Event_Spawner
 #--------------------------------------------------------------------------
 # * Event
 #--------------------------------------------------------------------------
 def self.event
  return @event
 end
 #--------------------------------------------------------------------------
 # * Create Event
 #--------------------------------------------------------------------------
 def self.create_event(x = 0, y = 0, name = '')
  # Creates New Event
  @event = RPG::Event.new(x, y)
  @event.name = name
  # Generates ID
  @event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
 end
 #--------------------------------------------------------------------------
 # * Add Event Command (See Script Heading for Event Command Details)
 #--------------------------------------------------------------------------
 def self.add_event_command(code, parameters = [], indent = 0)
  # Creates New Event Command
  event_command = RPG::EventCommand.new
  # Sets Code, Parameters & Indent
  event_command.code = code
  event_command.parameters = parameters
  event_command.indent = indent
  # Adds Event Command To Page List
  self.get_current_page.list.insert(-2, event_command)
 end
 #--------------------------------------------------------------------------
 # * Set Page Condition
 #
 #  'switch1'   => switch_id
 #  'switch2'   => switch_id
 #  'selfswitch' => 'A', 'B', 'C' or 'D'
 #  'variable'  => [variable_id, value]
 #--------------------------------------------------------------------------
 def self.set_page_condition(parameters = {})
  # Gets Last Page Condition Settings
  page_c = self.get_current_page.condition
  # If 'switch1' Found
  if parameters.has_key?('switch1')
   # Turns Switch 1 On & Sets ID
   page_c.switch1_valid = true
   page_c.switch1_id   = parameters['switch1']
  end
  # If 'switch2' Found
  if parameters.has_key?('switch2')
   # Turns Switch 2 On & Sets ID
   page_c.switch2_valid = true
   page_c.switch2_id   = parameters['switch1']
  end
  # If 'selfswitch' Found
  if parameters.has_key?('selfswitch')
   # Turns Self Switch ON & Sets Switch Variable
   page_c.self_switch_valid = true
   page_c.self_switch_ch   = parameters['selfswitch']
  end
  # If 'variable' Found
  if parameters.has_key?('variable')
   # Turns Variable On, Sets Variable ID & Sets Value
   page_c.variable_valid = true
   page_c.variable_id   = parameters['variable'][0]
   page_c.variable_value = parameters['variable'][1]
  end
 end
 #--------------------------------------------------------------------------
 # * Set Page Graphic
 #
 #  'tileid'  => id
 #  'c_name'  => 'character_filename'
 #  'c_hue'  => 0..360
 #  'dir'   => 2 : Down, 4 : Left, 6 : Right, 8 : Up
 #  'pattern' => 0..3
 #  'opacity' => 0..255
 #  'blend'  => 0 : Normal, 1 : Addition, 2 : Subtraction
 #--------------------------------------------------------------------------
 def self.set_page_graphic(parameters = {})
  # Gets Last Page Graphic Settings
  page_g = self.get_current_page.graphic
  # Tile ID
  if parameters.has_key?('tileid')
   page_g.tile_id = parameters['tileid']
  end
  # Character Name
  if parameters.has_key?('c_name')
   page_g.character_name = parameters['c_name']
  end
  # Character Hue
  if parameters.has_key?('c_hue')
   page_g.character_hue = parameters['c_hue']
  end
  # Direction
  if parameters.has_key?('dir')
   page_g.direction = parameters['dir']
  end
  # Pattern
  if parameters.has_key?('pattern')
   page_g.pattern = parameters['pattern']
  end
  # Opacity
  if parameters.has_key?('opacity')
   page_g.opacity = parameters['opacity']
  end
  # Blend Type
  if parameters.has_key?('blend')
   page_g.blend_type = parameters['blend']
  end
 end
 #--------------------------------------------------------------------------
 # * Set Page Trigger
 #
 #  0 - Action Button
 #  1 - Contact With Player
 #  2 - Contact With Event
 #  3 - Autorun
 #  4 - Parallel Processing
 #--------------------------------------------------------------------------
 def self.set_page_trigger(trigger = 0)
  # Sets Last Page Trigger
  self.get_current_page.trigger = trigger
 end
 #--------------------------------------------------------------------------
 # * Set Page Move Settings
 #
 #  'type'  => 0 : fixed, 1 : random, 2 : approach, 3 : custom).
 #  'speed' => 1 : slowest ... 6 : fastest
 #  'freq'  => 1 : lowest  ... 6 : highest
 #  'route' => RPG::MoveRoute (See Generate Move Route)
 #--------------------------------------------------------------------------
 def self.set_page_move_settings(parameters = {})
  # Gets Last Page
  page = self.get_current_page
  # Type
  if parameters.has_key?('type')
   page.move_type = parameters['type']
  end
  # Speed
  if parameters.has_key?('speed')
   page.move_speed = parameters['speed']
  end
  # Frequency
  if parameters.has_key?('freq')
   page.move_frequency = parameters['freq']
  end
  # Route
  if parameters.has_key?('route')
   if parameters['route'].is_a?(RPG::MoveRoute)
    page.move_route = parameters['route']
   end
  end
 end
 #--------------------------------------------------------------------------
 # * Set Page Options
 #
 #  'walk_anime'   => true or false
 #  'step_anime'   => true or false
 #  'direction_fix' => true or false
 #  'through'    => true or false
 #  'always_on_top' => true or false
 #--------------------------------------------------------------------------
 def self.set_page_options(parameters = {})
  # Gets Last Page
  page = self.get_current_page
  # Walk Animation
  if parameters.has_key?('walk_anime')
   page.walk_anime = parameters['walk_anime']
  end
  # Step Animation
  if parameters.has_key?('step_anime')
   page.step_anime = parameters['step_anime']
  end
  # Direction Fix
  if parameters.has_key?('direction_fix')
   page.direction_fix = parameters['direction_fix']
  end
  # Through
  if parameters.has_key?('through')
   page.through = parameters['through']
  end
  # Always On Top
  if parameters.has_key?('always_on_top')
   page.always_on_top = parameters['always_on_top']
  end
 end
 #--------------------------------------------------------------------------
 # * Add New Page
 #--------------------------------------------------------------------------
 def self.add_page
  @event.pages << RPG::Event::Page.new
 end
 #--------------------------------------------------------------------------
 # * Generate Move Route
 #
 #  list = [ <move_command>, ... ]
 #
 #  <move_command> : [code, parameters]
 #
 #  If no parameters required :
 #
 #  <move_command> : code
 #--------------------------------------------------------------------------
 def self.generate_move_route(list = [], repeat = true, skippable = false)
  # Creates New Move Route
  move_route = RPG::MoveRoute.new
  # Sets Repeat & Skipable
  move_route.repeat   = repeat
  move_route.skippable = skippable
  # Passes Through List
  for move_command in list
   if move_command.is_a?(Array)
    code, parameters = move_command[0], move_command[1]
   else
    code, parameters = move_command, []
   end
   # Crates New MoveCommand
   move_command = RPG::MoveCommand.new
   # Adds MoveCommand to List
   move_route << move_command
   # Sets MoveCommand Properties
   move_command.parameters = parameters
   move_command.code = code
  end
  # Add Blank Move Command
  move_route << RPG::MoveCommand.new
  # Return Move Route
  return move_route
 end
 #--------------------------------------------------------------------------
 # * End Event
 #--------------------------------------------------------------------------
 def self.end_event(save_event = false)
  # Stop If nil Event Created
  return if @event.nil?
  # Fix ID
  @event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
  # Add Event to Map & Spriteset Data
  $game_map.add_event(@event)
  # If Save Event Data
  if save_event
   # Creates Map Event Data (If none Present)
   unless @saved_events.has_key?((map_id = $game_map.map_id))
    @saved_events[map_id] = []
   end
   # Saves Event Data
   @saved_events[map_id] << @event.id
  end
  # Clear Event Data
  @event = nil
 end
 #--------------------------------------------------------------------------
 # * Clone Event
 #--------------------------------------------------------------------------
 def self.clone_event(target_id, new_x, new_y, new_name,
   end_event = false, save_event = false)
  # Stops If Event Not Found
  return unless $game_map.events.has_key?(target_id)
  # Gets Event Data
  @event = $game_map.events[target_id].event
  # Changes X, Y & name
  @event.x   = new_x
  @event.y   = new_y
  @event.name = new_name
  # Generates New ID
  @event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
  # If End Event
  if end_event
   # Ends Event Creation
   self.end_event(save_event)
  end
 end
 #--------------------------------------------------------------------------
 # * Clone Event (From different map)
 #--------------------------------------------------------------------------
 def self.clone_event2(map_id, target_id, new_x, new_y, new_name,
   end_event = false, save_event = false)
  # Loads map events
  events = load_data(sprintf("Data/Map%03d.rxdata", map_id)).events
  # Add saved events
  saved_events = self.saved_events(map_id)
  saved_events.each {|event_id, event| events[event_id] = event}
  # Return if events list doesn't contain target_id
  return unless events.has_key?(target_id)
  # Gets event
  @event = events[target_id]
  # Changes X, Y & name
  @event.x   = new_x
  @event.y   = new_y
  @event.name = new_name
  # Generates New ID
  @event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
  # If End Event
  if end_event
   # Ends Event Creation
   self.end_event(save_event)
  end
 end
 #--------------------------------------------------------------------------
 # * Saved Events { map_id => { event_id => name }, ... }
 #--------------------------------------------------------------------------
 @saved_events = {}
 #--------------------------------------------------------------------------
 # * Saved Events (Read)
 #--------------------------------------------------------------------------
 def self.saved_events(map_id = nil)
  # If Map ID not Defined
  if map_id.nil?
   # Return All Saved Event Data
   return @saved_events
  end
  # If Map Data Saved
  if @saved_events.has_key?(map_id)
   # Return Map Saved Event Data
   return @saved_events[map_id]
  end
  # Return Blank Array
  return []
 end
 #--------------------------------------------------------------------------
 # * Saved Events (Write)
 #--------------------------------------------------------------------------
 def self.saved_events=(saved_events)
  @saved_events = saved_events
 end
 #--------------------------------------------------------------------------
 # * Current Page
 #--------------------------------------------------------------------------
 def self.get_current_page
  return @event.pages.last
 end
end
Â
#==============================================================================
# ** Game_Map
#==============================================================================
Â
class Game_Map
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_eventspawner_gmap_init,  :initialize
 alias_method :seph_eventspawner_gmap_setup, :setup
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
  # Original Initialization
  seph_eventspawner_gmap_init
  # Create Saved Events
  @saved_events = {}
 end
 #--------------------------------------------------------------------------
 # * Setup
 #--------------------------------------------------------------------------
 def setup(map_id)
  # Gets Saved Events
  saved_events = Event_Spawner.saved_events(@map_id)
  # If Not Empty
  unless saved_events.empty?
   # Create List (If none exist)
   @saved_events[@map_id] = {} unless @saved_events.has_key?(@map_id)
   # Saves spawned events
   saved_events.each do |event_id|
    @saved_events[@map_id][event_id] = @events[event_id]
   end
  end
  # Original Map Setup
  seph_eventspawner_gmap_setup(map_id)
  # If Map Has Saved Events
  if @saved_events.has_key?(@map_id)
   # Add saved events to events list
   @saved_events[@map_id].each do |event_id, event|
    @events[event_id] = event
   end
  end
 end
end
Â
#==============================================================================
# ** Scene_Save
#==============================================================================
Â
class Scene_Save
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_eventspawner_scnsave_wsd, :write_save_data
 #--------------------------------------------------------------------------
 # * Write Save Data
 #--------------------------------------------------------------------------
 def write_save_data(file)
  # Original Write Data
  seph_eventspawner_scnsave_wsd(file)
  # Saves Saved Event Data
  Marshal.dump(Event_Spawner.saved_events, file)
 end
end
Â
#==============================================================================
# ** Scene_Load
#==============================================================================
Â
class Scene_Load
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias_method :seph_eventspawner_scnload_rsd, :read_save_data
 #--------------------------------------------------------------------------
 # * Read Save Data
 #--------------------------------------------------------------------------
 def read_save_data(file)
  # Original Write Data
  seph_eventspawner_scnload_rsd(file)
  # Load Saved Event Data
  Event_Spawner.saved_events = Marshal.load(file)
 end
end
the rest is on this links house system:
http://www.rmxp.org/forums/viewtopic.php?f=11&t=62104&p=611861#p611861
and trhe blizzard script is somewhere in this forum searched half an hour and cant find it,and its to big to put in here.
btw the "blizz abs" version is 2.23