December Blue Deity
Member
How would I turn off the HUD (temporarily) on the Hero version of the XMS?
With switches. There are 3 switches: 4,5,11 (i thought, i don't have rmxp right now)December Blue Deity":3ay87a3b said:How would I turn off the HUD (temporarily) on the Hero version of the XMS?
XDarknessBoyX":2cerx5k6 said:@Regi
Where Exatly in the script i kinda couldn't find it * shy *
i did all of this but it wont get the event workRegi":2i6a396d said:In the script, there's a section for activating a switch.
Find the lines:
Code:DEFEAT_SWITCH_ID = { A=>B }
Replace A with the ID of the boss, and B with the ID of a switch. Then create a new event on the map with Conditions "Switch B is On" and make things happen :smile:
module Database_Bullet
action_id = 1
SUFLAGS[action_id] = 22
DURATIONS[action_id] = 22
SELF_MOTIONS[action_id] = "_STICK_01"
plan = []
plan[5] = action_id
ATTACK_ID_PLANS[action_id] = plan
ATTACK_RANGE_TYPES[action_id] = SQUARE
ATTACK_RANGE_PLANS[action_id] = [1]
BLOW_POWERS[action_id] = 1
SELF_ANIMATION_PLANS[action_id] = []
SELF_DAMAGES[action_id] = false
PLAYER_DAMAGES[action_id] = false
IGNORE_INVINCIBLES[action_id] = false
end
#===============================================================================
# Token Mech
#===============================================================================
module XRXS_ActionTemplate
map_id = XAS::ACTION_TEMPLATE_MAP_ID
map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
@@events = map.events
end
class Token_Event < Game_Event
include XRXS_ActionTemplate
end
class Game_Temp
attr_accessor :active_token
end
module XAS_ACTION
attr_reader :action
attr_reader :erased
def shoot(action_id)
return if action_id == 0
item_id = XAS::ITEM_COST[action_id]
if item_id != nil and $game_party.item_number(item_id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
self.action_attachment(action_id)
n = 1
@action.prelag = n
skill_id = action_id
skill = skill_id == nil ? nil : $data_skills[skill_id]
sp_cost = skill.sp_cost
if self.battler.sp < sp_cost
m = 1
else
m = Database_Bullet::SUFLAGS[action_id].to_i
end
@action.duration = m
end
def action_attachment(action_id)
@action = Game_Action.new(self, action_id)
@action.attachment(action_id)
plan = Database_Bullet::SELF_ANIMATION_PLANS[action_id]
@self_animation_plan = plan.nil? ? nil : plan.dup
end
def action_update
return unless @action.is_a?(Game_Action)
if @self_motion != nil
self.character_name_suffix = @self_motion
@pattern = 0
@pattern_count = 0
@self_motion = nil
if self.is_a?(Game_Player)
@step_anime = true
end
end
if @self_animation_plan != nil
animation_id = @self_animation_plan[@action.now_count]
self.animation_id = animation_id unless animation_id.nil?
end
if @action.prelag > 0
@action.prelag -= 1
self.shoot_bullet(@action.id) if @action.prelag == 0
return
end
@action.update
end
def check_event_trigger_attack()
if $game_system.map_interpreter.running?
return
end
if @action.nil? or @action.attack_id == 0
return
end
hit_check = false
range = @action.attack_range
hit = []
targets = [$game_player] + (@action.player_damage ? [] : $game_map.events.values)
for event in targets
next if event == self or
@action.hit_events.include?(event) or
event.jumping? or event.erased
body_size = event.body_size
event_center_x = event.x
event_center_y = event.y - body_size
dx = event_center_x - self.x
dy = event_center_y - self.y
dx = (dx >= 0 ? [dx - body_size, 0].max : [dx + body_size, 0].min)
dy = (dy >= 0 ? [dy - body_size, 0].max : [dy + body_size, 0].min)
case @action.attack_range_type
when Map::RHOMBUS
hit_check = (dx.abs + dy.abs <= range)
when Map::SQUARE
hit_check = (dx.abs <= range and dy.abs <= range)
when Map::LINE
case self.direction
when 2
hit_check = (dx == 0 and dy >= 0 and dy <= range)
when 8
hit_check = (dx == 0 and dy <= 0 and dy >= -range)
when 6
hit_check = (dy == 0 and dx >= 0 and dx <= range)
when 4
hit_check = (dy == 0 and dx <= 0 and dx >= -range)
end
end
hit.push(event) if hit_check
hit_check = false
end
for event in hit
if event.action_effect(self, self.action.attack_id)
hit_check = true
end
@action.hit_events.push(event)
end
if hit_check
$game_temp.active_token = self
end
end
def action_effect(attacker, attack_id)
return false unless self.is_a?(Game_Event)
for page in @event.pages
if page.condition.variable_valid and
page.condition.variable_id == XAS::HIT_ID and
page.condition.variable_value == attack_id
self.reaction_valid_attack_id = attack_id
self.refresh
@trigger = 0
self.start
return true
end
end
return false
end
def shoot_bullet(action_id)
return false if action_id == 0
item_id = XAS::ITEM_COST[action_id]
if item_id != nil
$game_party.lose_item(item_id, 1)
$game_temp.item_refresh = true
if $mogscript["mpequip"] == true
$eref = true
end
end
bullet_token = Token_Bullet.new(self, action_id)
$game_map.add_token(bullet_token)
@self_motion = Database_Bullet::SELF_MOTIONS[action_id]
return bullet_token
end
def body_size
return 0
end
def action_clear
@action = nil
self.character_name_suffix = nil
end
end
class Game_Character
include XAS_ACTION
end
module XAS_Dispose
def update
action_update
super
if @action.is_a?(Game_Action) and @action.done?
self.action_clear
if self.is_a?(Game_Player)
@step_anime = false
end
end
end
end
class Game_Player < Game_Character
include XAS_Dispose
end
class Game_Event < Game_Character
include XAS_Dispose
end
module XAS_CharacterName_Suffix
def character_name
character_name = super
file_name = character_name + self.character_name_suffix.to_s
character_name = file_name if RPG_FileTest.character_exist?(file_name)
return character_name
end
attr_accessor :character_name_suffix
end
class Game_Player < Game_Character
include XAS_CharacterName_Suffix
end
class Game_Event < Game_Character
include XAS_CharacterName_Suffix
end
module XAS_StopToAction
def acting?
return self.action != nil
end
def moving?
return (super or self.acting?)
end
end
class Game_Player < Game_Character
include XAS_StopToAction
end
class Interpreter
alias xrxs64_command_end command_end
def command_end
@list = nil
event = $game_map.events[@event_id]
return if event == nil
if event.reaction_valid_attack_id
event.reaction_valid_attack_id = nil
event.refresh
end
xrxs64_command_end
end
end
class Game_Event < Game_Character
attr_accessor :reaction_valid_attack_id
def refresh
new_page = nil
unless @erased
for page in @event.pages.reverse
c = page.condition
if c.switch1_valid
if $game_switches[c.switch1_id] == false
next
end
end
if c.switch2_valid
if $game_switches[c.switch2_id] == false
next
end
end
if c.variable_valid
if c.variable_id == XAS::HIT_ID and
c.variable_value == self.reaction_valid_attack_id
elsif $game_variables[c.variable_id] < c.variable_value
next
end
end
if c.self_switch_valid
key = [@map_id, @event.id, c.self_switch_ch]
if $game_self_switches[key] != true
next
end
end
new_page = page
break
end
end
if new_page == @page
return
end
@page = new_page
clear_starting
if @page == nil
@tile_id = 0
@character_name = ""
@character_hue = 0
@move_type = 0
@through = true
@trigger = nil
@list = nil
@interpreter = nil
return
end
@tile_id = @page.graphic.tile_id
@character_name = @page.graphic.character_name
@character_hue = @page.graphic.character_hue
if @original_direction != @page.graphic.direction
@direction = @page.graphic.direction
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != @page.graphic.pattern
@pattern = @page.graphic.pattern
@original_pattern = @pattern
end
@opacity = @page.graphic.opacity
@blend_type = @page.graphic.blend_type
@move_type = @page.move_type
@move_speed = @page.move_speed
@move_frequency = @page.move_frequency
@move_route = @page.move_route
@move_route_index = 0
@move_route_forcing = false
@walk_anime = @page.walk_anime
@step_anime = @page.step_anime
@direction_fix = @page.direction_fix
@through = @page.through
@always_on_top = @page.always_on_top
@trigger = @page.trigger
@list = @page.list
@interpreter = nil
if @trigger == 4
@interpreter = Interpreter.new
end
check_event_trigger_auto
end
end
class Game_Action
attr_reader :id
attr_accessor :prelag
attr_accessor :attack_id
attr_reader :attack_range
attr_reader :attack_range_type
attr_accessor :user
attr_reader :hit_events
attr_accessor :now_count
attr_reader :final_mark
attr_accessor :duration
attr_reader :blow_power
attr_reader :piercing
attr_reader :player_damage
attr_reader :ignore_invincible
def initialize(user, action_id)
@user = user
@id = action_id
@prelag = 0
@now_count = 0
@duration = nil
@attack_id = 0
@attack_range= 0
@hit_events = []
@blow_power = 0
end
def attachment(action_id)
@duration = Database_Bullet::DURATIONS[action_id]
power = Database_Bullet::BLOW_POWERS[action_id]
@blow_power = power == nil ? 1 : power
@attack_id_plan = Database_Bullet::ATTACK_ID_PLANS[action_id]
@attack_range_type = Database_Bullet::ATTACK_RANGE_TYPES[action_id]
plan = Database_Bullet::ATTACK_RANGE_PLANS[action_id]
@attack_range_plan = plan.nil? ? nil : plan.dup
@self_damage = Database_Bullet::SELF_DAMAGES[self.id]
@player_damage = Database_Bullet::PLAYER_DAMAGES[action_id]
@ignore_invincible = Database_Bullet::IGNORE_INVINCIBLES[action_id]
end
def update
if @attack_id_plan != nil
id = @attack_id_plan[@now_count]
unless id.nil?
@attack_id = id
@hit_events.clear
@hit_events.push(self.user) unless @self_damage
end
end
if @attack_range_plan != nil
range = @attack_range_plan[@now_count]
@attack_range = range unless range.nil?
end
@now_count += 1
end
def done?
return (self.duration.to_i > 0 and self.now_count >= self.duration)
end
end
class Token_Bullet < Token_Event
def initialize(user, action_id)
original_event = @@events[action_id]
return if original_event == nil
event = original_event.dup
event.x = user.x
event.y = user.y
event.pages[0].graphic.direction = user.direction
@character_name = event.pages[0].graphic
super($game_map.map_id, event)
self.action_attachment(action_id)
@action.user = user
@remain_for_an_act = @action.duration.is_a?(Numeric)
end
def update
super
erase if @action == nil and @remain_for_an_act
check_event_trigger_attack
end
end
module Map
RHOMBUS = 1
SQUARE = 2
LINE = 3
end
module Database_Bullet
include Map
EVENTS = []
EVENT_IDS = []
DURATIONS = []
PRELAGS = []
SUFLAGS = []
FINALIZE_MARKS = []
ATTACK_ID_PLANS = []
ATTACK_RANGE_TYPES = []
ATTACK_RANGE_PLANS = []
BLOW_POWERS = []
SELF_MOTIONS = []
SELF_ANIMATION_PLANS = []
PIERCINGS = []
SELF_DAMAGES = []
PLAYER_DAMAGES = []
IGNORE_INVINCIBLES = []
end
merfie":23lfjtbr said:Has anyone found a compatible script that lets you switch party leaders. So I could have an archer, mage, and fighter in my party and press a button to switch between the 3 of them.
megamariohead":23lfjtbr said:You can just edit it. i made a pretty good game out of it.