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#1 [solved]XAS support (crazy combos)
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ebonyzack

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Hey guys, sorry to bother again ;3.

I've been wondering about all these crazy combos these XAS users make...
for example: http://www.youtube.com/watch?v=QgD_0rZY6SE&feature=related
she uses xas v3.7 exceed mk III I tried doing research on it, but I couldn't find it...
anyways, can someone explain to me the modules to make crazy combos? (i.g, you start attacking, then charge attack and do a frenzy of attacks and then jump back and use plasma wave or something?)

thanks a lot guys :3.

edit: btw when you watch the video, notice the hotkeys on the top? 1-0? What script is that?

also, notice when she goes to the quick menu, when skill shows up it says "Extra skill, how to use press L buttno + action button" thats the one I have been looking for but I cant find it..
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#2 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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yo Zack, yeah Mimi has been working on that game for quite some time, her project is fully loaded.

so crazy combos, hot keys and extra skills...

first of all, what version of XAS are you using?

@hot keys - did you get a chance to look at
http://gameface101.playogame.com/t670-xas-hot-keys-script?highlight=hot+keys

(I posted the link earlier on http://gameface101.playogame.com/t1066-using-two-tools-and-5-skills)

@extra skill - so you want to have both hot keys and extra skills?
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#3 Re: [solved]XAS support (crazy combos)
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ebonyzack

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G@MeF@Ce wrote:yo Zack, yeah Mimi has been working on that game for quite some time, her project is fully loaded.

so crazy combos, hot keys and extra skills...

first of all, what version of XAS are you using?

@hot keys - did you get a chance to look at
http://gameface101.playogame.com/t670-xas-hot-keys-script?highlight=hot+keys

(I posted the link earlier on http://gameface101.playogame.com/t1066-using-two-tools-and-5-skills)

@extra skill - so you want to have both hot keys and extra skills?

hey man, and yeah I saw the hotkeys thing, but it crashes when I use it. I'm using 3.09

and yeah I guess, I want the D, for skill. and S for weapon. then the 5 extra skill thing like ive seen on calvins website ;o.
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#4 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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ebonyzack wrote:I'm using 3.09
3.91?

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#5 Re: [solved]XAS support (crazy combos)
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ebonyzack

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yea
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#6 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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alrighty,

@hotkeys - how many other scripts are you using?
if you tried using the Hot Key script and it crashed, post the error in that thread so it can be addressed.

let's start with the combos:

if you are familiar with making XAS tools, then making combos is just as easy as changing a value.

RMXP>F11> script = "Modules"

in the modules script, where the TOOLS are
configured, you will see for each TOOL that
there is an action ID
(the weapon's number in F9 database)
Code:
  action_id = 1
and just below a link action for combos
Code:
  LINK_ACTION_ID[action_id] = 0

so for example if you were to make an XAS kung fu fighter and you wanted the hero to have a:

left punch, right punch, straight kick combo

you would have to make a tool for each move.

left punch would link to right punch
and right punch would link to straight kick

still with me?

yeah, it sounds like a lot of work but once you get the hang of it, it's just repetition.

if you are not familiar with making XAS tools
(which is a must for XAS)
then you can always use the force action like supercow recommended.

'call script' commands using events.
(in an event, command list, 3rd tab bottom right)

x = the ID number of the skill you want to use "SKILL_ID"
(f9 look at the skills tab)

Code:
$game_temp.force_action_id = X
Activates an action, unless the character is using a different action

Code:
$game_temp.force_action_now_id = X
Activates an action, even if the character is using a different action

Hope this helps ^,^

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#7 Re: [solved]XAS support (crazy combos)
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ebonyzack

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I'm just using the standward one I downloaded from calvins website. and I noticed in the script it says true for 3.7 and false for 3.6 or lower or osmething. Im using 3.9 so...=o



and yeah I get it...hmm. so like for example
so for my Aqua sword i will add a link action id to 13 (13 being a skill in the DB, which could be Water slash) right?
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#8 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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ebonyzack wrote:
and yeah I get it...hmm. so like for example
so for my Aqua sword i will add a link action id to 13 (13 being a skill in the DB, which could be Water slash) right?

you got it, make the aqua sword do the normal aqua sword slash, then link it to the water slash skill ^,^
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#9 Re: [solved]XAS support (crazy combos)
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ebonyzack

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G@MeF@Ce wrote:
ebonyzack wrote:
and yeah I get it...hmm. so like for example
so for my Aqua sword i will add a link action id to 13 (13 being a skill in the DB, which could be Water slash) right?

you got it, make the aqua sword do the normal aqua sword slash, then link it to the water slash skill ^,^

haha okay I got it man, thanks for helping Razz.
and agh, I can't find that 5 skill script anywhere XD but anyways.

Hey man, I made a new weapon called 'Broadsword' , and everything is going fine, except it doesn't hit enemies in game..-.-.

I have a another little problem XD. I made a new mini-boss, and the zoom effect isnt working.. it's a mutated bat and I put 'zoom(3,3)'
how do I fix it?


edit: okay I figured out it's that enemy, because I got a regular bat and added the zoom effect, and it worked, I changed the enemy ID to my bat and it didnt zoom ;o.
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#10 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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yo Zack! sent you a PM...

been busy with lots of surprises for this month Very Happy
(something about the fourth of July)

So,
- Broad sword
- mini boss - zoom effect (fixed)
- Hot keys error
- Quick skills menu


let's take it from the top the Broadsword.
now was this a edit to a tool that existed or
you made a new one from scratch?
-
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#11 Re: [solved]XAS support (crazy combos)
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ebonyzack

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G@MeF@Ce wrote:yo Zack! sent you a PM...

been busy with lots of surprises for this month Very Happy
(something about the fourth of July)

So,
- Broad sword
- mini boss - zoom effect (fixed)
- Hot keys error
- Quick skills menu


let's take it from the top the Broadsword.
now was this a edit to a tool that existed or
you made a new one from scratch?
-

yeah I saw it, but its rather big cause I have a lot of things in it :O.

well, I took another ones so I wouldn' t have to write all of it -.-, and I editted it. In game it slashes and everything, it equips, but it just doesnt hit the senemy.
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#12 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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@XAS Tool (weapon) -

if the weapon is not doing damage,

start with F9 database and make certain
the broad sword is setup correctly for damage.
(skills tab / weapons tab)

then F11 look into the "SKILLS" script

make certain you have the weapon setup correctly in the module

Code:
module XAS_SKILL

  WEAPON_ID_TOOL = {
  1 => 1    # Bronze Sword
  }

A => B

A = weapon ID (in F9 database)

B => Tool ID (event_ID in Tool Map)

*once you got your weapons straight.
here's the XAS extra skills script I had edited for XAS 3.91
(there's a small menu bug that I plan on fixing later)
Code:
#_______________________________________________________________________________
# MOG XAS EXTRA Skill V1.0 (EDITED)         
#_______________________________________________________________________________
# By Moghunter     
# http://www.atelier-rgss.com
#
# edited by g@Mef@Ce for XAS 3.91
# http://www.gameface101.com
#_______________________________________________________________________________
# 2 Images required in Windowskins:
#
# EX_Layout.png
# EX_Layout2.png
#_______________________________________________________________________________

module MOG

  EX_ELEMENT_TYPE = true

  EX_SLOW_MOTION_EFFECT = false

  EX_MOTION_SE = RPG::AudioFile.new("056-Right02", 100, 50)
 
  EX_HUD_X = 238
  EX_HUD_Y = 430

  EX_LAY_X = -26
  EX_LAY_Y = -10

  EX_LAY2_X = -28
  EX_LAY2_Y = -10

  EX_ICON_X = 2
  EX_ICON_Y = -6

  DISABLE_EX_HUD_SWITCH = 5

  EX_SKILL_BUTTON = Input::L
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
 
  attr_accessor :xas_skill_ex1
  attr_accessor :xas_skill_ex2
  attr_accessor :xas_skill_ex3
  attr_accessor :xas_skill_ex4
  attr_accessor :xas_skill_ex5
 
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
  alias mog_xas_ex_skill_initialize initialize 
  def initialize 
    mog_xas_ex_skill_initialize
    @xas_skill_ex1 = 0
    @xas_skill_ex2 = 0
    @xas_skill_ex3 = 0
    @xas_skill_ex4 = 0
    @xas_skill_ex5 = 0 
  end
end

#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
 
#--------------------------------------------------------------------------
# Skill Select
#--------------------------------------------------------------------------
def skill_select_update
  if Input.trigger?(Input::R)
      $scene = Quick_Menu_Extra_Skill.new
  end
end   
 
 #--------------------------------------------------------------------------
 # Conf Move +++ edit +++
 #--------------------------------------------------------------------------
  def conf_move
  if  @actor.states.include?(XAS::CONFUSE_ID) 
      if Input.press?(Input::UP)
      turn_down
      elsif Input.press?(Input::DOWN)
      turn_up
      elsif Input.press?(Input::RIGHT)
      turn_left
      elsif Input.press?(Input::LEFT)
      turn_right
      end         
    else
      if Input.press?(Input::UP)
      turn_up
      elsif Input.press?(Input::DOWN)
      turn_down
      elsif Input.press?(Input::RIGHT)
      turn_right
      elsif Input.press?(Input::LEFT)
      turn_left
    end
  end 
 end

#--------------------------------------------------------------------------
# Extra Skill Update
#--------------------------------------------------------------------------
 def extra_skill_update
  if Input.press?(MOG::EX_SKILL_BUTTON)     
    if @actor.states.include?(XAS::MUTE_ID)       
        seal_text
        return false
    end     
    #EX Skill 1
    if Input.trigger?(Input::C) and
        $game_system.xas_skill_ex1 != 0
        action_id = $game_system.xas_skill_ex1
        conf_move     
        self.shoot(action_id)
    end
    #EX Skill 2
    if Input.trigger?(Input::Z) and
        $game_system.xas_skill_ex2 != 0
        action_id = $game_system.xas_skill_ex2
        conf_move     
        self.shoot(action_id)
    end     
    #EX Skill 3
    if Input.trigger?(Input::Y) and
        $game_system.xas_skill_ex3 != 0
        action_id = $game_system.xas_skill_ex3
        conf_move     
        self.shoot(action_id)
      end
    #EX Skill 4
    if Input.trigger?(Input::X) and
        $game_system.xas_skill_ex4 != 0
        action_id = $game_system.xas_skill_ex4
        conf_move     
        self.shoot(action_id)
      end     
    #EX Skill 5
    if Input.trigger?(Input::A) and
        $game_system.xas_skill_ex5 != 0
        action_id = $game_system.xas_skill_ex5
        conf_move     
        self.shoot(action_id)
      end         
     
  end
end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 alias mog_xas_extaskill_update update
  def update
    mog_xas_extaskill_update
    return if @actor == nil
    return true if $game_temp.menu_calling == true
    extra_skill_update
    skill_select_update
 end
end


#==============================================================================
# Quick_Window_Extra_Skill
#==============================================================================
class Quick_Window_Extra_Skill < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(190, 128, 280, 250)
    self.opacity = 160
    @actor = actor
    self.z = 5001
    @column_max = 6
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]] 
      if MOG::EX_ELEMENT_TYPE == true
        if skill != nil and skill.element_set.include?($data_system.elements.index("Extra Skill"))
          @data.push(skill)
        end
      else
        if skill != nil
          @data.push(skill)
        end     
      end 
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 40, row_max * 40)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 8 + index % 6 *  40
    y = 4 + index / 6 * 40
    rect = Rect.new(x, y, self.width / @column_max - 40, 40)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end 
end


#==============================================================================
# EX_Skill_1
#==============================================================================
class EX_Skill_1 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(140, 0, 75, 75)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex1
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_2
#==============================================================================
class EX_Skill_2 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(215, 0, 75, 75)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex2
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_3
#==============================================================================
class EX_Skill_3 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(290, 0, 75, 75)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex3
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_4
#==============================================================================
class EX_Skill_4 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(365, 0, 75, 75)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex4
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_5
#==============================================================================
class EX_Skill_5 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(440, 0, 75, 75)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex5
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# QUICK MENU Extra SKILL
#==============================================================================
class Quick_Menu_Extra_Skill
  # initialize --------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end 
 
  #--------------------------------------------------------------------------
  # main
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @action_id = 0
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = 220
    @help_window.y = 64
    @help_window.z = 5001
    @help_window.opacity = 0
    @help_window.contents_opacity = 0
    @skill_window = Quick_Window_Extra_Skill.new(@actor)
    @skill_window.x = 0
    @skill_window.y = 128
    @skill_window.opacity = 0
    @skill_window.contents_opacity = 0
    @skill_window.help_window = @help_window
    @skill_window.active = false
    @sk1 =  EX_Skill_1.new(@actor)
    @sk1.help_window = @help_window
    @sk1.active = true
    @sk2 =  EX_Skill_2.new(@actor)
    @sk2.help_window = @help_window
    @sk2.active = false   
    @sk3 =  EX_Skill_3.new(@actor)
    @sk3.help_window = @help_window
    @sk3.active = false   
    @sk4 =  EX_Skill_4.new(@actor)
    @sk4.help_window = @help_window
    @sk4.active = false   
    @sk5 =  EX_Skill_5.new(@actor)
    @sk5.help_window = @help_window
    @sk5.active = false       
    @spriteset = Spriteset_Map.new
    @windows_hud2 = Xas_Tool_Hud.new
    @windows_hud2.x = XAS_HUD::TOOL_HUD_X
    @windows_hud2.y = XAS_HUD::TOOL_HUD_Y
    @text = Sprite.new
    @text.bitmap = Bitmap.new(640,64)
    @text.z = 5005
    @text.bitmap.font.name = "Georgia"
    @text.bitmap.font.size = 20
    @text.bitmap.font.bold = true
    @text.bitmap.font.italic = true
    @text.bitmap.font.color.set(255, 255, 255,220)
    @text.bitmap.draw_hemming_text(0, 0, 120, 40, "<- SKILL (L) ",1)
    @text.bitmap.draw_hemming_text(525, 0, 120, 40, "(R)ITEM -> ",1)
    @text.y = 240
    @text2 = Sprite.new
    @text2.bitmap = Bitmap.new(640,128)
    @text2.z = 5005
    @text2.bitmap.font.name = "Georgia"
    @text2.bitmap.font.size = 28
    @text2.bitmap.font.bold = true
    @text2.bitmap.font.italic = true
    @text2.bitmap.font.color.set(155, 255, 255,255)
    @text2.bitmap.draw_hemming_text(270, 0, 120, 40, "Extra Skill",1)
    @text2.bitmap.font.size = 22
    @text2.bitmap.font.color.set(255, 255, 255,220)
    @text2.bitmap.draw_hemming_text(150, 32, 360, 40, "How to use - (Press L Button + Action Button)",1)
    @text2.y = 360
    @text_float = 0
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
    @windows_hud2.visible = false
    else
    @windows_hud2.visible = true 
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      @skill_window.x -= 25
      @skill_window.opacity -= 15
      @skill_window.contents_opacity -= 25
      @help_window.x += 25
      @help_window.opacity -= 15
      @help_window.contents_opacity -= 25 
      @sk1.opacity -= 15
      @sk2.opacity -= 15
      @sk3.opacity -= 15
      @sk4.opacity -= 15
      @sk5.opacity -= 15   
      @sk1.y -= 10
      @sk2.y -= 10
      @sk3.y -= 10
      @sk4.y -= 10
      @sk5.y -= 10       
      Graphics.update 
    end 
      Graphics.freeze
      @help_window.dispose
      @skill_window.dispose
      @spriteset.dispose
      @windows_hud2.dispose
      @sk1.dispose
      @sk2.dispose
      @sk3.dispose
      @sk4.dispose
      @sk5.dispose
      @text.bitmap.dispose
      @text.dispose
      @text = nil
      @text2.bitmap.dispose
      @text2.dispose
      @text2 = nil     
  end
   
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    @help_window.update
    @skill_window.update
    @sk1.update
    @sk2.update
    @sk3.update
    @sk4.update
    @sk5.update
    text_float_update
    if @skill_window.x < 190
      @skill_window.x += 25
      @skill_window.opacity += 5
      @skill_window.contents_opacity += 15
      @help_window.x -= 25
      @help_window.opacity += 5
      @help_window.contents_opacity += 15     
    elsif @skill_window.x >= 190 
      @skill_window.x = 190
      @skill_window.opacity = 160
      @skill_window.contents_opacity = 255
      @help_window.x = 0
      @help_window.opacity = 160
      @help_window.contents_opacity = 255       
  end 
  if @sk1.active
      @action_id = 0
      @sk1.opacity = 255
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk1.contents_opacity = 255
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @skill_window.opacity = 140
      sk1_update
      return
  end   
  if @sk2.active
      @action_id = 1
      @sk1.opacity = 140
      @sk2.opacity = 255
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 255
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @skill_window.opacity = 140
      sk2_update
      return
  end       
  if @sk3.active
      @action_id = 2
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 255
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 255
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @skill_window.opacity = 140
      sk3_update
      return
  end 
  if @sk4.active
      @action_id = 3
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 255
      @sk5.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 255
      @sk5.contents_opacity = 140     
      @skill_window.opacity = 140
      sk4_update
      return
  end
  if @sk5.active
      @action_id = 4   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 255
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 255     
      @skill_window.opacity = 140
      sk5_update
      return
  end   
    if @skill_window.active
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
   
      @skill_window.opacity = 255
      update_skill
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Text Float Update
  #--------------------------------------------------------------------------   
  def text_float_update
    if @text_float == 0
      @text.oy += 1
      @text_float = 1 if @text.oy > 10     
    else 
      @text.oy -= 1
      @text_float = 0 if @text.oy < -10           
    end 
  end 
  #--------------------------------------------------------------------------
  # Cancel
  #-------------------------------------------------------------------------- 
  def cancel
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end   
  end 
 
  #--------------------------------------------------------------------------
  # Menu Change
  #-------------------------------------------------------------------------- 
  def menu_change
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Item.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Skill.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Extra_Skill.new
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Sk1 Update
  #-------------------------------------------------------------------------- 
  def sk1_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk1.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk1.active = false
        @sk2.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk1.active = false
        @sk5.active = true
        return
      end     
  end
  #--------------------------------------------------------------------------
  # Sk2 Update
  #-------------------------------------------------------------------------- 
  def sk2_update
      cancel
      menu_change
      if Input.trigger?(Input::C)   
        @sk2.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk2.active = false
        @sk3.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk2.active = false
        @sk1.active = true
        return
      end     
  end   
  #--------------------------------------------------------------------------
  # Sk3 Update
  #-------------------------------------------------------------------------- 
  def sk3_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk3.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk3.active = false
        @sk4.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk3.active = false
        @sk2.active = true
        return
      end     
  end     
  #--------------------------------------------------------------------------
  # Sk4 Update
  #-------------------------------------------------------------------------- 
  def sk4_update
      cancel
      menu_change
      if Input.trigger?(Input::C)   
        @sk4.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk4.active = false
        @sk5.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk4.active = false
        @sk3.active = true
        return
      end     
  end   
  #--------------------------------------------------------------------------
  # Sk5 Update
  #-------------------------------------------------------------------------- 
  def sk5_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk5.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk5.active = false
        @sk1.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk5.active = false
        @sk4.active = true
        return
      end     
  end     
  #--------------------------------------------------------------------------
  # Update Skill
  #--------------------------------------------------------------------------
  def update_skill
    menu_change
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = false
      if @action_id == 0
        @sk1.active = true
      elsif @action_id == 1 
        @sk2.active = true
      elsif @action_id == 2 
        @sk3.active = true
      elsif @action_id == 3 
        @sk4.active = true
      elsif @action_id == 4 
        @sk5.active = true
      end       
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
        if @skill == nil or not @actor.skill_can_use?(@skill.id)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        @skill_window.active = false
        $game_system.se_play($data_system.equip_se)
        if @action_id == 0
          $game_system.xas_skill_ex1 = @skill.id
          @sk1.refresh
          @sk1.active = true
        elsif @action_id == 1 
          $game_system.xas_skill_ex2 = @skill.id
          @sk2.refresh
          @sk2.active = true
        elsif @action_id == 2
          $game_system.xas_skill_ex3 = @skill.id
          @sk3.refresh
          @sk3.active = true
        elsif @action_id == 3 
          $game_system.xas_skill_ex4 = @skill.id
          @sk4.refresh
          @sk4.active = true
        else
          $game_system.xas_skill_ex5 = @skill.id
          @sk5.refresh
          @sk5.active = true
        end         
      return
    end
  end
end


#==============================================================================
# EX SKILL HUD
#==============================================================================
class Extra_Skill_Hud < Sprite
  include MOG
  #--------------------------------------------------------------------------
  # * initialize
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    # Layout -------------------------------------------------------------------
    @layout_image = RPG::Cache.windowskin("EX_Layout")
    @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
    @layout_sprite = Sprite.new
    @layout_sprite.bitmap = @layout_bitmap
    @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
    @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)     
    @layout_sprite.z = 5001
    @layout_sprite.x = EX_HUD_X + EX_LAY_X
    @layout_sprite.y = EX_HUD_Y + EX_LAY_Y   
    # Layout2 ------------------------------------------------------------------
    @layout2_image = RPG::Cache.windowskin("EX_Layout2")
    @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
    @layout2_sprite = Sprite.new
    @layout2_sprite.bitmap = @layout2_bitmap
    @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
    @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)     
    @layout2_sprite.z = 5004
    @layout2_sprite.x = EX_HUD_X + EX_LAY2_X
    @layout2_sprite.y = EX_HUD_Y + EX_LAY2_Y
    # Icon ---------------------------------------------------------------------
    @icon = Sprite.new
    @icon.bitmap = Bitmap.new(160,24)
    space = 32
    # EX1
    if $game_system.xas_skill_ex1 != 0
    skill = $data_skills[$game_system.xas_skill_ex1]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 0, 0, image, Rect.new(0, 0, 24, 24))
    end
    # EX2
    if $game_system.xas_skill_ex2 != 0
    skill = $data_skills[$game_system.xas_skill_ex2]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 1, 0, image, Rect.new(0, 0, 24, 24))
    end     
    # EX3
    if $game_system.xas_skill_ex3 != 0
    skill = $data_skills[$game_system.xas_skill_ex3]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 2, 0, image, Rect.new(0, 0, 24, 24))
    end           
    # EX4
    if $game_system.xas_skill_ex4 != 0
    skill = $data_skills[$game_system.xas_skill_ex4]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 3, 0, image, Rect.new(0, 0, 24, 24))
    end       
    # EX5
    if $game_system.xas_skill_ex5 != 0
    skill = $data_skills[$game_system.xas_skill_ex5]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 4, 0, image, Rect.new(0, 0, 24, 24))
    end       
    @icon.z = 5003
    @icon.x = EX_HUD_X + EX_ICON_X
    @icon.y = EX_HUD_Y + EX_ICON_Y
    @icon.opacity = 120
    @layout_sprite.opacity = 120
    @layout2_sprite.opacity = 0
    visable_check
  end
 
  #--------------------------------------------------------------------------
  # * dispose
  #-------------------------------------------------------------------------- 
  def dispose
    #Layout Dispose
    @layout_bitmap.dispose
    @layout_bitmap = nil     
    @layout_sprite.bitmap.dispose
    @layout_sprite.bitmap = nil
    @layout_sprite.dispose
    @layout_sprite = nil     
    #Layout Dispose
    @layout2_bitmap.dispose
    @layout2_bitmap = nil     
    @layout2_sprite.bitmap.dispose
    @layout2_sprite.bitmap = nil
    @layout2_sprite.dispose
    @layout2_sprite = nil   
    #Icon Dispose
    @icon.bitmap.dispose
    @icon.bitmap = nil
    @icon.dispose
    @icon = nil
  end
 
  #--------------------------------------------------------------------------
  # * update
  #--------------------------------------------------------------------------
  def update
    pressed_check
    visable_check
  end
 
  #--------------------------------------------------------------------------
  # * Visable Check
  #-------------------------------------------------------------------------- 
  def visable_check
      if $game_switches[MOG::DISABLE_EX_HUD_SWITCH] == true
        @icon.visible = false
        @layout_sprite.visible = false
        @layout2_sprite.visible = false
      else   
        @icon.visible = true
        @layout_sprite.visible = true
        @layout2_sprite.visible = true
      end
  end 
 
  #--------------------------------------------------------------------------
  # * update
  #-------------------------------------------------------------------------- 
  def pressed_check
    if Input.press?(Input::L) and not
        ($game_system.map_interpreter.running? or
        $game_temp.message_window_showing )
        if @layout_sprite.opacity < 255
            @icon.opacity += 10
            @layout_sprite.opacity += 10
            @layout2_sprite.opacity += 35
        end
      else 
            @layout2_sprite.opacity -= 10 if @layout2_sprite.opacity > 0
        if @layout_sprite.opacity > 120
            @icon.opacity -= 10
            @layout_sprite.opacity -= 10
        end     
    end
  end 
end 

#-------------------------------------------------------------------------------
# Scene_Map
#-------------------------------------------------------------------------------
class Scene_Map 
  alias exskill_main main
  def main
      @viewport_ex = Viewport.new(0, 0, 640, 480)
      @viewport_ex.z = 9999   
      @exskill = Extra_Skill_Hud.new(@viewport_ex)
    exskill_main 
      @exskill.dispose
      @exskill = nil
      @viewport_ex.dispose
      @viewport_ex = nil
  end 
  alias exskill_update update
  def update
    exskill_update
    @exskill.update
  end 
end

$mog_rgss_xas_extra_skill = true


oh and I changed the title of this thread to
"XAS support (crazy combos)"







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#13 Re: [solved]XAS support (crazy combos)
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ebonyzack

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Agh, I have the skill (Broadsword, 199)
I have the weapon (17)
I have the script in SKILL
( 17=>199 # Broadsword )
AND the event on the TOOL map, it's 199 as well. :O...

here is the weapon module
Code:
#==============================================================================#
# Broadsword
#==============================================================================#
module Database_Bullet
  action_id = 199
  LINK_ACTION_ID[action_id] = 0
  SUFLAGS[action_id] = 10
  DURATIONS[action_id] = 1
  SELF_MOTIONS[action_id] = "_SWD_06"
  plan = []
  plan[3] = 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_ANIMATION_HIT[action_id]  = 146
  TARGET_INVINCIBLES_DURATIONS[action_id] = 8     
  ANIMATION_SPEED[action_id] = 2.0
  FORCE_MOVE[action_id] = FORWARD
  PLAYER_CAST_TIME[action_id] = 0
end

As for the EXTRA SKILL script, thanks a lot man.

Well I plugged it in and got this error when I press 'Q'

Script 'Mog - XAS EXTRA SKILL' line 1028: TypeError occurred.

no implicit conversation from nil to integer
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#14 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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ebonyzack wrote:Agh, I have the skill (Broadsword, 199)
I have the weapon (17)
I have the script in SKILL
( 17=>199 # Broadsword )
AND the event on the TOOL map, it's 199 as well. :O...

do your other tools work? or is it this one not doing damage?

(try making the IDs match)

ebonyzack wrote:

As for the EXTRA SKILL script, thanks a lot man.

Well I plugged it in and got this error when I press 'Q'

Script 'Mog - XAS EXTRA SKILL' line 1028: TypeError occurred.

no implicit conversation from nil to integer


yes, go into F9 database > last tab
SYSTEM tab > bottom right = create an
element called "Extra Skills"

now go into the SKILLS tab, and check off the skill you want to use as an extra skill
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#15 Re: [solved]XAS support (crazy combos)
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ebonyzack

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Yeah man..all my other TOOLS work ;/.
and everything is good with the ID's , they are all 199 and 17 for the weapon..

and for the skills: I made a element thing and named it 'Extra Skills' I ticked a skill with it and when I pressed Q in the game to equip it, I get this error

Script 'MOG - EXTRA SKILL' line 111: NameError occurred. Uninitialized constant XAS::MUTE_ID

Actually, apparently it'sp only when I press Q, cause I pressed W and It brought up the extra skill menus, and I could equip my skill.

And umm, is there a way to make it so that I can equip skills to both D, and my extra 5 skills?
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#16 Re: [solved]XAS support (crazy combos)
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ebonyzack wrote:Yeah man..all my other TOOLS work ;/.
and everything is good with the ID's , they are all 199 and 17 for the weapon..

~ try making both the TOOL ID and WEAPON ID a brand new number
(one that has not been used)

For the TOOL ID (and testing)
you can copy the broadsword event on the tool map and paste it until you get the desired event id number, say 300 just for kicks
(you can of course delete the events later)

then F9 WEAPON 300 for weapon ID
*sounds crazy but we are trouble shooting

ebonyzack wrote:
and for the skills: I made a element thing and named it 'Extra Skills' I ticked a skill with it and when I pressed Q in the game to equip it, I get this error

Script 'MOG - EXTRA SKILL' line 111: NameError occurred. Uninitialized constant XAS::MUTE_ID

Actually, apparently it'sp only when I press Q, cause I pressed W and It brought up the extra skill menus, and I could equip my skill.

And umm, is there a way to make it so that I can equip skills to both D, and my extra 5 skills?

F9 > WEAPONS tab >
"state change:" (right window)
is MUTE_ID checked for the skill you are trying to use?

The way the Extra skills is setup is to not have the chosen skills show in the skills menu, just the Extra skills menu. You could make the same skill twice? or this would require more edits to the script...
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#17 Re: [solved]XAS support (crazy combos)
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ebonyzack

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Okay I'll try that.

and oh, okay thats alright, umm, no its' not chdecked for the weapon, nor skill ;o. it only happens when I press Q though. I think it could be because there is alread ya function for the Q button in v3.9

edit: holy moly, I changed it and it attacks now, but now it stays atacking and slashing like crazy for a long time LOL. it looks funny.
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#18 Re: [solved]XAS support (crazy combos)
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@quick skills - here try my edited XAS Menu script

Code:
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# TOOL HUD / QUICK MENU / ALIAS MENUS / (edited by g@Mef@Ce for Extra Skills)
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■


#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
 
  #--------------------------------------------------------------------------
  # ● Call Menu
  #--------------------------------------------------------------------------   
  def can_call?
      return false if $game_temp.cast_time > 0
      return false if $game_player.pickup_lock
      return false if $game_temp.slow_motion > 0
      if $game_player.battler != nil
        return false if ($game_player.battler.stop or $game_player.battler.state_sleep)
      end   
      return true     
  end 
 
  #--------------------------------------------------------------------------
  # ● Call Menu
  #-------------------------------------------------------------------------- 
  alias pickup_call_menu call_menu
  def call_menu
      unless can_call?
        $game_temp.menu_calling = false
        return
      end 
      pickup_call_menu
  end 
 
  #--------------------------------------------------------------------------
  # ● Call Save
  #--------------------------------------------------------------------------
  alias pickup_call_save call_save
  def call_save
      unless can_call?
        $game_temp.save_calling = false
        return 
      end 
      pickup_call_save
  end
 
end 

################################################################################
#===============================================================================
# SCENE SKILL/ SCENE ITEM
#===============================================================================
################################################################################



################################################################################

#===============================================================================
# ■ Scene_Skill
#===============================================================================
class Scene_Skill

#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
 alias mog_xasmain main 
  def main 
    @xastextime = 0
    @xastextime2 = 450
    @skill_text = Sprite.new
    @skill_text.bitmap = Bitmap.new(160,100)
    @skill_text.x = 700
    @skill_text.y = 0
    @skill_text.z = 9999
    @skill_text.bitmap.font.name = "Georgia"
    @skill_text.bitmap.font.size = 24
    @skill_text.bitmap.font.bold = true
    @skill_text.visible = false
    @skill_text.bitmap.draw_text(0, 0, 140, 64, XAS_WINDOW_SKILL::EQUIPPED,1)
    @skill_text2 = Sprite.new
    @skill_text2.bitmap = Bitmap.new(640,64)
    @skill_text2.x = 0
    @skill_text2.y = 450
    @skill_text2.z = 9999
    @skill_text2.bitmap.font.name = "Georgia"
    @skill_text2.bitmap.font.size = 24
    @skill_text2.bitmap.font.bold = true
    @skill_text2.visible = true
    @skill_text2.bitmap.draw_text(0, 20, 640, 64,XAS_WINDOW_SKILL::PRESS ,1)
    @skill_text2.opacity = @xastextime2
    mog_xasmain 
    @skill_text.dispose
    @skill_text2.dispose
  end 
 
#--------------------------------------------------------------------------
# Update Item
#--------------------------------------------------------------------------
  alias mog_xasupdate update
  def update
    mog_xasupdate 
    @xastextime -= 3
    @xastextime2 -= 3
    @skill_text.opacity = @xastextime
    @skill_text2.opacity = @xastextime2
    if @xastextime  <= 0
    @xastextime = 0
    @skill_text.visible = false
    end 
    if @xastextime2  <= 0
      @xastextime2 = 0
      @skill_text2.visible = false
    end
    if @skill_text2.y > 400
      @skill_text2.y -= 3
    elsif @skill_text2.y <= 400
      @skill_text2.y = 400 
    end 
    if @skill_text.x > 480
      @skill_text.x -= 10
    elsif @skill_text.x <= 480
      @skill_text.x = 480 
    end 
    end

#--------------------------------------------------------------------------
# Update Skill
#--------------------------------------------------------------------------
  alias mog_xasupdate_skill update_skill
  def update_skill
  mog_xasupdate_skill
  if Input.trigger?(XAS_WINDOW_SKILL::BUTTON)
    @skill = @skill_window.skill 
    unless @actor.skill_can_use?(@skill.id)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
      $game_system.se_play($data_system.equip_se)
      $game_system.xas_skill_id = @skill.id
      @skill_text.visible = true
      @skill_text.x = 700
      @skill_text.opacity = @xastextime
      @xastextime = 355
    return
    end   
  end
end


#===============================================================================
# ■ Scene Item
#===============================================================================
class Scene_Item   
 
  #--------------------------------------------------------------------------
  # main
  #--------------------------------------------------------------------------
  alias mog_xasmain main 
  def main 
    @xastextime = 0
    @xastextime2 = 450
    @item_text = Sprite.new
    @item_text.bitmap = Bitmap.new(160,100)
    @item_text.x = 700
    @item_text.y = 0
    @item_text.z = 9999
    @item_text.bitmap.font.name = "Georgia"
    @item_text.bitmap.font.size = 24
    @item_text.bitmap.font.bold = true
    @item_text.visible = false
    @item_text.bitmap.draw_text(0, 0, 140, 64, XAS_WINDOW_ITEM::EQUIPPED,1)
    @item_text2 = Sprite.new
    @item_text2.bitmap = Bitmap.new(640,64)
    @item_text2.x = 0
    @item_text2.y = 450
    @item_text2.z = 9999
    @item_text2.bitmap.font.name = "Georgia"
    @item_text2.bitmap.font.size = 24
    @item_text2.bitmap.font.bold = true
    @item_text2.visible = true
    @item_text2.bitmap.draw_text(0, 20, 640, 64,XAS_WINDOW_ITEM::PRESS ,1)
    @item_text2.opacity = @xastextime2
    mog_xasmain 
    @item_text.dispose
    @item_text2.dispose
  end   
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  alias mog_xasupdate update
  def update
    mog_xasupdate 
    @xastextime -= 3
    @xastextime2 -= 3
    @item_text.opacity = @xastextime
    @item_text2.opacity = @xastextime2
    if @xastextime  <= 0
      @xastextime = 0
      @item_text.visible = false
    end 
    if @xastextime2  <= 0
      @xastextime2 = 0
      @item_text2.visible = false
    end
    if @item_text2.y > 400
      @item_text2.y -= 3
    elsif @item_text2.y <= 400
        @item_text2.y = 400 
    end 
    if @item_text.x > 480
      @item_text.x -= 10
    elsif @item_text.x <= 480
      @item_text.x = 480 
    end 
  end 
 
  #--------------------------------------------------------------------------
  # update item
  #--------------------------------------------------------------------------
  alias mog_xas_update_item update_item
  def update_item   
  mog_xas_update_item
  if Input.trigger?(XAS_WINDOW_ITEM::BUTTON)
  @item = @item_window.item
    unless @item.is_a?(RPG::Item)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    unless $game_party.item_can_use?(@item.id)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    item_id = @item.id
    item_tool_id = XAS::XASITEM_ID[@item.id]
    if item_tool_id != nil
      $game_system.se_play($data_system.equip_se) 
      @item_text.visible = true
      @item_text.x = 700
      @item_text.opacity = @xastextime
      @xastextime = 355 
      $game_system.xas_item_id = @item.id
      return 
    end 
  end
end 
end
################################################################################








################################################################################
#===============================================================================
# TOOL HUD SYSTEM
#===============================================================================
################################################################################


#===============================================================================
# ■ Window_Base
#===============================================================================
class Window_Base < Window

  #--------------------------------------------------------------------------
  # ● draw_picture_number(x,y,value,file_name,align, space, frame_max ,frame_index)   
  #--------------------------------------------------------------------------
  # X - Posição na horizontal
  # Y - Posição na vertical
  # VALUE - Valor Numérico 
  # FILE_NAME - Nome do arquivo
  # ALIGN - Centralizar 0 - Esquerda 1- Centro 2 - Direita 
  # SPACE - Espaço entre os números.
  # FRAME_MAX - Quantidade de quadros(Linhas) que a imagem vai ter.
  # FRAME_INDEX - Definição do quadro a ser utilizado.
  #-------------------------------------------------------------------------- 
  def draw_picture_number(x,y,value, file_name,align = 0, space = 0, frame_max = 1,frame_index = 0)   
    number_image = RPG::Cache.windowskin(file_name)
    frame_max = 1 if frame_max < 1
    frame_index = frame_max -1 if frame_index > frame_max -1
    align = 2 if align > 2
    cw = number_image.width / 10
    ch = number_image.height / frame_max
    h = ch * frame_index
    number = value.abs.to_s.split(//)
    case align
        when 0
          plus_x = (-cw + space) * number.size
        when 1
          plus_x = (-cw + space) * number.size
          plus_x /= 2
        when 2 
          plus_x = 0
    end
    for r in 0..number.size - 1     
        number_abs = number[r].to_i
        number_rect = Rect.new(cw * number_abs, h, cw, ch)
        self.contents.blt(plus_x + x + ((cw - space) * r), y , number_image, number_rect)       
    end   
    number_image.dispose
  end   

#--------------------------------------------------------------------------
# Draw_Xas_Item
#--------------------------------------------------------------------------

def draw_xas_item(x,y)
    item_lay = RPG::Cache.windowskin("XAS_W_Item")   
    cw = item_lay.width
    ch = item_lay.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 145 , y - ch + 18,item_lay, src_rect)#-position 
    item = $data_items[$game_system.xas_item_id]
    number = $game_party.item_number(item.id)
    if $game_system.xas_item_id != 0
      if number > 0 
        opa = 255
        cor = Color.new(255,255,150,255)
      else
        opa = 125 
        cor = Color.new(255,100,100,155) 
      end
      self.contents.font.size = 16
      self.contents.font.name = XAS_HUD::FONT_NAME
      self.contents.font.color = cor
      self.contents.font.bold = true
      bitmap = RPG::Cache.icon(item.icon_name) rescue nil
      self.contents.blt(x + 158, y - 20, bitmap, Rect.new(0, 0, 24, 24), opa) rescue nil
      draw_picture_number(x + 170,y + 1,number, "XAS_Item_Number",1,0,0,0)         
    else
      draw_picture_number(x + 170,y + 1,0, "XAS_Item_Number",1,0,0,0)                 
    end
    item_lay.dispose
end

#--------------------------------------------------------------------------
# Draw_Xas_Skill
#--------------------------------------------------------------------------
def draw_xas_skill(x, y)
    skill_lay = RPG::Cache.windowskin("XAS_W_Skill")   
    cw = skill_lay.width
    ch = skill_lay.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 112 , y - ch + 18,skill_lay, src_rect) 
    @actor = $game_party.actors[0]
    skill = $data_skills[$game_system.xas_skill_id.to_i]
    if skill == nil
      self.contents.font.size = 16
      self.contents.font.name = XAS_HUD::FONT_NAME
      self.contents.font.bold = true
      self.contents.font.color = Color.new(255,100,100,155) 
      self.contents.draw_hemming_text(x + 7, y + 55, 40, 32, "0", 1)     
      self.contents.font.color = Color.new(50,255,150,255)
      self.contents.draw_hemming_text(x - 3, y + 40, 60, 32, $data_system.words.sp, 1)   
      return
    end
    bitmap = RPG::Cache.icon(skill.icon_name)
    if @actor.sp >= skill.sp_cost
      opa = 255
      cor = Color.new(155,255,250,255) 
    else
      opa = 125 
      cor = Color.new(255,100,100,155) 
    end
    self.contents.font.size = 16
    self.contents.font.name = XAS_HUD::FONT_NAME
    self.contents.font.bold = true 
    self.contents.blt(x + 124, y - 22, bitmap, Rect.new(0, 0, 24, 24), opa)
    draw_picture_number(x + 140,y + 1,skill.sp_cost, "XAS_MP_Number",1,0,0,0)
    skill_lay.dispose   
end   
 
#--------------------------------------------------------------------------
# Draw Equip Map
#--------------------------------------------------------------------------
def draw_equip_map(item, x, y)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 3, y + 34, bitmap, Rect.new(0, 0, 24, 24))
    bitmap.dispose
end
 
#--------------------------------------------------------------------------
# Draw Mequip +++ EDIT +++
#--------------------------------------------------------------------------
   
def draw_mequip(x, y)
    actor = $game_party.actors[0]
    mequip = RPG::Cache.windowskin("Mequip")   
    cw = mequip.width
    ch = mequip.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - 46 , y - ch + 45 ,mequip, src_rect)#default 43=0, 85=65 add 70
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])   
    #-------insert - to show following items on Mequip--------------------------
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    draw_equip_map(@data[0], 32 * 0, -20)#icon positions 20 = Y vertical position
    draw_equip_map(@data[1], 32 * 1, -20)
    draw_equip_map(@data[2], 32 * 2, -20)
    draw_equip_map(@data[3], 32 * 3, -20)
    draw_equip_map(@data[4], 32 * 4, -20)
    #------done insert
    #draw_equip_map(@data[0],  x, y)
    #draw_equip_map(@data[1], 64 + x, y)   
    weapon_id = actor.weapon_id
    weapon_tool_id = XAS_SKILL::WEAPON_ID_TOOL[weapon_id]
    weapon_item = XAS::ITEM_COST[weapon_tool_id]   
    armor_id =  actor.armor1_id
    armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[armor_id]
    armor_item = XAS::ITEM_COST[armor_tool_id]
    self.contents.font.name = XAS_HUD::FONT_NAME
    number = $game_party.item_number(weapon_item)
    number2 = $game_party.item_number(armor_item)
    if XAS::ITEM_COST.include?(weapon_tool_id)
      draw_picture_number(x + 20,y + 55,number, "XAS_Item_Number",1,0,0,0) 
    end
    if XAS::ITEM_COST.include?(armor_tool_id)
      draw_picture_number(x + 85,y + 55,number2, "XAS_Item_Number",1,0,0,0)
    end   
    mequip.dispose
end

end


#===============================================================================
# ■ Window Skill
#===============================================================================
class Window_Skill < Window_Selectable
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if $mog_rgss_xas_extra_skill != nil and MOG::EX_ELEMENT_TYPE == true
        if skill != nil and not skill.element_set.include?($data_system.elements.index("Extra Skill"))
          @data.push(skill)
        end
      else
      if skill != nil 
        @data.push(skill)
      end     
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end 
end

#===============================================================================
# Xas Tool Hud
#===============================================================================
class Xas_Tool_Hud < Window_Base

#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
    super(0, 0, 300, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("001-Blue01")
    self.opacity = 0
    self.z = 5001
    @actor = $game_party.actors[0]
if @actor != nil 
    @old_item_id = $game_system.xas_item_id
    @old_item_number = $game_party.item_number(@old_item_id)
    @old_skill_id = $game_system.xas_skill_id
    @old_weapon_id = @actor.weapon_id
    @old_armor_id = @actor.armor1_id
    @weapon_id = @actor.weapon_id
    @weapon_tool_id = XAS_SKILL::WEAPON_ID_TOOL[@weapon_id]
    @weapon_item = XAS::ITEM_COST[@weapon_tool_id]
    @armor_id = @actor.armor1_id
    @armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[@armor_id]
    @armor_item = XAS::ITEM_COST[@armor_tool_id]
    skill_id = $game_system.xas_skill_id
    skill    = skill_id == nil ? nil : $data_skills[skill_id]   
    if $game_system.xas_skill_id == nil or
      $game_system.xas_skill_id == 0
    sp_cost = 0     
    else 
    sp_cost  = skill.sp_cost     
    end
    if @actor.sp < sp_cost
      @sp = 0
    else 
      @sp = 1
    end
    @refresh = @sp   
    if XAS::ITEM_COST.include?(@weapon_tool_id)
      @old_item_wp_id =  $game_party.item_number(@weapon_item)
    end
    if XAS::ITEM_COST.include?(@weapon_tool_id)
      @old_item_am_id =  $game_party.item_number(@armor_item)
    end   
    refresh
end
end

#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
    self.contents.clear
    self.contents.font.size = 16
    self.contents.font.name = "Georgia"
    self.contents.font.bold = true
    draw_xas_item(5,35)
    draw_xas_skill(70,35)
    draw_mequip(45,0)
    @weapon_id = @actor.weapon_id
    @weapon_tool_id = XAS_SKILL::WEAPON_ID_TOOL[@weapon_id]
    @weapon_item = XAS::ITEM_COST[@weapon_tool_id]
    @armor_id = @actor.armor1_id
    @armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[@armor_id]
    @armor_item = XAS::ITEM_COST[@armor_tool_id]   
    if XAS::ITEM_COST.include?(@weapon_tool_id)
      @old_item_wp_id =  $game_party.item_number(@weapon_item)
    end
    if XAS::ITEM_COST.include?(@weapon_tool_id)
      @old_item_am_id =  $game_party.item_number(@armor_item)
    end
    @old_item_id = $game_system.xas_item_id
    @old_item_number = $game_party.item_number(@old_item_id)
    @old_skill_id = $game_system.xas_skill_id
    @old_weapon_id = @actor.weapon_id
    @old_armor_id = @actor.armor1_id
    @refresh = @sp   
end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
    @actor = $game_party.actors[0]
    if @actor == nil
      return false
    end 
    if XAS_HUD::FADE == true
    x = ($game_player.real_x - $game_map.display_x) / 4
    y = ($game_player.real_y - $game_map.display_y) / 4
    hud_size_x = 150
    hud_size_y = 100
    oc_range_x = hud_size_x + XAS_HUD::TOOL_HUD_X
    oc_range_y = hud_size_y + XAS_HUD::TOOL_HUD_Y
      if x < oc_range_x and x > XAS_HUD::TOOL_HUD_X - 5 and
        y > XAS_HUD::TOOL_HUD_Y and y < oc_range_y
        self.contents_opacity -= 10 if  self.contents_opacity > 120
      else
        self.contents_opacity += 10 if  self.contents_opacity < 255
      end
    end
    @weapon_item = XAS::ITEM_COST[@weapon_tool_id]
    @armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[@armor_id]
    skill_id = $game_system.xas_skill_id
    skill    = skill_id == nil ? nil : $data_skills[skill_id]
      if $game_system.xas_skill_id == nil or
        $game_system.xas_skill_id == 0
      sp_cost = 0     
      else 
        sp_cost  = skill.sp_cost     
      end
      if @actor.sp < sp_cost
        @sp = 0
      else 
        @sp = 1
      end
  if (XAS::ITEM_COST.include?(@weapon_tool_id) and @old_item_wp_id != nil and
      @old_item_wp_id !=  $game_party.item_number(@weapon_item)) or
    (XAS::ITEM_COST.include?(@weapon_tool_id) and @old_item_am_id != nil and
      @old_item_am_id !=  $game_party.item_number(@armor_item))
      refresh
  elsif @old_item_id != $game_system.xas_item_id or
    @old_skill_id != $game_system.xas_skill_id or
    @old_weapon_id != @actor.weapon_id or
    @old_armor_id != @actor.armor1_id or
    @old_item_number != $game_party.item_number(@old_item_id) or
    @refresh != @sp
    refresh
  end
 end 
 
end


#===============================================================================
# ■ Scene_Map
#===============================================================================
class Scene_Map
 
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
  alias xas_hud_main main
  def main
    @actor = $game_party.actors[0]
    @windows_hud2 = Xas_Tool_Hud.new
    @windows_hud2.x = XAS_HUD::TOOL_HUD_X
    @windows_hud2.y = XAS_HUD::TOOL_HUD_Y
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
      @windows_hud2.visible = false
    else
      @windows_hud2.visible = true 
    end
    xas_hud_main
    @windows_hud2.dispose
  end 
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
  alias xas_hud_update update
    def update
    xas_hud_update   
    if @actor == nil
      return false
    end     
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
      @windows_hud2.visible = false
    else
      @windows_hud2.visible = true 
    end   
    @windows_hud2.update 
  end 
end
################################################################################



################################################################################
#===============================================================================
# QUICK MENU SYSYEM
#===============================================================================
################################################################################


#==============================================================================
# ■ Quick_Menu_Selectable
#==============================================================================

class Quick_Menu_Selectable < Window_Base
  attr_reader  :index                   
  attr_reader  :help_window           
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
 
  #--------------------------------------------------------------------------
  # index
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
 
  #--------------------------------------------------------------------------
  # row_max
  #--------------------------------------------------------------------------
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
 
  #--------------------------------------------------------------------------
  # top_row
  #--------------------------------------------------------------------------
  def top_row
    return self.oy / 40
  end
 
  #--------------------------------------------------------------------------
  # top_row
  #--------------------------------------------------------------------------
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 40
  end
 
  #--------------------------------------------------------------------------
  # page_row_max
  #--------------------------------------------------------------------------
  def page_row_max
    return (self.height - 40) / 40
  end
 
  #--------------------------------------------------------------------------
  # page_item_max
  #--------------------------------------------------------------------------
  def page_item_max
    return page_row_max * @column_max
  end
 
  #--------------------------------------------------------------------------
  #help_window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    if self.active and @help_window != nil
      update_help
    end
  end
 
  #--------------------------------------------------------------------------
  # update_cursor_rect
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * 40
    y = @index / @column_max * 40 - self.oy
    self.cursor_rect.set(x, y, 40, 40)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::DOWN)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::UP)
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
          @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      if Input.repeat?(Input::RIGHT)
        if @column_max >= 2 and @index < @item_max - 1
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      if Input.repeat?(Input::LEFT)
        if @column_max >= 2 and @index > 0
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
    end
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
 
end


#==============================================================================
# ■ Quick_Window_Skill
#==============================================================================
class Quick_Window_Skill < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(190, 128, 280, 250)
    self.opacity = 160
    @actor = actor
    self.z = 5001
    @column_max = 6
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if $mog_rgss_xas_extra_skill != nil and MOG::EX_ELEMENT_TYPE == true     
          if skill != nil and not skill.element_set.include?($data_system.elements.index("Extra Skill"))
            @data.push(skill)
          end
      else
          if skill != nil
            @data.push(skill)
          end     
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 40, row_max * 40)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 8 + index % 6 *  40
    y = 4 + index / 6 * 40
    rect = Rect.new(x, y, self.width / @column_max - 40, 40)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end


#==============================================================================
# ■ Quick_Window_Item
#==============================================================================
class Quick_Window_Item < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(190, 128, 280, 250)   
    self.opacity = 160
    @actor = actor
    self.z = 5001
    @column_max = 6
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and
          $game_party.item_can_use?(i)
        @data.push($data_items[i])
      end
    end
    unless $game_temp.in_battle
      armor_set = $data_classes[@actor.class_id].armor_set
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and
          weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and
          $data_armors[i].kind == 0 and
          armor_set.include?(i)
          @data.push($data_armors[i])
        end
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 40, row_max * 40)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if (item.is_a?(RPG::Item) and
      $game_party.item_can_use?(item.id)) or
        item.is_a?(RPG::Weapon) or
        $data_armors[item.id].kind == 0
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 8 + index % 6 *  40
    y = 4 + index / 6 * 40
    rect = Rect.new(x, y, self.width / @column_max - 40, 40)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    case item
    when RPG::Item
    self.contents.font.size = 16
    self.contents.draw_hemming_text(x + 0, y + 12, 24, 32, number.to_s, 1)
    end
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : item.name + " - " + self.item.description)
  end
 
end


#==============================================================================
# ■ QUICK MENU ITEM
#==============================================================================
class Quick_Menu_Item
  # initialize --------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
 
  #--------------------------------------------------------------------------
  # Main
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = 220
    @help_window.y = 64
    @help_window.opacity = 0
    @help_window.z = 5001
    @help_window.contents_opacity = 0
    @item_window = Quick_Window_Item.new(@actor)
    @item_window.x = 0
    @item_window.y = 128
    @item_window.opacity = 0
    @item_window.contents_opacity = 0
    @item_window.help_window = @help_window
    @spriteset = Spriteset_Map.new
    @windows_hud2 = Xas_Tool_Hud.new
    @windows_hud2.x = XAS_HUD::TOOL_HUD_X
    @windows_hud2.y = XAS_HUD::TOOL_HUD_Y
    @text = Sprite.new
    @text.bitmap = Bitmap.new(640,64)
    @text.z = 5005
    @text.bitmap.font.name = "Georgia"
    @text.bitmap.font.size = 20
    @text.bitmap.font.bold = true
    @text.bitmap.font.italic = true
    @text.bitmap.font.color.set(255, 255, 255,220)
    if $mog_rgss_xas_extra_skill != nil
    @text.bitmap.draw_hemming_text(0, 0, 160, 40, "<- EX SKILL (L) ",1)
    else
    @text.bitmap.draw_hemming_text(0, 0, 140, 40, "<- SKILL (L) ",1)
    end
    @text.bitmap.draw_hemming_text(495, 0, 160, 40, "(R) SKILL -> ",1)
    @text.y = 240
    @text2 = Sprite.new
    @text2.bitmap = Bitmap.new(640,128)
    @text2.z = 5005
    @text2.bitmap.font.name = "Georgia"
    @text2.bitmap.font.size = 28
    @text2.bitmap.font.bold = true
    @text2.bitmap.font.italic = true
    @text2.bitmap.font.color.set(155, 255, 255,255)
    @text2.bitmap.draw_hemming_text(270, 0, 120, 40, "ITEM",1)
    @text2.y = 360
    @text_float = 0       
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
    @windows_hud2.visible = false
    else
    @windows_hud2.visible = true 
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      @item_window.x -= 25
      @item_window.opacity -= 15
      @item_window.contents_opacity -= 25
      @help_window.x += 25
      @help_window.opacity -= 15
      @help_window.contents_opacity -= 25 
      Graphics.update 
    end 
      Graphics.freeze
      @help_window.dispose
      @item_window.dispose
      @spriteset.dispose
      @windows_hud2.dispose
      @text.bitmap.dispose
      @text.dispose
      @text = nil
      @text2.bitmap.dispose
      @text2.dispose
      @text2 = nil       
  end
   
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    @help_window.update
    @item_window.update
    text_float_update
    if @item_window.x < 190
      @item_window.x += 25
      @item_window.opacity += 5
      @item_window.contents_opacity += 15
      @help_window.x -= 25
      @help_window.opacity += 5
      @help_window.contents_opacity += 15     
    elsif @item_window.x >= 190 
      @item_window.x = 190
      @item_window.opacity = 160
      @item_window.contents_opacity = 255
      @help_window.x = 0
      @help_window.opacity = 160
      @help_window.contents_opacity = 255       
    end 
    if @item_window.active
      update_item
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Text Float Update
  #--------------------------------------------------------------------------   
  def text_float_update
    if @text_float == 0
      @text.oy += 1
      @text_float = 1 if @text.oy > 10     
    else 
      @text.oy -= 1
      @text_float = 0 if @text.oy < -10           
    end 
  end 
 
  #--------------------------------------------------------------------------
  # Cancel
  #-------------------------------------------------------------------------- 
  def cancel
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end   
  end 
   
  #--------------------------------------------------------------------------
  # Menu Change
  #-------------------------------------------------------------------------- 
  def menu_change
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Skill.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      if $mog_rgss_xas_extra_skill != nil
        $scene = Quick_Menu_Extra_Skill.new
      else 
        $scene = Quick_Menu_Skill.new
      end
      return
    end   
  end 
 
  #--------------------------------------------------------------------------
  # Update_item
  #--------------------------------------------------------------------------
  def update_item
    cancel
    menu_change
    if Input.trigger?(Input::C)
        @item = @item_window.item
    if @item.is_a?(RPG::Weapon)
      @actor.equip(0,@item.id)
      @windows_hud2.refresh
      @item_window.refresh
      $game_system.se_play($data_system.equip_se)
    elsif @item.is_a?(RPG::Armor)
      if $data_armors[@item.id].kind == 0
        @actor.equip(1,@item.id)
      end 
      @item_window.refresh
      @windows_hud2.refresh
      $game_system.se_play($data_system.equip_se)
    else     
  item_id = @item.id
  item_tool_id = XAS::XASITEM_ID[@item.id]
  if item_tool_id != nil
        unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
        end   
    $game_system.se_play($data_system.equip_se) 
    $game_system.xas_item_id = @item.id   
    @windows_hud2.refresh 
  end 
      return
    end
    end

  end
 
end


#==============================================================================
# ■ QUICK MENU SKILL
#==============================================================================
class Quick_Menu_Skill
  # initialize --------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end 
 
  #--------------------------------------------------------------------------
  # main
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = 220
    @help_window.y = 64
    @help_window.z = 5001
    @help_window.opacity = 0
    @help_window.contents_opacity = 0
    @skill_window = Quick_Window_Skill.new(@actor)
    @skill_window.x = 0
    @skill_window.y = 128
    @skill_window.opacity = 0
    @skill_window.contents_opacity = 0
    @skill_window.help_window = @help_window
    @spriteset = Spriteset_Map.new
    @windows_hud2 = Xas_Tool_Hud.new
    @windows_hud2.x = XAS_HUD::TOOL_HUD_X
    @windows_hud2.y = XAS_HUD::TOOL_HUD_Y
    @text = Sprite.new
    @text.bitmap = Bitmap.new(640,64)
    @text.z = 5005
    @text.bitmap.font.name = "Georgia"
    @text.bitmap.font.size = 20
    @text.bitmap.font.bold = true
    @text.bitmap.font.italic = true
    @text.bitmap.font.color.set(255, 255, 255,220)
    @text.bitmap.draw_hemming_text(0, 0, 120, 40, "<- ITEM (L) ",1)
    if $mog_rgss_xas_extra_skill != nil
    @text.bitmap.draw_hemming_text(485, 0, 160, 40, "(R) EX SKILL -> ",1)
    else
    @text.bitmap.draw_hemming_text(495, 0, 160, 40, "(R) ITEM -> ",1)
    end 
    @text.y = 240
    @text2 = Sprite.new
    @text2.bitmap = Bitmap.new(640,128)
    @text2.z = 5005
    @text2.bitmap.font.name = "Georgia"
    @text2.bitmap.font.size = 28
    @text2.bitmap.font.bold = true
    @text2.bitmap.font.italic = true
    @text2.bitmap.font.color.set(155, 255, 255,255)
    @text2.bitmap.draw_hemming_text(270, 0, 120, 40, "Skill",1)
    @text2.y = 360
    @text_float = 0   
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
    @windows_hud2.visible = false
    else
    @windows_hud2.visible = true 
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      @skill_window.x -= 25
      @skill_window.opacity -= 15
      @skill_window.contents_opacity -= 25
      @help_window.x += 25
      @help_window.opacity -= 15
      @help_window.contents_opacity -= 25 
      Graphics.update 
    end 
      Graphics.freeze
      @help_window.dispose
      @skill_window.dispose
      @spriteset.dispose
      @windows_hud2.dispose
      @text.bitmap.dispose
      @text.dispose
      @text = nil
      @text2.bitmap.dispose
      @text2.dispose
      @text2 = nil       
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    @help_window.update
    @skill_window.update
    text_float_update
    if @skill_window.x < 190
      @skill_window.x += 25
      @skill_window.opacity += 5
      @skill_window.contents_opacity += 15
      @help_window.x -= 25
      @help_window.opacity += 5
      @help_window.contents_opacity += 15     
    elsif @skill_window.x >= 190 
      @skill_window.x = 190
      @skill_window.opacity = 160
      @skill_window.contents_opacity = 255
      @help_window.x = 0
      @help_window.opacity = 160
      @help_window.contents_opacity = 255       
    end 
    if @skill_window.active
      update_skill
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Text Float Update
  #--------------------------------------------------------------------------   
  def text_float_update
    if @text_float == 0
      @text.oy += 1
      @text_float = 1 if @text.oy > 10     
    else 
      @text.oy -= 1
      @text_float = 0 if @text.oy < -10           
    end 
  end 
 
  #--------------------------------------------------------------------------
  # Cancel
  #-------------------------------------------------------------------------- 
  def cancel
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end   
  end 
   
  #--------------------------------------------------------------------------
  # Menu Change
  #-------------------------------------------------------------------------- 
  def menu_change
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Item.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      if $mog_rgss_xas_extra_skill != nil
        $scene = Quick_Menu_Extra_Skill.new
      else 
        $scene = Quick_Menu_Item.new
      end
      return
    end   
  end 
 
  #--------------------------------------------------------------------------
  # Update Skill
  #--------------------------------------------------------------------------
  def update_skill
    cancel
    menu_change
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.equip_se)
        $game_system.xas_skill_id = @skill.id
        @windows_hud2.refresh
      return
    end
  end
end
################################################################################

@weapon - ah progress, did you update the weapon module too?
check the tool event, make sure repeat is unchecked
in the events move route
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#19 Re: [solved]XAS support (crazy combos)
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ebonyzack

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@exgtraskills
I still get that stupid eror when I press Q -.-. thanks though ;/.

@weapon
hmm, I think that's where I went wrong lol.
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#20 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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@extra skills - F9 > States tab = take a look at the 26th state
should be Mute > the only thing checked should be Mute in the
States change:

~ are you using any other script that may possibly cause this error?

do a complete search for "MUTE_ID"

F11 > SHIFT + CTRL + F = type MUTE_ID in the search box

which scripts does MUTE_ID appear in?

@weapon ~ so it's working?? ^,^
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#21 Re: [solved]XAS support (crazy combos)
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@EXTRASKILLS
yeah my mute ID is 26... ;o
I'm supposed to have a "+" for mute in the skills I want extra?

@weapon
YEP MAN! thanks a lot!


I'll be sure as hell to give you a special thanks in credits and any trailers man.
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#22 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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@weapon - nice!

@extra skills - well then there you go,
so you've changed the states a little eh?

F11 > STATUS script

you will need to update this script to match 'IDs'
in the F9 data base


F9 > STATES tab > Element defense:
only have S Mute checked

do not check extra skills, these are just states

State change:
only have a "+" for MUTE

now see if we can get those quick skills to work...




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#23 Re: [solved]XAS support (crazy combos)
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ebonyzack

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my mute Id is indeed 26..everything is right in the MUTE state...
it still doesnt work ;/. agh I I think I'm just gonna leave it out...
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#24 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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you can try removing (XAS::MUTE_ID) to see if that's really what's causing the error so ~> ()

the only catch is if it does work this way,
then mute will have no effect when it is an active state

did you do a complete search?

F11 > SHIFT + CTRL + F = type MUTE_ID in the search box

to see which scripts MUTE_ID appears in?
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#25 Re: [solved]XAS support (crazy combos)
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ebonyzack

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I'll give that a try, where do I deleete the mute thing?

I did that and I didn't get any results ;o.
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#26 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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complete search?

so when you remove what is your new error message?
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#27 Re: [solved]XAS support (crazy combos)
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ebonyzack

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G@MeF@Ce wrote:complete search?

so when you remove what is your new error message?

no I meant, how do I remove that part? what script is it in?
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#28 Re: [solved]XAS support (crazy combos)
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G@MeF@Ce

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first I recommend doing a complete search for "MUTE_ID"
see if there's any additional "MUTE_ID"'s floating around...

F11 > CTRL + SHIFT + F > type "MUTE_ID" in the search box and find out what scripts have MUTE_ID in them.



to remove
Code:
(XAS::MUTE_ID)
just remove the
what is in between the parenthesis...

Code:
()

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