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WELLSY50'S PROFILE

I've always loved rpg's ever since I 1st played FF7 ps2.
I find creating rpg's & playing them a great experience.
anyone who may have messaged me on rpg revolution (Wellus) I'm wellsy50 here .

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Please help with battle error; Script 'Cache' line 75: Type Error occurred. cannot convert nil into String.

I keep getting an error when I try to "battle" test or battle enemies in my game.
everything else in my game works well.

Script 'Cache' line 75: Type Error occurred.
cannot convert nil into String.

I thought it may have been a script I was testing so I deleted the script & it didn't fix the issue.

I'm currently using a hud script and a side view battle script they are working perfectly (Have been for 2months) I have battle tested loads while they where in place with no problem.
I thought maybe I accidentally messed up the "Cache" script so I copied & pasted "Cache" from a new game with no result.

Can someone please tell me what the hell is going on!?

I would be happy to send my game to anyone who may have ideas on a fix

request addons to Tankentai sideview rpg vx

ok I use the Tankentai sideview battle system and its rad!
I currently have 2 types of weapons the sword melee/Bow.
I've tried to add a "Gun" but it wont work.

I've looked up addons to the Tankentai sideview and read on a few forums that there are a few additions like the "gun" or Whip".
Could someone please direct me to a link that enables me to add more weapons? .

Awesome Mini map Rpg VX

Version 1.0
by Woratana
Release Date: 13/07/2008
This is the minimap script based on KGC Minimap in XP.



I Found this great mini map it is plug&play

can someone please show me (Exact details I'm really poor at scripting) how to make items/npc's show up on the map a differant colour.
#===============================================================
# ● ◦ MiniMap ◦ □
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# ◦ by Woratana
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 09/06/2008
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------

module MiniMap
#===========================================================================
# MINIMAP SCRIPT SETUP PART
#---------------------------------------------------------------------------
SWITCH_NO_MINIMAP = 10 # Turn ON this switch to NOT SHOW minimap

MAP_RECT = # Minimap size and position
#
# You can change it in game, by call script:
# $game_system.minimap =

MAP_Z = 0 # Minimap's Z-coordinate
# Increase this number if there is problem that minimap show below some objects.

GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.

MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
# Color.new(Red, Green, Blue, Opacity)
MINIMAP_BORDER_SIZE = 2 # Minimap's border size

FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color

USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color

PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
#---------------------------------------------------------------------------

OBJECT_COLOR = {} # Don't change or delete this line!
#===============================================================
# * SETUP EVENT KEYWORD & COLOR
#---------------------------------------------------------------
# ** Template:
# OBJECT_COLOR = Color.new(Red, Green, Blue, Opacity)
#-------------------------------------------------------------
# * 'keyword': Word you want to put in event's comment to show this color
# ** Note: 'keyword' is CASE SENSITIVE!
# * Color.new(...): Color you want
# You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
#-------------------------------------------------------------
OBJECT_COLOR = Color.new(30,144,255,160)
OBJECT_COLOR = Color.new(0,255,255,160)
OBJECT_COLOR = Color.new(139,35,35,160)
OBJECT_COLOR = Color.new(255,255,0,160)

#===========================================================================
# * TAGS:
#---------------------------------------------------------------------------
# Change keyword for disable minimap & keyword for show event on minimap~
#-----------------------------------------------------------------------
TAG_NO_MINIMAP = '' # Tag for disable minimap
TAG_EVENT = 'MMEV' # Tag for show event on minimap
#---------------------------------------------------------------------------

#---------------------------------------------------------------------------
# MINIMAP SCRIPT SETUP PART
#===========================================================================

def self.refresh
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.refresh
end
end

def self.update_object
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.update_object_list
end
end
end

#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
def name
return @name.gsub(/\/) { }
end

def original_name
return @name
end

def show_minimap?
return !@name.include?(MiniMap::TAG_NO_MINIMAP)
end
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :minimap
alias wora_minimap_gamsys_ini initialize

def initialize
wora_minimap_gamsys_ini
@minimap = MiniMap::MAP_RECT
end

def show_minimap
return !$game_switches
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
alias wora_minimap_gammap_setup setup
def setup(map_id)
wora_minimap_gammap_setup(map_id)
@db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
@map_info = @db_info
end

def show_minimap?
return @map_info.show_minimap?
end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
def mm_comment?(comment, return_comment = false )
if !@list.nil?
for i in 0...@list.size - 1
next if @list.code != 108
if @list.parameters.include?(comment)
return @list.parameters if return_comment
return true
end
end
end
return '' if return_comment
return false
end
end
#==============================================================================
# ■ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
def initialize(tilemap)
@tilemap = tilemap
refresh
end

def dispose
@border.bitmap.dispose
@border.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
end

def visible
return @map_sprite.visible
end

def visible=(value)
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
@border.visible = value
end

def refresh
@mmr = $game_system.minimap
map_rect = Rect.new(@mmr, @mmr, @mmr, @mmr)
grid_size = .max

@x = 0
@y = 0
@size =

@border = Sprite.new
@border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
@border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
@border.bitmap = Bitmap.new(b_width, b_height)
@border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
@border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
@border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
@border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))

@map_sprite = Sprite.new
@map_sprite.x = map_rect.x
@map_sprite.y = map_rect.y
@map_sprite.z = MiniMap::MAP_Z
bitmap_width = $game_map.width * grid_size + map_rect.width
bitmap_height = $game_map.height * grid_size + map_rect.height
@map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@map_sprite.src_rect = map_rect

@object_sprite = Sprite.new
@object_sprite.x = map_rect.x
@object_sprite.y = map_rect.y
@object_sprite.z = MiniMap::MAP_Z + 1
@object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@object_sprite.src_rect = map_rect

@position_sprite = Sprite_Base.new
@position_sprite.x = map_rect.x + @size / 2 * grid_size
@position_sprite.y = map_rect.y + @size / 2 * grid_size
@position_sprite.z = MiniMap::MAP_Z + 2

bitmap = Bitmap.new(grid_size, grid_size)
# Player's Outline
if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
bitmap.rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end

bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
@position_sprite.bitmap = bitmap

draw_map
update_object_list
draw_object
update_position
end

def draw_map
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
map_rect = Rect.new(@mmr, @mmr, @mmr, @mmr)
grid_size = .max

$game_map.width.times do |i|
$game_map.height.times do |j|
if !$game_map.passable?(i, j)
next
end
rect = Rect.new(map_rect.width / 2 + grid_size * i,
map_rect.height / 2 + grid_size * j,
grid_size, grid_size)
if grid_size >= 3
if !$game_map.passable?(i, j)
rect.height -= 1
rect.x += 1
rect.width -= 1
rect.width -= 1
rect.y += 1
rect.height -= 1
end
end
bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
end
end
end

def update_object_list
@object_list = {}
$game_map.events.values.each do |e|
comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
if comment != ''
type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
@object_list = if @object_list.nil?
@object_list << e
end
end
end

def draw_object
bitmap = @object_sprite.bitmap
bitmap.clear
map_rect = Rect.new(@mmr, @mmr, @mmr, @mmr)
grid_size = .max
rect = Rect.new(0, 0, grid_size, grid_size)
mw = map_rect.width / 2
mh = map_rect.height / 2

@object_list.each do |key, events|
color = MiniMap::OBJECT_COLOR
next if events.nil? or color.nil?
events.each do |obj|
if !obj.character_name.empty?
rect.x = mw + obj.real_x * grid_size / 256
rect.y = mh + obj.real_y * grid_size / 256
# Event's Outline
if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, color)
end
end
end
end

def update
if @mmr != $game_system.minimap
dispose
refresh
end
draw_object
update_position
if @map_sprite.visible
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
end

def update_position
map_rect = Rect.new(@mmr, @mmr, @mmr, @mmr)
grid_size = .max
sx = $game_player.real_x * grid_size / 256
sy = $game_player.real_y * grid_size / 256
@map_sprite.src_rect.x = sx
@map_sprite.src_rect.y = sy
@object_sprite.src_rect.x = sx
@object_sprite.src_rect.y = sy
end
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
attr_reader :minimap
alias wora_minimap_sprsetmap_ini initialize
alias wora_minimap_sprsetmap_dis dispose
alias wora_minimap_sprsetmap_upd update

def initialize
wora_minimap_sprsetmap_ini
if $game_map.show_minimap?
@minimap = Game_MiniMap.new(@tilemap)
$game_system.show_minimap = true if $game_system.show_minimap.nil?
@minimap.visible = $game_system.show_minimap
end
end

def dispose
@minimap.dispose if !@minimap.nil?
wora_minimap_sprsetmap_dis
end

def update
if !@minimap.nil?
if $game_system.show_minimap
@minimap.visible = true
@minimap.update
else
@minimap.visible = false
end
end
wora_minimap_sprsetmap_upd
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
attr_reader :spriteset
end

mpg13.JPG

this is original well kinda. I've never seen a wanted poster on a 2 d rpg so I hope Iam the 1st.

Request A Map

I've been trying to pull this off for a while now but cant get it to work.

I want a map that (I already have ready) that I can look at by using my invetory.
I have tried to call it in a common event but it wont work. alos it would be great if I could check my map & see exactly where Iam in the world.

Using rpg vx

awesome TMP you saved the day again

cheers bro!

Using rpg vx

dunno magi.......
all I want is to combine two items to cook 1 item
common events maybe?

Using rpg vx

thanks mag but no thanks :/

Fifa 08 Vs fifa10 (I wish I had fifa 11) :(

what would the value of fifa 08 be compared to fifa 10

Using rpg vx

I need a cooking option in my game.

An ideas would be great!

cheers.