The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Joey_Noob on March 26, 2006, 02:02:38 PM

Title: skin changing
Post by: Joey_Noob on March 26, 2006, 02:02:38 PM
i no that the skin starts off blue and that you can change it but is there a script do that on options in the game u change the game skin

like on the ff games
Title: skin changing
Post by: Nightwolf on March 26, 2006, 02:05:37 PM
Why script, use database editing! if u and i are talking about the same script
Title: skin changing
Post by: Joey_Noob on March 26, 2006, 02:19:12 PM
ye but i want an option on the game menu so u can change the background colour like u can on most ffs E.G u can change ff9s to standerd(grey) or classic(blue)
Title: skin changing
Post by: Nightwolf on March 26, 2006, 02:20:29 PM
oh so u want 2,im not good at scripts so i cant help sry
Title: skin changing
Post by: Blizzard on March 26, 2006, 02:44:56 PM
I could modify mine, so you can use it for yours, but I need to know, which menu you are using. If it
Title: ITS THE FF7 MENU SCRIPT
Post by: Joey_Noob on March 26, 2006, 03:17:50 PM
#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
  bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

def name
$map_infos[@map_id]
end
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
#  Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 560, 454)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Arial"
  self.contents.font.size = 24
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 94
    y = i * 110
    actor = $game_party.actors
    draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
    #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
    draw_actor_name(actor, x, y)
    draw_actor_class(actor, x + 120, y)
    draw_actor_level(actor, x, y + 18)
    draw_actor_state(actor, x + 200, y)
    draw_actor_exp(actor, x+ 144, y + 38)
    draw_actor_hp(actor, x, y + 38)
    draw_actor_sp(actor, x, y + 58)
  end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
  end
end
end

#=======================================#
# ?Window_GameStats                                                             #
# written by AcedentProne                                                          #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
 super(0, 0, 160, 80)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 22
 refresh
end

def refresh
 self.contents.clear
 self.contents.font.color = system_color
 # Draw "Time"
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 6, 120, 32, text, 2)
self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 120, 32, "Temps")
 #Drawing Gold
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
 self.contents.font.color = system_color
 self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
 end
end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear

# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 220, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(175, 0, 80, 32, $game_map.name)
end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------

def initialize(menu_index = 0)
 @menu_index = menu_index
end

def main
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save Game"
 s6 = "Quit FF XV"
 
 #--------------------------- edit-------------------------------
 # Command menu
 # Size = Screen height - border sizes -
 #   GameStatus menu - Spacing from GameStatus
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
 @command_window.x = 640 - @command_window.width
 @command_window.y = 0
 @command_window.z = 110
 @command_window.index = @menu_index
 if $game_party.actors.size == 0
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
 end
 if $game_system.save_disabled
   @command_window.disable_item(4)
 end
 @map = Window_Mapname.new
 @map.x = 640 - @map.width
 @map.y = 480 - @map.height - 1
 @map.z = 110
 # Lower right box
 @game_stats_window = Window_GameStats.new
 @game_stats_window.x = 640 - @game_stats_window.width
 @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
 @game_stats_window.z =110
     
 
 # Status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 0
 @status_window.y = 8
 @status_window.z = 100
     
 

 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
 end
 Graphics.freeze
 @command_window.dispose
 @game_stats_window.dispose
 @status_window.dispose
 @map.dispose
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
 @command_window.update
 @game_stats_window.update
 @status_window.update
 @map.update
 if @command_window.active
   update_command
   return
 end
 if @status_window.active
   update_status
   return
 end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
 # If B button is pused
 if Input.trigger?(Input::B)
   # Plays assigned SE
   $game_system.se_play($data_system.cancel_se)
   # Go to Map
   $scene = Scene_Map.new
   return
 end
 # If C button is pused
 if Input.trigger?(Input::C)
   # Checks actor size
   if $game_party.actors.size == 0 and @command_window.index < 4
     # plays SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   case @command_window.index
   when 0
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Item.new
   when 1
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 2
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 3
     $game_system.se_play($data_system.decision_se)
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
   when 4
     if $game_system.save_disabled
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Save.new
   when 5
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_End.new
   end
   return
 end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @command_window.active = true
   @status_window.active = false
   @status_window.index = -1
   return
 end
 if Input.trigger?(Input::C)
   case @command_window.index
   when 1
     if $game_party.actors[@status_window.index].restriction >= 2
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Skill.new(@status_window.index)
   when 2
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Equip.new(@status_window.index)
   when 3
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Status.new(@status_window.index)
   end
   return
 end
end
end
Title: skin changing
Post by: Blizzard on March 26, 2006, 03:25:39 PM
Okay, I will put the "Skin" choice between Status and Save Game. How much skins do you want?
Title: 5
Post by: Joey_Noob on March 26, 2006, 03:29:41 PM
5
Title: skin changing
Post by: Blizzard on March 26, 2006, 04:46:47 PM
Sorry, I took so long, but my pizza just arrived, when I started working on it. :^^: Just replace your old script with this one. There ya go:

#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

#========================================
# Skin support by Blizzard (further below)
#========================================

class Window_Base < Window

 def draw_actor_face(actor, x, y)
   face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
   fw = face.width
   fh = face.height
   src_rect = Rect.new(0, 0, fw, fh)
   self.contents.blt(x - fw / 23, y - fh, face, src_rect)
 end
 
 def draw_actor_battler_graphic(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
end

#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

 def name
   $map_infos[@map_id]
 end
 
end

#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
 
 $map_infos = load_data("Data/MapInfos.rxdata")
 
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
 
end




#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
# Sets up the Choosing.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
 def initialize
   super(0, 0, 560, 454)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
   self.active = false
   self.index = -1
 end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 94
     y = i * 110
     actor = $game_party.actors[i]
     draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
     #draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
     draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 120, y)
     draw_actor_level(actor, x, y + 18)
     draw_actor_state(actor, x + 200, y)
     draw_actor_exp(actor, x+ 144, y + 38)
     draw_actor_hp(actor, x, y + 38)
     draw_actor_sp(actor, x, y + 58)
   end
 end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
   end
 end
end

#=======================================#
# ?Window_GameStats #
# written by AcedentProne #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
 def initialize
   super(0, 0, 160, 80)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 22
   refresh
 end

 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   # Draw "Time"
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 6, 120, 32, text, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, -10, 120, 32, "Temps")
   #Drawing Gold
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
 end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end

#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
 def initialize
   super(0, 0, 320, 60)
   self.contents = Bitmap.new(width - 52, height - 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
 end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
 def refresh
   self.contents.clear
 
   # Map Name
   #map = $game_map.name
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 220, 32, "Location")
   self.contents.font.color = normal_color
   self.contents.draw_text(175, 0, 80, 32, $game_map.name)
 end
end

#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================

#========================================
# Skin support by Blizzard BEGIN
#========================================

class Window_Skin < Window_Selectable
 
 def initialize(width, commands)
   super(0, 0, width, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   self.contents.font.name = "Arial"
   self.contents.font.size = 24
   refresh
   self.index = 0
 end
 
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
 end
 
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(12, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   # icon support, delete text in the r1, r2... and change 196 to 64 at the
   # [r1, r2...], icons are name skin0, skin1...
   #bitmap = RPG::Cache.icon("skin" + index.to_s)
   #self.contents.blt(x + 3, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
   self.contents.draw_text(rect, @commands[index])
 end
 
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end

#========================================
# Skin support by Blizzard END
#========================================

 
class Scene_Menu
#--------------------------- edit-------------------------------
 attr_reader :status_window
#/--------------------------- edit-------------------------------

 def initialize(menu_index = 0)
   @menu_index = menu_index
 end

 def main
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Skin"
   s6 = "Save Game"
   s7 = "Quit FF XV"

   r1 = "Skin 1"
   r2 = "Skin 2"
   r3 = "Skin 3"
   r4 = "Skin 4"
   r5 = "Skin 5"
   
   #--------------------------- edit-------------------------------
   # Command menu
   # Size = Screen height - border sizes -
   # GameStatus menu - Spacing from GameStatus
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
   @command_window.x = 640 - @command_window.width
   @command_window.y = 0
   @command_window.z = 110
   @command_window.index = @menu_index
   if $game_party.actors.size == 0
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   if $game_system.save_disabled
     @command_window.disable_item(4)
   end
   @map = Window_Mapname.new
   @map.x = 640 - @map.width
   @map.y = 480 - @map.height - 1
   @map.z = 110
   # Lower right box
   @game_stats_window = Window_GameStats.new
   @game_stats_window.x = 640 - @game_stats_window.width
   @game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
   @game_stats_window.z =110


   # Status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 0
   @status_window.y = 8
   @status_window.z = 100
   
   # Skin chooser
   @skin_window = Window_Skin.new(196, [r1, r2, r3, r4, r5])
   @skin_window.active = false
   @skin_window.x = -256
   @skin_window.y = 128
   @skin_window.z = 300
   


   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   @command_window.dispose
   @game_stats_window.dispose
   @status_window.dispose
   @skin_window.dispose
   @map.dispose
 end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
 def update
   @command_window.update
   @game_stats_window.update
   @status_window.update
   @map.update
   @skin_window.update
   if @skin_window.active
     update_skin_window
     return
   end
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
 end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
 def update_command
   # If B button is pushed
   if Input.trigger?(Input::B)
     # Plays assigned SE
     $game_system.se_play($data_system.cancel_se)
     # Go to Map
     $scene = Scene_Map.new
     return
   end
   # If C button is pushed
   if Input.trigger?(Input::C)
     # Checks actor size
     if $game_party.actors.size == 0 and @command_window.index < 4
       # plays SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.index
     when 0
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4
       $game_system.se_play($data_system.decision_se)
       @skin_window.x = 352
       @command_window.active = false
       @skin_window.active = true
     #  @skin_window.index = 0
     when 5
       if $game_system.save_disabled
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Save.new
     when 6
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_End.new
     end
     return
   end
 end
 
 def update_skin_window
   # If B button is pushed
   if Input.trigger?(Input::B)
     # Plays assigned SE
     $game_system.se_play($data_system.cancel_se)
     @skin_window.active = false
     @skin_window.x = -256
     @skin_window.index = 0
     @command_window.active = true
     return
   end
   # If C button is pushed
   if Input.trigger?(Input::C)
     case @skin_window.index
     when 0
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin1"
       @skin_window.refresh
     when 1
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin2"
       @skin_window.refresh
     when 2
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin3"
       @skin_window.refresh
     when 3
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin4"
       @skin_window.refresh
     when 4
       $game_system.se_play($data_system.decision_se)
       $game_system.windowskin_name = "skin5"
       @skin_window.refresh
     end
     return
   end
 end
 
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
 def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@status_window.index)
     when 2
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@status_window.index)
     when 3
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end


If you want to change the names of the skins just change:

   r1 = "Skin 1"
   r2 = "Skin 2"
   r3 = "Skin 3"
   r4 = "Skin 4"
   r5 = "Skin 5"


into e. g.:

   r1 = "Blue"
   r2 = "Gold"
   r3 = "Classic"
   r4 = "Fiery"
   r5 = "Standard"


Name the skin files skin0, skin1, skin2...

That
Title: skin changing
Post by: Joey_Noob on March 26, 2006, 06:30:04 PM
thanx  :D
Title: skin changing
Post by: Blizzard on March 26, 2006, 06:42:45 PM
Np! =D Add me into Credits if you want.
Title: creds
Post by: Joey_Noob on March 26, 2006, 09:20:46 PM
i will
Title: skin changing
Post by: Blizzard on March 26, 2006, 09:23:06 PM
Ok, then. Write this:

Boris Miki? alias Blizzard

=D
Best is, you copy, paste it unless you have a croatian keyboard. xD