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  Skill Shop
Posted by: Trickster - 03-02-2008, 06:48 AM - Forum: Scripts Database - No Replies

Skill Shop
Version: 4.2


Introduction
This script allows you to setup skill shops which sells skills. You may have requirements to purchase/learn the skill, such as: amount of exp, exp cost, gold, level, class, other skills.

Screenshots
[Image: skillshopams3.png]
[Image: skillshopbme7.png]
[Image: skillshopcnd7.png]


Demo
Download Here


Instructions
Copy the scripts from the demo. You may customize the script in the script
Setup. These lines in the script are commented and tell you the syntax you need to use and explain what each thing does.

To call this script in a call script event command first call
Code:
$game_temp.shop_goods = [[i]skill_ids[/i]]
$scene = Scene_SkillShop.new
Replacing skill_ids with the skill ids you want the shop to sell


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Incompatible with any gradient bar script expect my Animated Gradient Bars They will not be drawn in the Skill Shop Scene since the methods to draw them have been overwritten.

Requires MACL
SDK Part 1
Window Sprites


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Simple Escape Command
Posted by: Trickster - 03-02-2008, 06:45 AM - Forum: Scripts Database - No Replies

Simple Escape Command
Version: 1.0


Introduction
This script adds an Escape Command to the Battle Commands and when used, it escapes from battle. Also removes the Attack Escape Window in battle phase2


Screenshots
Yeah imagine a few pixels on the screen being turned white, and being slightly inconvenienced to display the word Escape. there is your screenshot


Demo
Download Here


Script
The families can not be able to escape this battle


Instructions
Add above main, simple plug and play


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
SDK 2.x compliant
(the code for escape was moved to the method make_basic_action_result_escape seems impractical to use update_phase2_escape)


Credits and Thanks
Me for writing this.


Author's Notes
Simple.


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Simple Combo Skills
Posted by: Trickster - 03-02-2008, 06:44 AM - Forum: Scripts Database - No Replies

Simple Combo Skills
Version: 1.1


Introduction
This script is an addon for the DBS or any of the Timer Based Battle systems. This script allows two or more players/enemies to combine skills to form a better skill. This is a simplier version of my Conditional + Combo Skills Script and it is pretty much an appetizer until I finish it :p


Screenshots
Hey find a friend pick a skill, have a friend pick another skill, x + y = z while z is being used Let a third person who shall be known as dummy have Camera screenshottaker have dummy use screenshottaker as z is being cast the resulting picture Picture is your screenshot congratulations on making your own screenshot


Demo
Download Here


Script
The families are against each other why would they team their skills up


Instructions
Add Above main look at the top of the script for setup and a couple of examples


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Compatible with DBS, and the Timer based battle systems (CTB, ATB, TRTAB)

SDK 2.x compliant


Credits and Thanks
Neonyo shut up!


Author's Notes
Scripted in about an hour, and I had no sleep so pow in your face


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  SFont
Posted by: Trickster - 03-02-2008, 06:33 AM - Forum: Scripts Database - Replies (2)

SFont
Version: 1.0


Introduction
A quick script I wrote that gives the maker access to SFonts. An SFont is an image that replaces font files that contains the characters you want to display. For more information here is the official sfont page http://www.linux-games.com/sfont

Features
  • Quick (faster than <Bitmap>.draw_text)
  • Looks cooler than regular old boring fonts =P
  • Allows for more customization instead of a font you are editing an image file
  • Easy to use
  • Easy to create your own
  • No hassle of worrying that the end user has so and so font


Screenshots
[Image: sfontscn5.png]


Demo
Download Here

Now available... my SFont Creator
Download Here


Instructions
Plug and play just add above main make sure this is the last script above main (reason being if another script modifies draw_text thing this script will flop)
See the header of the script for further instruction


Compatability Fix for RMVX
The fix


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Notes
If you've downloaded the demo, please be sure to replace
Code:
if space.ia_a?(Numeric)
with
Code:
if space.is_a?(Numeric)


Compatibility
Compatible with anything


Credits and Thanks
John Croisant for the original code for Rubygame which I used as a base for this script
Adam Bedore for the example sfont image more of his sfont work is given in this link: http://www.zlurp.com/irq/download.html


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Scrollable Text
Posted by: Trickster - 03-02-2008, 06:31 AM - Forum: Scripts Database - No Replies

Scrollable Text
Version: 1.0


Introduction
This script is useful for windows that just displays information and doesn't select anything. You can set the speed the windows/sprite contents scroll. This is just two classes Window_Scrollable and Sprite Scrollable.


Screenshots
One looks like plain window and the other looks like some text on the screen.


Script
Window Scrollable
Code:
#==============================================================================
# ** Window_Scrollable
#------------------------------------------------------------------------------
#  This window class contains scroll functions.
#==============================================================================

class Window_Scrollable < Window_Base
  attr_accessor :speed
  attr_accessor :contents_rect
  attr_writer   :horizantal_scroll
  attr_writer   :vertical_scroll
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @contents_rect = Rect.new(0,0,width,height)
    @speed = 0
    @horizantal_scroll = false
    @vertical_scroll = false
  end
  #--------------------------------------------------------------------------
  # * Can be moved vertically?
  #--------------------------------------------------------------------------
  def vertical?
    return false if self.contents == nil
    return self.contents.height > self.height - 32
  end
  #--------------------------------------------------------------------------
  # * Can be moved horizantally?
  #--------------------------------------------------------------------------
  def horizantal?
    return false if self.contents == nil
    return self.contents.width > self.width - 32
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    return if not self.active
    if Input.repeat?(Input::UP)
      if self.oy > @contents_rect.y and @vertical_scroll and vertical?
        self.oy = [self.oy - speed, @contents_rect.y].max
      end
    end
    if Input.repeat?(Input::LEFT)
      if self.ox > @contents_rect.x and @horizantal_scroll and horizantal?
        self.ox = [self.ox - speed, @contents_rect.x].max
      end
    end
    if Input.repeat?(Input::DOWN)
      if self.oy < @contents_rect.height - (self.height - 32) and @vertical_scroll and vertical?
        self.oy = [self.oy + speed, @contents_rect.height].min
      end
    end
    if Input.repeat?(Input::RIGHT)
      if self.ox < @contents_rect.width - (self.width - 32)  and @horizantal_scroll and horizantal?
        self.ox = [self.ox - speed, @contents_rect.width].min
      end
    end
  end
end

SpriteScrollable
Code:
class Scroll_Sprite < Sprite

  def initialize(x,y,width,height, viewport = nil)
    super(viewport)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
  end
  
  def sx=(ox)
    self.src_rect.x = ox
  end
  
  def sy=(oy)
    self.src_rect.y = oy
  end
  
  def sx
    return self.src_rect.x
  end
  
  def sy
    return self.src_rect.y
  end
  
  def width
    return self.src_rect.width
  end
  
  def height
    return self.src_rect.height
  end
  
  def width=(width)
    self.src_rect.width = width
    @width = width
  end
  
  def height=(height)
    self.src_rect.height = height
    @height = height
  end
  
  def bitmap=(bitmap)
    super(bitmap)
    self.src_rect.width = @width
    self.src_rect.height = @height
  end
end

#==============================================================================
# ** Srite_Selectable
#------------------------------------------------------------------------------
#  This sprite class contains scroll functions.
#==============================================================================

class Sprite_Scrollable < Scroll_Sprite
  attr_accessor :speed
  attr_accessor :bitmap_rect
  attr_writer   :horizantal_scroll
  attr_writer   :vertical_scroll
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x,y,width,height)
    @bitmap_rect = Rect.new(0,0,width,height)
    @speed = 0
    @horizantal_scroll = false
    @vertical_scroll = false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  def normal_color
    return Color.new(255, 255, 255, 255)
  end
  #--------------------------------------------------------------------------
  # * Get Disabled Text Color
  #--------------------------------------------------------------------------
  def disabled_color
    return Color.new(255, 255, 255, 128)
  end
  #--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  def system_color
    return Color.new(192, 224, 255, 255)
  end
  
  def vertical?
    return false if self.bitmap == nil
    return self.bitmap.height > self.height
  end
      
  def horizantal?
    return false if self.bitmap == nil
    return self.bitmap.width > self.width
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.repeat?(Input::UP)
      if self.sy > @bitmap_rect.y and @vertical_scroll and vertical?
        self.sy = [self.sy - speed, @bitmap_rect.y].max
      end
    end
    if Input.repeat?(Input::LEFT)
      if self.sx > @bitmap_rect.x and @horizantal_scroll and horizantal?
        self.sx = [self.sx - speed, @bitmap_rect.x].max
      end
    end
    if Input.repeat?(Input::DOWN)
      if self.sy < @bitmap_rect.height - self.height and @vertical_scroll and vertical?
        self.sy = [self.sy + speed, @bitmap_rect.height].min
      end
    end
    if Input.repeat?(Input::RIGHT)
      if self.sx < @bitmap_rect.width - self.width and @horizantal_scroll and horizantal?
        self.sx = [self.sx - speed, @bitmap_rect.width].min
      end
    end
  end
end


Instructions

First you window must inherit from the class you wish to use

Window_Scrollable
for the window to be scrollable you must set the speed, which way the window is able to scroll, and the contents_rect

so in the initialize method or whatever

self.speed = speed
self.horizantal_scroll = boolean
self.vertical_scroll = boolean
self.contents_rect.set(0,0,width-32,height-32)

Sprite_Scrollable
This class is used for scrolling text, also used in my mission system for windows that have a header and adding a secondary window make everything look weird, this class was used to imitiate the contents of the window.

you set it up the same way,except contents_rect is replaced by bitmap_rect and to draw to the bitmap you use self.bitmap.draw_text, also included within the class is the normal color system color and disabled color


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Compatible with anything and everything


Author's Notes
Do not post I am confused what does this do or else as I stated this is a tool for scripters and not an actual script you plug into your project. If you need further instruction just ask.

Can be used for more advanced things.


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Picross
Posted by: Trickster - 03-02-2008, 06:28 AM - Forum: Scripts Database - No Replies

Picross
Version: 2.0


Introduction
Kiddies put down those lame old Sudoku Games :P it is time for something new and more exciting. Its Picross, actually it is pretty similiar to Sudoku so If you know how to play Sudoku then you will have an easy time learning this puzzle game, but what is Picross anyway; the game is constructing a picture from numbers each row and column gives you a clue to what the picture looks like. This script is actually a variation of the game where you don't lose time when you make a mistake and there are no hints which makes the game a bit more challenging (Wario's Picross). Future versions will include Mario's Picross--time is taken off for mistakes and also hints and 3D Picross--where there are more colors (instead of just black and white). Well enough of sounding like a salesman


Screenshots
[Image: newpicmt1.png]


Demo
Download Here


Instructions
Copy all scripts found within the demo and copy the folder Graphics/Picture/Picross into the Same Directory as your Project Details for setting up Puzzles can be found in the Script Picross::Puzzles

To call this script use this

Code:
$scene = Picross::Scenes::Scene_Picross.new(id, type, time[,switch_id, back])

where id is the id of the puzzle to load
type is the type of puzzle (small medium large or huge)
time is the time to complete the puzzle
switch id is optional it is the switch id to turn on if the puzzle
is completed
back is the name of the battleback used in the puzzle

A sample call would be
Code:
$scene = Picross::Scenes::Scene_Picross.new(2,'small', 600, 1, "001-Forest01")

and that would call from the demo the puzzle id 2 type small and give the player 10 minutes to solve the puzzle if the puzzle is solved then switch id 1 would turn on and the background is the battleback 001-Forest01

If you want to make your own graphics instead of the ones I used for the demo then post here and I'll tell you step by step how to do it

How To Play
A good explanation of the rules can be found here
My Explanation

First you look at all of the numbers. You see, those numbers tell you how many holes there are in a row/column. If you see more than one number there is gap of at least one space in between holes. You can usually start a puzzle by starting with the biggest number. If this number is equal to the number of rows/columns then you may Chisel the whole line Like I've done in this Example (see above) I have marked the highest number RED see below for my move

Move 1

Now Goto the next highest number, if the number is less than the number of rows/columns and is bigger than half the number of rows/columns (In this case 3 is bigger than 2)
Then you may mark the center space like I've done here, or you can count that many spaces from the top or left and then from the bottom or right the space you go over both ways you may chisel in. See in the example the middle space on both sides can be chiseled in.

Move 2

Next analyze the puzzle, Look at the example puzzle's solution numbers very carefully. You should have noticed that the column numbers are symetrical. This means that whatever you do to one column you can do the the same column on the other side of the puzzle. If you aren't familiar with the game/ get lost easily then you should build the habit of using x marks. In this script The X button is used for making X's. X marks are spaces you know are not part of the solution picture. See in my example I know that nothing else on row three is supposed to be chisel in since the requirements for that row have been met (Two holes spaced out at least 1 space) See As I Created X's for the rest of the spaces on that row

Move 3


Again There Has to be a space in between chisel marks Look at columns 2,3,4 At the Bottom Row there can't be any chisel since you will break the column requirements

Move 4


Oh look a whole row has revealed itself since There are only two spaces left and the Requirementa are Two holes spaced out at least 1 space, So I can go on ahead and Chisel those both in

Move 5


After doing this Columns 1 and 5 have solved themselves you may x the rest of the spaces in those columns. If not already you should have an idea of what the solution of the puzzle is

Move 6

Ok we're down to 6 more spaces 2 rows and 3 columns It's pretty easy if you know what the picture will look like but its pretty much guess work now, what I've done Is look at the row/column with the most requirments Row 2 with Two holes spaced out at least 1 space (Remember that one of the Requirments for each remaining column has been filled) And since there are only three spaces on that row you may chisel in the first and last space and place an x in between Like so

Move 7

Finally the Requirements for the second and fourth column have been filled place x's on the remaining spaces on those columns. and that leaves one space left Chisel that in and you've solved the puzzle. And in case you don't know this puzzle is the Letter A. And Congrats you solved your first picross puzzle.

Move 8


Final Move


Tricks and Tips


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatability
Should be compatible with everything


Credits and Thanks
Raziel for betatesting and reading my How to Play explanation Mario's Picross (SNES) which the Board/Field/Row/Column/Timer/Selector/Animation Graphics are from


Author's Notes
Script is heavily commented, Enjoy ^_^


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Passive Effects
Posted by: Trickster - 03-02-2008, 06:26 AM - Forum: Scripts Database - Replies (10)

Passive Effects
Version: 5.0


Introduction
This script is one of my favorites. This script allows you to create skills that increase stats, among other things for the version. This version also allows you to define when the effect will fade (turns, time, attacks, skills, hits, battles, etc.), and from the thread I created about this script back in the .net days added more effects (change encounter rate, move speed, enchant weapon, elemental power, etc.), also in this version setup multiple passive effects, and setup a skill that deals damage and gives a passive effect. The uses for this script is endless: create a Zombified State, Halve Damage, Double the Amount of Hp Healed, etc.

This script also allows you to set up and tag the effects to items, states, weapons, and armors.


Screenshots
None Needed


Demo
Download Here
(Includes The Passive Effects Engine)


Instructions
Add All scripts Above main, including SDK if you don't have it
The Method and class Library goes Below Scene_Debug but above custom scripts

In the Script Setup your first concern is this
Code:
module Passive_Setup
  # Time Effect Setup
  #    active -- decreases During other scenes
  #    wait        -- decreases only in Scene_Map and Scene_Battle
  Time_Effect = 'wait'
  # Passive Skills Element ID indentifier
  Element_ID = 17
  # Element Rate Calculation
  # 1: Weakest, 2: Strongest, 3: Average, 4:Multiplitive 5: Geometric Average
  Element_Rate = 4
end

The comments explain themselves but I'll repeat myself:

Set Time_Effect to 'active' if you want the passive effects to decrease during other scenes (Scene_Menu, Scene_Name, Scene_Whatever), set it to wait to make them only decrease in Scene_Map and Scene_Battle, this setting only affects effects with the time setting.

Element_ID is the element id to active a passive skill from the database system tab

Element_Rate effects how the method elements_correct calculates the elemental damage, the default is multiplitive, which is the best setting for this script, you can change this setting if you want
  • Weakest -- Returns the Weakest Rate (Used in Default Scripts) ex (200, 150, 100) rate will be 200
  • Strongest -- Returns the Strongest Rate (Opposite of Weakest) ex (200, -100, 0) rate will be -100
  • Average -- Averages all the Rates ex (200, -100, 0) rate will be 33
  • Multiplitive -- Multiplies all the stats and divides by 100 ^ (size - 1) ex (200, 150, 100, 100) rate will be 300
  • Geometric_Average -- Added this for fun The Geometric Mean of the rates ex (200, 150, 100, 100) rate will be 131
Next you will focus on the data structure of the effects which is explained in full and many examples given in the script, reply if you have trouble understanding

See the script RPG::Skill to setup the passive effect the format for that is
hash[id] = {PASSIVE => [passive_type, faded?]}
passive type is from setup the passive effect to give, faded is optional a string that tells when the effect fades

Note: If no fade effect was given the effect lasts indefinately

To Push an effect without using a skill just do
.passive.push(Game_Passive.new(id))
where is an instance of Game_Battler (ex. $game_party.actors[0], $game_actors[2], $game_troop.enemies[4])
id is the id of the passive effect (defined in setup) to give


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Requires SDK
Requires Method and Class Library (included in demo)

Don't know about Compatibility on this one, compatibility issues can range from features not working (giving an error), to the whole script not working.

Should be compatible with an ABS if and only if when a skill is used it calls method skill_effect

The method Game_Battler#elements_correct was unable to be aliased so note this

Will Have to Merge RPG::Skill#extra if using in conjuction with my Skill Effects


Credits and Thanks
Sol_Fury for requesting some of the features


Author's Notes
if you want to know this was my second ever script released (the first was the Steal Script)


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Passive Effects Engine
Posted by: Trickster - 03-02-2008, 06:24 AM - Forum: Scripts Database - No Replies

Passive Effects Engine
Version: 1.2


Introduction
Based on the script of the same name this script is the base of all passive effects. It is split up into 6 parts (base, stats, damage, elements/states, map, and other)


Screenshots
Go to Wal~mart and watch some of the prices drop, there is your screenshot.


Demo
Download Here


Script
The families are aggressive, this script is passive. last time I checked Aggressive != Passive. They are mean and this isn't Aggressive Effects!


Instructions
See Headers for each section


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.



Compatability
SDK Compliant, requires at least Part I but will work better with Part III

Incompatible with Passive Effects


Credits and Thanks
Everyone who requested a Passive Effect


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

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  Paradog's Custom Title
Posted by: Trickster - 03-02-2008, 06:21 AM - Forum: Scripts Database - No Replies

Paradog's Custom Title
Version: 1.01


Introduction
Paradogs custom title screen that I rewrote for the SDK. This allows you to have three images for the title screen.


Screenshots
Make three images add your title there is your screenshot


Demo
Not this time


Script
Code:
#==============================================================================
# Custom Title Screen ver. 1.01
# Script by Paradog Rewritten By Trickster
# http://rpg.para.s3p.net/
#==============================================================================
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log("Custom Title Screen", "Paradog/Trickster", 1.01, "3.5.07")

#--------------------------------------------------------------------------
# * Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1,2,3,4])

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("Custom Title Screen")
  
module Para_Title
  #--------------------------------------------------------------------------
  # * Image Menu
  #   - Use Images Instead of a Command Window
  #--------------------------------------------------------------------------
  Image_Menu = true
  #--------------------------------------------------------------------------
  # * Transparent Command Window
  #--------------------------------------------------------------------------
  Transparent = false
  #--------------------------------------------------------------------------
  # * Window Background Opacity
  #--------------------------------------------------------------------------
  Opacity = 160
  #--------------------------------------------------------------------------
  # * Horizontal Command Window Alignment
  #   - set to 0 to override with Position Value
  #   - 1 left 2 center 3 right
  #--------------------------------------------------------------------------
  Horizontal_Align = 2
  #--------------------------------------------------------------------------
  # * Vertical Alignment
  #   - set to 0 to override with Position Value
  #   - 1 left 2 center 3 right
  #--------------------------------------------------------------------------
  Vertical_Align = 0
  #--------------------------------------------------------------------------
  # * Command Window Position
  #   - x, y
  #--------------------------------------------------------------------------
  Position = 0, 288
  #--------------------------------------------------------------------------
  # * New Game Image Sprite
  #   - Located in Graphics/Titles
  #--------------------------------------------------------------------------
  NewGame = 'newgame', 'newgame_active'
  #--------------------------------------------------------------------------
  # * New Game Position
  #--------------------------------------------------------------------------
  NewGame_Position = 450, 320
  #--------------------------------------------------------------------------
  # * Load Image Sprite
  #   - Located in Graphics/Titles
  #--------------------------------------------------------------------------
  Load = 'continue', 'continue_active'
  #--------------------------------------------------------------------------
  # * Load Position
  #--------------------------------------------------------------------------
  Load_Position = 450, 360
  #--------------------------------------------------------------------------
  # * End Game Image Sprite
  #   - Located in Graphics/Titles
  #--------------------------------------------------------------------------
  End  = 'shutdown', 'shutdown_active'
  #--------------------------------------------------------------------------
  # * End Position
  #--------------------------------------------------------------------------
  End_Position = 450, 400
  #--------------------------------------------------------------------------
  # * Blend Type for Sprites
  #   - 0 normal 1 add 2 subtract
  #--------------------------------------------------------------------------
  Blend_Type = 0
end

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Sprite
  #--------------------------------------------------------------------------
  alias_method :para_custom_title_main_sprite, :main_sprite
  def main_sprite
    # The Usual
    para_custom_title_main_sprite
    # New Game Sprite
    @sprite_newgame = Sprite.new
    @sprite_newgame.blend_type = Para_Title::Blend_Type
    @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[0])
    @sprite_newgame.x, @sprite_newgame.y = Para_Title::NewGame_Position
    # Load Sprite
    @sprite_load = Sprite.new
    @sprite_load.blend_type = Para_Title::Blend_Type
    @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[0])
    @sprite_load.x, @sprite_load.y = Para_Title::Load_Position
    # End Sprite
    @sprite_end = Sprite.new
    @sprite_end.blend_type = Para_Title::Blend_Type
    @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[0])
    @sprite_end.x, @sprite_end.y = Para_Title::End_Position
  end
  #--------------------------------------------------------------------------
  # * Main Window
  #--------------------------------------------------------------------------
  alias_method :para_custom_title_main_window, :main_window
  def main_window
    # The Usual
    para_custom_title_main_window
    # If Transparent Window Option
    if Para_Title::Transparent
      # Window Transparent
      @command_window.opacity = 0
    else
      # Set Back Opacity to Defined Value
      @command_window.back_opacity = Para_Title::Opacity
    end
    # Branch By Window Align
    case Para_Title::Horizontal_Align
    when 0
      @command_window.x = Para_Title::Position[0]
    when 1
      @command_window.x = 0
    when 2
      @command_window.x = (640 - @command_window.width) / 2
    when 3
      @command_window.x = 640 - @command_window.width
    end
    # Branch By Window Vertical Align
    case Para_Title::Vertical_Align
    when 0
      @command_window.y = Para_Title::Position[1]
    when 1
      @command_window.y = 0
    when 2
      @command_window.y = (480 - @command_window.height) / 2
    when 3
      @command_window.y = 480 - @command_window.height
    end
    # Return if not image menu
    return if not Para_Title::Image_Menu
    # Set Command Window Invisible
    @command_window.visible = false
    # If Continue Enabled
    if @continue_enabled
      # Load Bitmap
      @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[1])
    else
      # Set Load Opacity
      @sprite_load.opacity = 160
      @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[1])
    end
  end
  #--------------------------------------------------------------------------
  # ? Update
  #--------------------------------------------------------------------------
  alias_method :para_custom_title_update, :update
  def update
    # The Usual
    para_custom_title_update
    # Return if not image menu
    return if not Para_Title::Image_Menu
    # If Input
    if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
      # Reset All
      @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[0])
      @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[0])
      @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[0])
      # Brach by command window
      case @command_window.index
      when 0 # new game
        @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[1])
      when 1 # load
        @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[1])
      when 2 # exit
        @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[1])
      end
    end
  end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end


Instructions
Add in a new script above main, if using the image menu make six images (new game, load, continue, new game active, load, active, continue active) and edit the script accordingly

FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
SDK 2.x complaint

Credits and Thanks
Paradog for writing the original script all I did was edit it (A few options were removed command names and command window width to be exact)


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

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  No F12
Posted by: Trickster - 03-02-2008, 06:19 AM - Forum: Scripts Database - No Replies

No F12
Version: 1.0


Introduction
This script disables the annoying button F12, which causes a few potential problems with scripts (Mainly with Aliasing and Stack Errors).


Screenshots
Ok Remove the F12 Key from your keyboard and then look at your keyboard, there is your screenshot.


Demo
Download Here


Script
The Families like the F12 button DON'T RUIN IT FOR THEM


Instructions
Just Add Above main and below SDK note the changes in main, since I couldn't totally disable the effect the code in main makes it so that if the button is pressed before Scene_Title is loaded the Game Exits (pretty nifty?)


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Requires SDK Parts I and III


Credits and Thanks
Me for the discovery that when F12 is pressed it Raises the Reset Exception
Yeyinde for being... Yeyinde :)


Author's Notes
Discovered when I was coding another script.
Enjoy


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

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