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  Action Timer
Posted by: Trickster - 03-01-2008, 04:46 AM - Forum: Scripts Database - No Replies

Action Timer
Version: 1.0


Introduction
This script is an addon for the my CTB, ATB, or RTAB script. It improves the Built-In Version of Action Timer and allows actions to be interrupted when Attacked. (Note you need the most recent version of either CTB ATB or RTAB for this script to function correctly). You may use this script with the DBS as well. This script also includes an action bar (optional) which counts down to an action.


Screenshots
I'm tired of thinking up stuff.


Demo
Download Here
(Link to my Active Timer CBS)


Script
The Families don't like to be interrupted.


Instructions
The scripts you need to copy are Setup, Timer Base Addons, Action Timer Addon, the last one Action Wait Bar Addon is optional

These scripts go below my CTB, ATB, or RTAB Battle System or above main if you are using the DBS just add above main.

Note if you are using the DBS set this
Code:
Effect = 2

to -1 or anything other than 0-2 or else you will get an error

The Instructions are given in the Setup script and all options are configurable there


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

Action Wait Bars requires Timer Battle System Base (comes with the latest version of CTB ATB or RTAB)


Credits and Thanks
Myself for testing.


Author's Notes
By RTAB here I do not mean Cogwheels RTAB.


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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  Action Message
Posted by: Trickster - 03-01-2008, 03:43 AM - Forum: Scripts Database - No Replies

Action Message
Version: 1.0


Introduction
This script Displays a message whenever an action is performed, you can define a message for each battler for attacks (w/wo weapon), skills, items, defends, escapes, waiting, and other actions. Also supports individual messages for skills and items.


Screenshots
Type some text, put it in a window, display it and what do you have. The Screenshot ^_^


Demo
Download Here


Script
The families don't like messages. It said NO SCRIPT FOR THE FAMILIES.


Instructions
See the Setup Script


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
Requires SDK Part I
Requires MACL Libraries -> Action Test*, Array.list*, and Actor and Party Info

* Updated Version can be found in the demo


Credits and Thanks
Twilight for the idea
Twilight and Raven for pestering me about individual messages for skills and items
Raven for catching an error


Author's Notes
Scripted in less than two hours :p


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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  Mode7
Posted by: MGC - 02-28-2008, 12:47 PM - Forum: Scripts Database - Replies (1)

New Mode7 script
by MGCaladtogel

EDIT 02/05/07 : new version
EDIT 03/05/07 :"$game_system.reset" corrected
EDIT 05/05/07 : English version (variables with English names, and a few comments). Old versions removed.
EDIT 06/05/07 : ZTBS compatibility script updated for Mac's version. Removed bug with autotiles in Mode7 script.
EDIT 07/05/07 : Bug with vertical tiles removed.
EDIT 21/05/07 : Flat-drawn events support, and some other small features.

Introduction
This new mode7 script is written from an old french script I created, and it is far different from Mewsterus's Mode07 script.

Features
  • flat maps (not curved)
  • high resolution (each screen line is independent)
  • map looping (x or/and y)
  • animated autotiles
  • (new version) Tiles with fixed terrain_tag not drawn flat with the map
Screenshots
[Image: m701nu3.png]

Script (new English version)
http://paste-it.net/raw/public/o11d836/

Instructions

You must add to the map's name :
- [M7] : to activate Mode7
- [#XX] : XX is the slant angle (in degree). Default value is 0 (it looks like normal maps)
- [Y] : Y-map looping
- [X] : X-map looping. This option needs resources (lower fps).
- [A] : animated autotiles (with 4 patterns). This option increases significantly the loading time, so it may crash for large maps (SystemStackError)
- [C] : to center the map on the hero (even for small maps)
- [P] : to have a fixed panorama
- [H] : to have a white horizon (screenshot's horizon)
- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)

Or :
Prepare your own settings for mode7 maps (script : l.48).
Add for example
Code:
$mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]
and just add in the map's name "Worldmap" to have these settings applied.

New version


The map is drawn from all the tiles of the three layers that do not have a terrain_tag's value of 1 or 2.
The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically, like the 3rd-layer elements in the old version.
The two values used by my script (1 and 2) can be modified line 6 ($num_terrains = [1,2]).
There are two values so that we can create two distinct vertical elements in contact in one layer.

Example :
With these terrain_tags :
screenshot

The three layers:
screenshot
screenshot
screenshot

We obtain :
screenshot

Other commands (for events) (EDIT : modified for the English version) :

Code:
$scene.spriteset.tilemap.mode7_set (new_angle)
To redraw the map with the new_angle

Code:
$scene.spriteset.tilemap.mode7_set_p(new_angle)
To redraw progressively the map from the current angle to the new

Code:
$scene.spriteset.tilemap.mode7_redraw
To redraw the map (useful with the following commands)

Code:
$game_system.opacite = value
To define the opacity for Mode7 maps (it needs to redraw)

Code:
$game_system.couleur = Color.new(Red, Green, Blue)
To define the tone for Mode7 maps (it needs to redraw)

Code:
$game_system.horizon = value
To define the view's distance (default : 960) (it needs to redraw)

Code:
$game_system.reset
To initialize the previous options

Code:
$game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
To define a gradual tone for Mode7 maps (it needs to redraw, and it doesn't work with horizontal looping)

Code:
$game_system.map_gradual_opacity = value
To define a gradual opacity for Mode7 maps (it needs to redraw, and it also bugs with horizontal looping)

- To obtain flat events :
just add a comment in the event's commands list with : "Flat"
Moving flat events are supported, but it will take resources.

- To handle the height of a vertical event :
add a comment in the event's commands list with : "Heigth X", where X is the height value ("Heigth 2" will draw the event 64 pixels above its original position - you can use floats)

Compatibility

This script redefines a lot of classes, so it is probably not compliant with most of other scripts

English version : ZTBS compatibility
The compatibility is not perfect, but it doesn't crash.
EDIT 21/05/07 : the sprites used for ranges and areas are flat-drawn
Mode7 script must be above ZTBS, and this script below :
- ...
- Scene_Debug
- SDK
- Mode7
- ZTBS scripts
- Macs addons
- This script
- Main
compatibility script

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  [Unsupported] Punk's Autoswitcher
Posted by: PK8 - 02-28-2008, 11:31 AM - Forum: Scripts Database - No Replies

I decided to take a small break from my project and work on a small script.

Autoswitcher by Punkid89

Introduction
After years of creating event systems, one thing I had grown tired of was having to make a map event activate some switch just to start a couple of my common events. No more having to activate the switch via some random map! *celebrates*

This script allows the game creator to activate the switches they want to activate AND alter the values of the variables they want altered.

Features
  • Easy to use.
  • Activates switches you want activated.
  • Alters variables you want altered.
  • Activates and alters BEFORE your game starts
  • You no longer have to rely on an event in a particular map to activate a few switches and change the variables.
Screenshots
No demo needed. Instructions are easy to follow, the script is easy to use.

Script
First, go to Scene_Title. Find:
Code:
$scene = Scene_Map.new
and replace it with
Code:
$scene = Scene_Autoswitcher.new
Next, create a new script above main and name it "Scene_Autoswitcher" then copy the script below.
Code:
#------------------------------------------------------------------------------
# AutoSwitcher by Punkid89.
# This script automatically activates the switches you want it to activate and
# alters the value of the variables you want altered before the game starts.
# Possibly a useful tool for eventers.
#------------------------------------------------------------------------------
class Scene_Autoswitcher
  def main
    #--------------------------------------------------------------------------
    # activating the switches you want activated.
    # $game_switches[id] <- ID being the switch ID.
    $game_switches[1] = true
    # Insert more "$game_switches[id] = true below...
    
    
    #--------------------------------------------------------------------------
    # Alters values of the variable IDs you want altered.
    # $game_variables[id] = value <-- ID: Variable ID, Value: Variable integer.
    $game_variables[1] = 20
    # Insert more "$game_variables[id] = value below...
    
    
    #--------------------------------------------------------------------------
    # Now it redirects to Scene_Map. Have fun!
    $scene = Scene_Map.new
  end
end
Instructions
"Wait a sec, what are those!?" Don't worry, let's take a look at a couple of things you may not be so sure of.

$game_switches
First, $game_switches.

ID: Switch ID.
Boolean: true or false (True: ON, False: OFF)

$game_variables

ID: Switch ID.
Value: A number, any kind of number for your variable.

Activating more switches...
To activate more switches, look for this:
Code:
# Insert more "$game_switches[id] = true below...
Below that line, add a switch you want to activate. (Please refer to $game_switches section.)

Changing more than one variable...
To change more variables, look for this:
Code:
# Insert more "$game_variables[id] = value below...
Below that line, add a variable you want to alter. (Please refer to the $game_variables section.)

FAQs
Awaiting question...

Compatibility
Definitely not SDK compatible.

Author's Notes
I created this because I was tired of having to activate a common event by making an event on a particular map which activates a certain switch just to start a common event.

SephirothSpawn did suggest a few things when I submitted this onto his forums.

Punk totally does not support this script!

Terms and Conditions
No credit.

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  Legend of Dragoon Character Sets
Posted by: Hebi Kumo - 11-28-2006, 02:36 PM - Forum: Resources Database - No Replies

Here are some Legend of Dragoon sprites i did:

[Image: dart_RMXP.png]

[Image: LOD2_Rose_RMXP.png]

[Image: LOD2_Albert_RMXP.png]

[Image: LOD2_Lloyd_Hooded_RMXP.png]

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  Mordock's Transitions
Posted by: Mordock - 01-07-2006, 07:00 AM - Forum: Resources Database - No Replies

ive recently got into makeing transtions so here are my first 4 ever
[Image: Untitled4.png]

[Image: Untitled3.png]

[Image: Untitled2.png]
[Image: Untitled.png]

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