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Showing content with the highest reputation since 11/03/2020 in all areas

  1. 2 points
    Oozarts

    Re-Breeze, RMMV Tiles Set.

    Hello! In this thread I'll be sharing resources I create for practice. These are all free to use unless stated otherwise. Comments are welcome! I take commissions and request btw This set is inspired by Greenraven's Breeze Revolution Tilesets from back in the day (RMXP), I absolutely loved those and didn't see anything similar in RMMV so I decided to create them. By inspired, I simply mean used similar color palettes as that was what made Breeze special for me. Also tried to make a map mixing in some RTP stuff, and whaddaya know, the RTP house work beautifully with this tileset! Some of the vegetation too actually ♥ ('tis just a test, I'm no mapper obviously lol) And here's the Tileset : 28/07/2019: ADD ON Doodads Preview with everything included: (you have to place them on the tilesets yourself since these don't make up a whole tileset obviously) TILED: For those interested, here's the autotiles in TILED format: I hope you like them! If you have any criticism, please don't hesitate to share! I'm new to the tileset making business ahah. RULES for using: - If you use any of this, please credit me as : Oozarts. - If you use these, please send me a link (via this post or PMs) to your project, even if it isn't released yet (if and when you chose to present your project to the community), this is mainly because I'd really like what you make of it! xD
  2. 2 points
    I'm so happy to have a demo of my game out for people to play, after all this time. It's gone through so much beta testing to get to this point. Not that it's perfect, but I feel like I'm almost ready to finish this project once and for all. I've got to let it go and let it be what it is.
  3. 1 point
    Honestly I always thought the way people talk about refactoring was a little weird in general, but honestly I have only ever programmed on my own and it's probably a lot different the more people are involved.
  4. 1 point
    Rycochet

    Disable Scripts

    Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  5. 1 point
    See, this is one reason I am always going on about how people tell each other stories about world that aren't necessarily true. It's actually shockingly easy to see things like this and get tricked into believing a story that isn't necessarily true.
  6. 1 point
    I am adding additional slots to the default VX Ace engine past 4. My new equip slot numbers will be 5 and 6. So my equip_slots currently look like this [2,1,3,4,5,6,0]. I am achieving this with Yanfly Ace Equip Engine script. I am wanting to use the additional equip slot 5 and 6 to add consumable items for my actors to carry in battle and be used with the Actor Inventory script. Currently, I can do this with only equip_slot[4] and want to extend this out to equip_slot[5] and equip_slot[6]. Any help would be greatly appreciated! Yanfly Engine Ace - Ace Equip Engine Link: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Ace_Equip_Engine.rb Kread-EX - Actor Inventory: Link: https://raw.githubusercontent.com/Archeia/RMVXA-Script-Repository/master/Kread-Ex/RGSS3 Scripts/Gameplay Scripts/Actor_Inventory.rb *Yes I could just make my equip_slots [2,1,3,4,5,6,0] to [2,1,3,4,4,4,0] instead, but I have some other logic going on with some scripts hence why I need the slots to have different ID's. or Is there a way to duplicate the equip_slots[4] to represent different slot names instead of going after an .id. So, my example is currently... Extra: Potion Extra: Water Extra: Hi-Potion I want it to look like the below as an example. A way to distinguish the slots from each other (Different slot names). Extra: Potion Extra 1: Water Extra 2: Hi-Potion Edit 2: I have resolved the issue "technically". Due to other scripts with Kread-EX Actor Inventory, my consumption of items were not being removed from the slot. It was just showing disabled after usage. Same went for item charges from Selchar Item Charges. I dug through the ruby code for removing equipment and found "discard_equip" command and my solution is below. This is under the "use_item" in Scene_Battle. But, I am still needing a way of identifying if any items are attached to the accessory slots... because I want to disable the party command in battle for the actor items if nothing is attached. But, since the accessory equip slot is #4... it will only read one slot as 4 and the other two as blank.
  7. 1 point
    Remaking classic JRPGs like Chrono Trigger? A tremendous feat that would be to be done with an engine like RM. Would be no less of an undertaking than that of Daggerfall Unity, or FFVI Brave New World...
  8. 1 point
    I found a really annoying bug in the custom battle system I wrote for my game that I can't track down. It seems to sometimes randomly skip the player's turn or something. No idea why. It's pretty discouraging. :(
  9. 1 point
    Watch the Demo Trailer! Website ❧ YouTube ❧ Twitter ❧ DA-Group ❧ itch.io Abstract: Macabre, Profound, Stylized Genre: (Pixel) Horror Adventure Specs: Windows 7+, 70MB free disk space Rating: 13+ (Violent References, Cartoon Blood and Gore) Game Progression: Done, with cleaning up to do! Recruitment: Not at the moment. Demo: DOWNLOAD FROM MY WEBSITE | DOWNLOAD FROM ITCH.IO One dreary day, a girl and her family hit the road to visit her uncle in his new house. Having been mislead to a house far away from town, the family begins to search for any signs of a homeowner. They knock on the door. Nothing. They enter the house. The air tingles- Something changes. They're not where they just were, they're now outside of a worn, cobblestone mansion. Unbeknownst to the child, she and her family have stumbled into a parallel dimension where human flesh is a commodity and all the citizens are a little... Off. Character profiles are intentionally vague. More profiles will be added. (concept and design, artwork and animation, music and sound effects, programming) Zen (script resources) Shaz, Melosx, Traverse, Khas, Galv, Yanfly, TheoAllen, DiamondandPlatinum3, and Victor Take a look at this short video that shows off a small snippet of the game in action! ❧ Various locations to explore ❧ Puzzles ❧ Chase sequences where the player can hide, trip over objects, and misdirect their stalker ❧ Intricate lore about the characters and the world of Fleshport ❧ 100% original artwork ❧ 100% original audio ❧ Easter eggs and references ❧ Shaz, Melosx, Traverse, Khas, Galv, Yanfly, TheoAllen, DiamondandPlatinum3, and Victor, for providing the community with wonderful scripts. ❧ All the helpful and supportive users in the RPGMaker forums. ❧ My fans, who have supported me from the start of this project. ❧ My family and friends, who are supporting me through this long, intimidating project. ❧ The people who created the games I love. Thank you for reading!
  10. 1 point
    I gotta face that I'm really not cut out for gamedev. I am just too lazy and unmodivated. But that's okay! I still can help other people once and a while, and who knows maybe someday I will actually finish a thing of my own!
  11. 1 point
    Kayzee

    Help with mathematical formula

    I think it would be better to use a formula if you are doing your own thing and/or don't care about exact values so much just cause it would be much easier to adjust, but if you have a bunch of exp tables already you want to copy exactly trying to figure out the exact formula for it can be a pain and kinda pointless.
  12. 1 point
    Coolie

    Help with mathematical formula

    Yeah it might be a better option. I was hoping to save myself from that level of data entry on something, but it would definitely work better setting the value for each level on each curve.
  13. 1 point
    Kayzee

    Help with mathematical formula

    Maybe the formula is just wrong then? If you have a list of EXP values, you might be better off using a table/array rather then a formula.
  14. 1 point
    Saireau

    Perceiving Shapes

    Every time I see those pixel assets, I'm thinking about making a game with them. :) I don't know, I really like them. And you have used them well!
  15. 1 point
    Holder

    Holders Animated Battlers

  16. 1 point
    Zetu

    Alternate MP X v1.05 [DEMO NOW HERE!]

    Alternate MP X (Resource System) v1.05 GET IT HERE DEMO Features: Customizable resources (Such as Rage) Support for multiple Resources per actor Many Customizable properties (such a regen) Credits: If you use this script, you must credit me. Must receive permission of use for commercial games. Note: Not all Features in the comments have been translated from RGSS2 to RGSS3.
  17. 1 point
    zankokunoyami

    Dies Irae: Phantatiom Elements

    SYNOPSIS: PLOT: HEROES: VILLAINS: SCREENSHOTS: FEATURES: TEAM: Lead Writer: Jeremiah Caudle Lead Eventer: Jeremiah Caudle Lead Programmer: Frank Nieuland Lead Artist: M. Beatriz García Lead Spriter: Low (Robert Pinero) Lead Battler Artist: Low (Robert Pinero) Lead GUI Designers: M. Beatriz Garcia / Lazcht Lead Music Composer: Jamaal 'KeyJay' Ephriam RECRUITMENT: We are looking for help in any way that someone might want to provide it. If you are interested in helping this project succeed, give me a shout! Especially if you are a programmer. My lead programmer has been quite busy recently and it has held me up from making any real progress. So even if its more simple things, any help at all in the programming area would greatly help drive this project forward! For more info, follow us on facebook! https://www.facebook.com/diesiraegame/
  18. 1 point
    I was gifted Assetto Corsa. Only the launcher runs but I'm grateful to have it all the same. Maybe someday I'll have the proper hardware to run races, to do a lot more as well like have a more secure OS.
  19. 1 point
    Galv

    Galv's Message Busts MZ

    Message Busts RPG Maker MZ Plugin Galv Introduction Bust images over message boxes. Features This plugin can show a bust image based on the face image that was chosen in a ‘Show Text’ event command. Settings are included to choose where busts will display (busts can be set to show over, under or above the text box.). Plugin commands allow you to move the bust right/left, mirror it or disable it to show face graphics. The bust image displayed can also be changed during a message using a text command. How to Use - Copy the "GALV_MessageBustsMZ.js" file into your project's /js/plugins/ folder. - Activate plugin using the 'Plugin Manager' - Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand. Plugin Get it here Credit and Thanks - Galv Terms Free to use in any RPG Maker MZ project including commercial. Please credit "Galv".
  20. 1 point
    Glyxis

    Music Software Tools

    About VST and VSTi, there's absolutely awesome website, which should be informed: VST4FREE is full of nice instruments and audio mastering/mixing tools. ALL is freeware. Just amazing site
  21. 1 point
    I'm afraid that I don't have the time or skill to make a video, so I'm going to have to decline. It's honestly not that complicated once you start using it -- there's an example in one of the first post's spoiler tags, and most of it ends up being pretty intuitive. If you have specific problems I'd be happy to help, but a video guide just isn't something that I can accomodate right now. Absolutely! You can change the language as many times as you want mid-game if you're using the MultiLang addon. The addon provides a scene that allows the user to change the language to any of the other languages provided by the developer. Instructions are in the header! Edit: Looks like the first post's formatting got messed up a bit, which hid the sample text. Fixed that -- it's now one of the three options in the main spoiler.
  22. 1 point
    tiagoms

    Alternate MP X v1.05 [DEMO NOW HERE!]

    #======================# # Z-Systems by: Zetu # #===========================#======================#===========================# # * * * Alternate MP X v3.01 * * * # #------------------------------------------------------------------------------# # Will Overwrite Draw Functions for MP. # #------------------------------------------------------------------------------# # Known Compatable Battle Systems: # # • Tankentai # #------------------------------------------------------------------------------# # Version History # # 3.01 ALPHA # #=#==========================================================================#=# # You may need slight scripting knowledge of working with arrays (but # # not a whole lot!). # #--------------------------------------------------------------------------# # * * Anything in "< >" means replace with the described contents. * * # # REQUIRED PARAMETERS (Any resource without it will cause an error) # # :name, <name of resource> # # :abbv, <1 or 2 character abbv. of resource> # # :color, <color 1>, <color 2> # # * These color attributes are indexes of the window skin # # OPTIONAL PARAMETERS # # Resource Regen for each turn: # # :regen, <type>, <base> # # type can be :maxmp, :atk, :def, :spi, :agi, :set # # base is number multiplied by type (:set is considered 1) # # Resource Regen on Damage # # :regenondamage, <type>, <base> # # type can be :damage, :maxmp, :set, :percentdmg # # base in number multipled by type (:set is considered 1) # # (:percentdmg is ratio of maxmp and damage) # # :regenelemental, <element_id>, <type>, <base> # # same as :regenondamage, except on elemental damage (of # # element_ids) (may place more than 1 id) # # Resource Change Out of Battle: # # :depleteoob (Set to 0) # # :regenoob (Set to Max) # # Resource Inversion # # :invert # # this allows the resource to Add instead of Subtract for its cost # # and disallows skill use if cost will exceed the maxmp # #==========================================================================# module Z11 RESOURCES = [ :regen, :maxmp, 0.05, :name, "Mana", :abbv, "M", :color, 23, 22 ],[ :depleteoob, :regenondamage, :percentdmg, 1.2, :max, 100, :name, "Rage", :abbv, "R", :color, 10, 2 ],[ :regenoob, :regen, :set, 20, :max, 100, :name, "Energy", :abbv, "E", :color, 6, 14 ],[ :regenoob, :regen, :set, 30, :regenondamage, :percent, -1.5, :max, 100, :name, "Focus", :abbv, "F", :color, 3, 11 ],[ :invert, :depleteoob, :regenelemental, 9, :percent, 2, :regenelemental, 10, 12, :percent, -1, :regen, :set, -30, :max, 150, :name, "Heat", :abbv, "H", :color, 2, 10 ] # If set to false, use RESBYCLASS's indexes as Actor IDs instead of Class IDs BIND_TO_CLASS = true # <Class ID> => <Array of Resources by :name parameter> # Recommended max is 2 RESBYCLASS = { 1 => ["Mana", "Energy"], 11 => ["Mana", "Energy"], 12 => ["Heat", "Rage"], 13 => ["Rage"] } # Default value if not in RESBYCLASS hash. DEF_RES = "Mana" #=========================================================================# # Note Tags: To be used in notebox # #=========================================================================# #Skill Notes #States what Resource Skill uses. Use :name parameter (case insensitive) #If tag does not exist, will default to actor's primary resource RESOURCECOSTTYPE = /<ampx[: ]+(.*)>/i #========#======================#====#================================#========# #--------# #----# DO NOT EDIT PAST THIS POINT!!! #--------# #--------# End of Customization #----# Editing will cause death by #--------# #--------# #----# brain asplosions. #--------# #========#======================#====#================================#========# def self.get_resource_index(type) for array in RESOURCES if array[array.index(:name)+1].upcase == type.upcase return RESOURCES.index(array) end end return -1 end end class Game_Resources attr_reader :name, :abbv, :color1, :color2, :value, :regenelemental, :regentype, :regenbase, :regenodtype, :regenodbase, :tags attr_accessor :max def initialize(type, actor) @index = Z11::get_resource_index(type) @actor = actor scan_object_variables(type) end def scan_object_variables(type) i = 0 array=Z11::RESOURCES[@index] @tags = [] @max = @actor.maxmp @value = @max @maxdefault = true @regenelemental = {} while (i < array.size) case array[i] when :name; @name = array[i+1]; i+=1 when :abbv; @abbv = array[i+1]; i+=1 when :color; @color1 = array[i+1]; @color2 = array[i+2]; i+=2 when :regen; @regentype = array[i+1]; @regenbase = array[i+2]; i+=2 when :regenondamage @regenodtype = array[i+1] @regenodbase = array[i+2] i+=2 when :regenelemental i+=1 id = [] while (array[i].is_a?(Integer)) id.push(array[i]) i+=1 end for n in id @regenelemental[n]= array[i], array[i+1] end i+=1 when :max @max = array[i+1] i+=1 @value = [@max, @value].min @maxdefault = false when :depleteoob; @tags.push(:depleteoob); @value = 0 when :regenoob; @tags.push(:regenoob) when :invert; @tags.push(:invert) end i+=1 end end def value=(new_value) @value = [[new_value, 0].max, @max].min end end class Game_Actor < Game_Battler alias ampx_setup setup def setup(actor_id) ampx_setup(actor_id) @ampx = [] for resource in self.resources @ampx.push(Game_Resources.new(resource,self)) end end def resources if Z11::BIND_TO_CLASS result = Z11::RESBYCLASS[self.class_id] else result = Z11::RESBYCLASS[self.actor_id] end return result.nil? ? [Z11::DEF_RES] : result end alias z11ed execute_damage unless $@ def execute_damage(user) z11ed(user) ampx_on_hit(@hp_damage) self.mp -= @mp_damage#### if @absorbed user.mp += @mp_damage#### end end def resourcenameof(skill) skill.note.scan(Z11::RESOURCECOSTTYPE){ return $1.upcase } return self.ampx[0].name.upcase end end class Game_Enemy < Game_Battler#### alias ampx_initialize initialize def initialize(index, enemy_id) ampx_initialize(index, enemy_id) @ampx = [Game_Resources.new(Z11::DEF_RES,self)] end def resources return [Z11::DEF_RES] end def resourcenameof(skill) return Z11::DEF_RES end end class Game_Battler attr_reader :ampx def skill_can_use?(skill) return false unless skill.is_a?(RPG::Skill) return false unless movable? return false if silent? and skill.spi_f > 0 resource = skill.resourceof(self) return false unless self.ampx.include?(resource) if resource.tags.include?(:invert) return false if calc_mp_cost(skill) + resource.value > resource.max else return false if calc_mp_cost(skill) > resource.value end if $game_temp.in_battle return skill.battle_ok? else return skill.menu_ok? end end alias z11ed execute_damage unless $@ def execute_damage(user) z11ed(user) ampx_on_hit(@hp_damage) self.mp -= @mp_damage#### if @absorbed user.mp += @mp_damage#### end end def ampx_on_hit(damage) return unless damage > 0 for resource in @ampx next if resource.regenodtype.nil? value = resource.regenodbase case resource.regenodtype when :damage value *= damage when :maxmp value *= resource.max when :percentdmg value *= 100*damage/resource.max end resource.value += value.to_i next if @obj.nil? total = 0 value = 0 for i in @obj.element_set if resource.regenelemental.key?(i) value = resource.regenelemental[i][1] case resource.regenelemental[i][0] when :damage; value *= damage when :maxmp; value *= resource.max when :percentdmg; value *= 100*damage/resource.max end total+=1 end end resource.value += (value/total).to_i if total != 0 end end def recover_all @hp = maxhp return if @ampx.nil? for resource in @ampx unless resource.tags.include?(:depleteoob) resource.value = resource.max end end for i in @states.clone remove_state(i) end end alias z11modv make_obj_damage_value unless $@ def make_obj_damage_value(user, obj) @obj = obj z11modv(user,obj) end alias z11madv make_attack_damage_value def make_attack_damage_value(attacker) @obj = nil z11madv(attacker) end end class Scene_Base alias old_main main unless $@ def main old_main refresh_zsr end def refresh_zsr for actor in $game_party.members for resource in actor.ampx if resource.tags.include?(:regenoob) resource.value=resource.max elsif resource.tags.include?(:depleteoob) resource.value=0 end end end end end class Scene_Battle < Scene_Base def regen_ampx(actor) return if actor.dead? for resource in actor.ampx next if resource.regentype.nil? value = resource.regenbase case resource.regentype when :maxmp; value *= resource.max when :atk; value *= actor.atk when :def; value *= actor.def when :spi; value *= actor.spi when :agi; value *= actor.agi end resource.value += value.to_i end @status_window.refresh end def refresh_zsr for actor in $game_party.members for resource in actor.ampx if resource.tags.include?(:regenoob) resource.value = resource.max elsif resource.tags.include?(:depleteoob) resource.value = 0 end end end end end class Scene_Skill < Scene_Base def use_skill_nontarget # OVERWRITE Sound.play_use_skill resource = @skill.resourceof(@actor) if resource.tags.include?(:invert) resource.value += @actor.calc_mp_cost(@skill) else resource.value -= @actor.calc_mp_cost(@skill) end @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new elsif @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new end end end class Scene_Item < Scene_Base def use_item_nontarget # OVERWRITE Sound.play_use_item $game_party.consume_item(@item) @item_window.draw_item(@item_window.index) @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new elsif @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new end end end class RPG::Skill < RPG::UsableItem def resourceof(actor) unless actor.actor? return actor.ampx[0] end name = actor.resourcenameof(self) for resource in actor.ampx if resource.name.upcase==name return resource end end print "Error: def resourceof(#{actor.name}) for skill #{self.name} returned nil, type #{name}" end end class Window_Base < Window def draw_actor_mp(actor, x, y, width = 120) # OVERWRITE width = width/actor.ampx.size offset = width if actor.ampx.size != 1 offset += 1 width -= 1 end for i in 0...actor.ampx.size draw_actor_ampx(actor.ampx[i], x+i*offset,y,width) end end def draw_actor_ampx(resource, x, y, width = 120) draw_actor_ampx_gauge(resource, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, resource.abbv) self.contents.font.color = text_color(resource.color1) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, resource.value, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, resource.value, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.font.color = text_color(resource.color1) self.contents.draw_text(xr - 44, y, 44, WLH, resource.max, 2) end end def draw_actor_ampx_gauge(resource, x, y, width = 120) gw = width * resource.value / [resource.max, 1].max gc1 = text_color(resource.color1) gc2 = text_color(resource.color2) self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end class Window_BattleStatus < Window_Selectable def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_state(actor, 114, rect.y, 48) draw_actor_name(actor, 4, rect.y) draw_actor_hp(actor, 124, rect.y, 120) draw_actor_mp(actor, 260, rect.y, 120) end end #BS class Scene_Battle < Scene_Base def display_mp_damage(target, obj = nil) #OVERWRITE return if target.dead? return if target.mp_damage == 0 type = obj.regresource.name if target.absorbed fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain text = sprintf(fmt, target.name, type, target.mp_damage) elsif target.mp_damage > 0 fmt = target.actor? ? Vocab::ActorLoss : Vocab::EnemyLoss text = sprintf(fmt, target.name, type, target.mp_damage) else fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery text = sprintf(fmt, target.name, type, -target.mp_damage) Sound.play_recovery end @message_window.add_instant_text(text) wait(30) end def execute_action_skill #OVERWRITE skill = @active_battler.action.skill text = @active_battler.name + skill.message1 resource = skill.resourceof(@active_battler) @message_window.add_instant_text(text) unless skill.message2.empty? wait(10) @message_window.add_instant_text(skill.message2) end targets = @active_battler.action.make_targets display_animation(targets, skill.animation_id) if resource.tags.include?(:invert) resource.value += @active_battler.calc_mp_cost(skill) else resource.value -= @active_battler.calc_mp_cost(skill) end $game_temp.common_event_id = skill.common_event_id for target in targets target.skill_effect(@active_battler, skill) display_action_effects(target, skill) end end alias old_battle_end battle_end unless $@ def battle_end(result) old_battle_end(result) refresh_zsr end alias res_turn_end turn_end unless $@ def turn_end(actor = nil) if actor.nil? res_turn_end for actor in $game_party.members regen_ampx(actor) end else res_turn_end(actor) regen_ampx(actor) end end end
  23. 1 point
    Sirius

    Throw Items away

    Ya it would be nice, I can't stand that so many scripts use A(x) for things and you can't customize their keys. Using another script I have to alter input controls though you could change the Input.trigger?(:X) part of the script I suppose. I totally agree, and let that be a lesson to other scriptwriters lol.
  24. 1 point
    Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  25. 1 point
    Michael Ponder Jr

    Music Software Tools

    I know one. SynthFont http://www.synthfont.com/ It let's you take midis, and apply a sound font to each track, and you can use multiple fonts and more, even use an instrument from different sound fonts for each track in the midi. Totally free! I been using it to remix old sega music to sound more like they were done on the snes. *laughs*
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