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estriole

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  1. Thanks
    estriole got a reaction from roninator2 in [Request] Script for change the "self.z" of specific events.   
    here the fixed version. only add one more condition to check @character_sprites not nil.
     
    =begin  EST - EVENT ZMOD  made to fulfil request for Daemonium in www.rpgmakervxace.net  first set the new z you want in module estriole  then give comment in the event page  <zmod>  the one checked is the active page. so if you have multiple page you can have  some didn't have z mod. some have z mod.    edit: apparently you will encounter glitch if you use zmod with event that        have priority 'under character'. if you set the z too high then        the actor will be covered by event graphic (like above character priority)        so don't use zmod on event with 'under character' priority.        before i planned make a patch to ignore zmod when 'under character' priority        but i think it's not necessary. =end module ESTRIOLE   EVENT_ZMOD = 1000 end class Spriteset_Map   alias est_event_z_mod_create_characters create_characters   def create_characters   est_event_z_mod_create_characters   recreate_event   end   def recreate_event     i = 0     $game_map.events.values.each do |event|             @character_sprites[i].viewport = @viewport1 if @character_sprites[i] &&                                                      !@character_sprites[i].disposed? &&                                                      !event.note["<zmod>"]       @character_sprites[i].viewport = @viewport9 if @character_sprites[i] &&                                                     !@character_sprites[i].disposed? &&                                                      event.note["<zmod>"]             i = i+1     end   end   alias est_event_z_mod_create_viewports create_viewports   def create_viewports     est_event_z_mod_create_viewports     @viewport9 = Viewport.new     @viewport9.z = ESTRIOLE::EVENT_ZMOD   end   end   class Game_Event < Game_Character   alias est_event_zmod_setup_page_settings setup_page_settings   def setup_page_settings     est_event_zmod_setup_page_settings     return unless SceneManager.scene.is_a?(Scene_Map)     return unless SceneManager.scene.spriteset     SceneManager.scene.spriteset.recreate_event   end   #below taken from victor basic module to grab event note too lazy to write my own.   def note     return "" if !@page || !@page.list || @page.list.size <= 0     comment_list = []     @page.list.each do |item|       next unless item && (item.code == 108 || item.code == 408)       comment_list.push(item.parameters[0])     end     comment_list.join("\r\n")   end end class Scene_Map < Scene_Base   attr_reader :spriteset end
  2. Like
    estriole got a reaction from PhoenixSoul in EST - NAME INPUT USING KEYBOARD   
    EST - NAME INPUT USING KEYBOARD
    v.1.0
     
    Requires:
    Neon Black Keyboard Input 1.0a
    http://forums.rpgmakerweb.com/index.php?/topic/3456-developer-console/#entry37268
    enter the link to his keyboard module script there.
    or
    http://pastebin.com/raw.php?i=rD4rQtKP
    for direct link to his pastebin. in case you're confused where's the link above.

    Version history
    v.1.0 - 2013.02.15 - finish the script

    Introduction:

    Have you ever feel it's not comfortable to input name by choosing which symbol then press enter.
    letter by letter. so time consuming.

    this script change that!. instead of choosing symbol and press enter. you type letter directly from keyboard.

    press esc / backspace to erase a character
    press enter when you're done. maybe will put confirmation window later.

    btw the name input window still there. i just hide it from view and change
    some behavior. .

    Usage
    Plug and Play

    Compatibility
    it should compatible with most script.
    If you using Tsukihime Simple Text Input.
    http://www.rpgmakervxace.net/topic/4238-simple-text-input/
    put this script ABOVE that script. so the script also use KEYBOARD . since the script is using name input window too.
     
    Screenshot
    Basically the view is the same with normal name input scene. the only different is that you won't see default Name input window because i hide it from view. then i modify it to get the input from keyboard directly
    so no screenshot needed i guess.
     
    Demo
    It also not needed...
     
    Script
    http://pastebin.com/CRxFwGEP
  3. Like
    estriole got a reaction from thanasulas in EST - PHONE MENU ENGINE   
    EST - PHONE MENU ENGINE
     
    Version: 1.4
    Creator name : Estriole
    Level : Medium

    Introduction
        First of all... THIS IS NOT PHONE SCRIPT (at least yet). This script is a menu engine in the form of phone. just imagine this like yanfly menu engine.... This script can transform to real PHONE script if you create the add - on for it and then link that to engine. (I'm planning to create add on based on real phone script by necrozard myself. but strangely VX in my laptop crashed when opened. because of window compatibility issues or registry error or something i still don't know. maybe after i install my vx to another computer then).
     
    This script only require a little scripting knowledge if only use the basic function. (For linking the scene to engine)
    make sure you read the instruction in the script header.
     
    and if you have more knowledge you can utilize this engine to it's full power.
     
    ALSO WORK BETTER IF COMBINED WITH TSUKIHIME SCENE INTERPRETER script.
    so you can link common event to menu command.
     
    IF YOU DON'T WANT this as your default menu... you can set that up in the config.
      CALL_PHONE_MENU_WHEN_PRESSING_ESC = false
    but you need to call that scene using other method. SceneManager.call(Scene_Phone)
     
    Version History:
     
     
     v1.4 2013.06.18     > modify jet mouse system patch to use aliasing instead so the patch                      also work for VM simple mouse script. (they use the same update_mouse method)                      working on the jet mouse system bugfix since no response from jet. almost complete.                      PUT ALL MOUSE SCRIPT ABOVE THIS SCRIPT !!!!!!!!!!!!                      > change the superclass for addons to support VLUE mouse script.                      > automatically set default handler to the addon window :ok and :cancel handler                       if the addon writer forgot adding the handler in create_addon_window method.                      > fix some disposed so not flooding the memory   GRAB THE DEMO FOR ALL THE ADDONS I MADE
     
    Features
     * Menu with animated icon
     * can have unlimited command
     * can set up requirement for that command to included in menu
     * can set up requirement for that command to enabled in menu (not enabled will be greyed)
     * call scene
     * call common event
     * call method inside Scene_Phone
     * can define custom method in Scene_Phone...
    * support NEW JET MOUSE SCRIPT
     * support VLUE Simple Mouse + Addon Script   Screenshots
    The phone image is taken from necrozard vx phone script.

     
    ADDONS

     
    How to Use
    this script level is MEDIUM
    See the header of the script

    Demo

    https://www.dropbox.com/s/2ytby8jtg0k501k/PHONE.rar
     
    DEMO update. (Same demo. just grab above)
     
    >DEMO updated.
    - Phone script patched to newest version
     
    Script
    http://pastebin.com/NxTD6eM6

    Compatibility
     Compatible with most script.

    Credit and Thanks
    - Estriole
    - Necrozard - VX Phone Script - for the idea. also if you use the graphics. credit him.

    Author's Notes
    After i have time and install my vx to another computer... i might recreate the add on for this phone engine.
    what necrozard have made in vx:
    SMS system
    Calendar
    Pictures
    Songs
     
    what i have made in vx before (never release it):
    Camera system.
    Map system.
    Call system (use common event)
     
    but only if i have time >.<.
  4. Like
    estriole got a reaction from PhoenixSoul in EST - BUILD AND DECOR SERIES   
    EST - BUILD AND DECOR SERIES

    Creator name : Estriole

    Introduction
         This is script series... means to make it work it use more than one script. for the sake of easier bug report i put it in the same topic. this series make decoration / build system possible. you can place decoration, build buildings. the series content:
    - EST - COPY EVENT  -> handle the copying event
    - EST - EVENT SIZE     -> give size to event. so you can make large size event.
    - EST - DECOR AND BUILD  -> the decoration/building selection part.
    - EST - DECOR MOVEMENT -> to move decoration when placed.
    - EST - GRAPHIC SHIFT -> to shift graphic so the 'building' trigger at the door.
    to use this script you also need some eventing knowledge.

    Version History:
    2014.01.09           - patch EST - COPY EVENT with khas light script compatibility.
                                 patch EST - EVENT SIZE with regexp fix and add exclude trigger feature
    2013.10.10           - Patch EST - DECOR AND BUILD script. adding any_event_on_top? method to use for decoration on top other decoration.
    2013.08.12           - Patch EST - EVENT size so LARGE event can MOVE carrying it's size...
                                   (this type of movement doesn't support pixel movement much)
    2013.07.02           - Patch EST - COPY EVENT for f12 bugfix
    2013.06.10           - ADD EST - GRAPHIC SHIFT script to series
                                 - Patch the EST - EVENT SIZE with size trigger feature and extra trigger feature.
                                 - Compatibility with NEW JET Mouse script. but cannot use Victor Pixel movement if you use the
                                   mouse script.
    2013.05.29           - Initial Release
     
    Features
    * Decorate room
    * Build Building
    * Event Size
    * Use item to show what Decoration/Building the party has...
    * Multiple 'Master Map' so you can put master event by category (ex: Building Map, Decoration Map, etc)
     
     
    Screenshots
    > Talk to Build site event and choose available building to place

     
    > The building builded

     
    > Demolish Building

     
    > Building demolished (event erased and changed back to build site event)

     
    > Static event decoraction (shown when certain switch on)

     
    > List of available furniture

     
    > Using Common event to place decoration

     
    > Move the event and press enter (if using common event version)

    How to Use
    this script level is MEDIUM
    See the header of the script
    also it's better to look on the demo. after reading script header since this is not easy to explain with word.

    Demo
    https://www.dropbox.com/s/0uiu6pnp2aazt5w/Decor_and_build.rar
    This demo will be the latest demo (always updated)
    Script
    - EST - COPY EVENT  -> handle the copying event
    - EST - EVENT SIZE     -> give size to event. so you can make large size event.
    - EST - DECOR AND BUILD  -> the decoration/building selection part.
    - EST - DECOR MOVEMENT -> to move decoration when placed.
    - EST - GRAPHIC SHIFT -> to shift the graphic so the 'building' trigger at the door.
     
    Compatibility
     Compatible with most script.

    Credit and Thanks
    - Estriole
    - Formar - i study on his clone event script and made improved version of that...

    Author's Notes
    None
  5. Like
    estriole got a reaction from PhoenixSoul in EST - NAME INPUT USING KEYBOARD   
    EST - NAME INPUT USING KEYBOARD
    v.1.0
     
    Requires:
    Neon Black Keyboard Input 1.0a
    http://forums.rpgmakerweb.com/index.php?/topic/3456-developer-console/#entry37268
    enter the link to his keyboard module script there.
    or
    http://pastebin.com/raw.php?i=rD4rQtKP
    for direct link to his pastebin. in case you're confused where's the link above.

    Version history
    v.1.0 - 2013.02.15 - finish the script

    Introduction:

    Have you ever feel it's not comfortable to input name by choosing which symbol then press enter.
    letter by letter. so time consuming.

    this script change that!. instead of choosing symbol and press enter. you type letter directly from keyboard.

    press esc / backspace to erase a character
    press enter when you're done. maybe will put confirmation window later.

    btw the name input window still there. i just hide it from view and change
    some behavior. .

    Usage
    Plug and Play

    Compatibility
    it should compatible with most script.
    If you using Tsukihime Simple Text Input.
    http://www.rpgmakervxace.net/topic/4238-simple-text-input/
    put this script ABOVE that script. so the script also use KEYBOARD . since the script is using name input window too.
     
    Screenshot
    Basically the view is the same with normal name input scene. the only different is that you won't see default Name input window because i hide it from view. then i modify it to get the input from keyboard directly
    so no screenshot needed i guess.
     
    Demo
    It also not needed...
     
    Script
    http://pastebin.com/CRxFwGEP
  6. Like
    estriole got a reaction from Kanatakkun in EST - NOTEBOOK SYSTEM   
    [VXACE] EST - NOTEBOOK SYSTEM
    Version: 2.5
     
    Author 
    Estriole (yin_estriole@yahoo.com)
    also credits
    Woratana for Adv text Reader VX version
    Jet for Notebooks Menu VX version
    Pacman for converting Jet Notebooks menu to ACE
     
    Introduction
    This script make you able to have txt files and view it from the games in a form of notebook entry. useful for making in game information / lore. or simple tutorial.
     
    Feature
    - type your information in txt files
    - view the info from the game
    - support escape code from most message system (except some code)
    - have decorate tags such as to italic the text. [cen] to center the text alignment.
    to right the text alignment

    - can have category (sorta like folder)
    - can sort the entry
    - can launch common event on the text reader scene (Requires tsukihime Scene Interpreter script)
    - can launch common event AFTER the text reader scene
     
    Version History:


    How to use:
    see script header

    Screenshot:



    New Screenshot (new feature from v2.5)



    Script
    http://pastebin.com/ryjyH2vK

    Demo
    https://www.dropbox.com/s/k3lwift5c0k1uge/EST_NOTEBOOK_SYSTEM.rar
  7. Like
    estriole reacted to Galv in Galv's Action Indicators   
    Action Indicators - Version 1.1
    RPG Maker MV Plugin
    Galv
    Introduction
    For the player to know what the action button is going to do before they press it.


    Screenshot



    Features
    Enables you to display an icon above the event the player is facing. This icon has a floating up and down movement and is determined using a tag inside a comment anywhere on an event's active page. The idea for this is to be used to indicate to the player what the action key will do before they press it.


    How to Use
    - Copy the "GALV_ActionIndicators.js" file into your project's /js/plugins/ folder.
    - Activate plugin using the 'Plugin Manager'
    - Read the help file to see how it works. Examine the demo if you don't understand.


    Plugin
    Get it here


    Credit and Thanks
    - Galv


    Terms
    Free to use in any RPG Maker MV project including commercial. Please credit "Galv".


    Updates
    2015-12-04 - Version 1.1 - Fixed crash bug
    2015-12-04 - Version 1.0 - Release
  8. Like
    estriole got a reaction from DoctorArtist in Custom Title Menu Script   
    try looking at moghunter title screen. he has two title script.
    http://www.atelier-rgss.com/RGSS/RGSS_VX_ACE.html
     
    it's Madoka Title Screen and Animated Tittle A.
  9. Like
    estriole reacted to SirCumferance in EST - ENEMY / ACTOR POSITION v 3.2 (SCOPE_CONDITION)   
    What I am curious on, is this getting ported to MV?
  10. Like
    estriole got a reaction from Point08 in Plugin Management: Can we stop using Imported?   
    as long as using it is not too complicated... i think it's nice to have a new way to manage our plugin.
    not to mention it's still early phase of MV and not too much of our script written yet (i only write 3 so far).
    so changing all of them is still possible. the longer we don't change... the harder it will be for change.
     
    edit:
    i have look at MVCommon a little bit. but it would be nice if someone give some example on how to use the methods inside those.
    since i'm new at JS. and the code can sometime unfamiliar to read.
  11. Like
    estriole reacted to Wendell in Countryside: A Classic Farming RPG   
    Hello, my name is Wendell. I'm the creator of "Helvetios, a Sci-Fi Adventure", which you can find here on the forums. Welcome to the Countryside.
     
     
     

    Adam, a young man who used to live alone in the city his entire life, decided to quit his stressful job and live on the nature. He used all his money to buy an old farm in a village far from the noises of the city. You're the one who'll lead Adam on his way to find the peace he wants. You will uncover Adam's past and decide his future. Despite of his personal issues, Adam will have to deal with other characters, with their own problems, needs and interests. A complex net of relationships will be established. If Adam's arrival will change the village it all depends on you.
     
     

     

    Adam: Adam is the guy you control. He left the city to live a more
    peaceful life. He has nothing but his new home: a farm and a village with lots,
    lots of possibilities.
     
    The Bachelorettes: of course, you can marry. Choose a girl, win her heart and live happy forever.
     

    Valerie, a regular interior girl, born and raised at the Village.
    Works with her parents at the local market. Loves the nature and
    she doesn't bother when it's raining and she's outside. Usually calm, but she
    have her moments.
     

    June, moved to the Village a year before Adam. She runs the
    Animals farm along with her father and her brother. She's has a cowgirl style, strong and
    energetic, kinda masculine sometimes. Her mother disappeared when she was very young.
    She's always fighting with a local guy named Kyle.
     

    Wendy, the nerd. Likes videogames, comic books and stuff like that.
    Very interested in technology. She doesn't like to live at the Village, but their
    parents moved in because her mother was very sick. Her father thought it was
    the best chance for her to heal. He works as a Miner.
     

    Angela, the sweetest of all the girls. Very shy, incapable
    of hurting any living thing, but also, very smart and mysterious. Works at the clothing
    store with her mother. Her father works at a neighboring town, and he doesn't comes to the
    Village very often. She likes to go to the church.
     
     
    All other characters will be introduced to Adam as you play the game. I mean, if you want to meet them.
     
     

    This is the main part of this game. Below you'll find everything you can do on "Countryside". Please, proceed.
     
    - You can plant, water, cut and harvest crops in a system entirely made with events;
    - Each seed you can plant has its own growth rate, measured in game days and each one grows only on a specific season;
    - If it's raining, you don't need to water your crops;
    - You can check the next day weather, the local news and do some online shopping on Adam's computer;
    - Cooking system;
    - You can buy some clothes;
    - Adam has parameters: "Intelligence, Charm, Bravery and Faith", which will increase or decrease, depending on your actions. The villagers have their own interests, so, this will affect your relationship with them;
    - Advanced time system, with the current hour, day, day of the week, season and year;
    - Raise Cows, Chickens and Sheep;
    - Fish!
    - Buy machines to make cheese, butter and chocolate;
    - Work too much and you'll end up on the hospital! (Stamina System);
    - A quest system to find treasures and rare items;
    - Interact with the villagers to raise their interest on you: this way you can unlock more quests and, who knows, meet your soulmate;
    - Each marriage candidate has her "love meter", which will increase or decrease, depending on your actions;
    - All villagers have their own behavior: some will appear on certain places only under some specific circumstances, like, the time, the day of the week, the season and other requirements. Some locatons will only be accessible under some conditions too;
    - Custom menus;
    - No songs from RM Ace;
    - More to come.
     

    The game is on its early stage of development, so, more screenshots will be added as the development progresses. 
     
     

    -
     
    -

    -

    -
    The menu:

    -
    The items menu:

     
    -
     

    -
    The crafting menu: each book gives different crafting options

    • Credits
    Rikifive / Victor Sant / Celianna / Galv / Bravo2Kilo / Hime / Jet / IzumiWhite / Shaz / Vlue (V.M of D.T) / Raizen
  12. Like
    estriole got a reaction from Dymdez in Quest Log by Modern Algebra   
    http://rmrk.net/index.php/topic,45127.0.html
    see at the bottom of modern algebra first post. there's a link to demo created by brady.
  13. Like
    estriole reacted to draykorinee in . . .STEAM version Pre-Order   
    If you buy from their store you get both, you can install it on steam AND individually simultaneously, if you buy from Steam you ONLY get steam.
  14. Like
    estriole reacted to Galv in MV Preview   
    I've got my copy preordered and have been studying javascript for the past few months. Already knowing ruby I feel has made it a lot easier to learn JS but obviously the languages do have their differences - some very interesting ones.
    I look forward to see how they coded MV.
  15. Like
    estriole reacted to Tsukihime in MV Preview   
    The video itself is presented in a way for people that may have next to no experience with RPG Maker, or used it maybe 10 years ago. Given that StephenPlays is a popular youtuber it'll likely spark a lot of interest amongst his followers.
     
    I don't think the plugin editor is too special. It looks like it's just a dialog that automatically scans for any scripts that you have and allows you to set script configuration through a standard interface rather than dig through script/text files.
     
    The animation system does look very limited. I mean, it's better than what Ace has by default I suppose, but you will likely need to extend it or overhaul it to support more intense animations (like running up to an enemy...)
     
    The battles just felt like old final fantasy.
    If you threw in a dragoon and a dark knight and some bombs, I probably would've thought it was FF4.
  16. Like
    estriole reacted to draykorinee in . . .STEAM version Pre-Order   
    Yeah you just don't get the stand alone version, you only get a steam version so you're always tied to steam, which isn't a bad thing in most ways.. Everything else you get.
    As to the plug ins, I think most are free, the 'bonus' is that you don't have to go hunt for them, at least that's, the case with yanflys
  17. Like
    estriole reacted to Tsukihime in MV Preview   
    In case you missed it, engrave this in your eyes and feel what it's like to watch someone play with MV in front of you.
     

     
    After watching the video though...
    Feels like Ace lol
  18. Like
    estriole got a reaction from Saltwater Croc in Project Destroyer by Neon Black   
    how about making this anti piracy check... when the game piracy detected... delete the project .
  19. Like
    estriole got a reaction from Tsarmina in EST - LIVING STATUS (POTRAIT + ANIMATED + SOUND)   
    sorry just read your post. for now we cannot use different background each actor.
    i will update it later...
    for now you can alter this line:
      def initialize(actor)     super(0, 0, Graphics.width, Graphics.height)     create_background     create_potrait     @actor = actor     refresh     activate   end change to:
      def initialize(actor)     super(0, 0, Graphics.width, Graphics.height)     @actor = actor     create_background     create_potrait     refresh     activate   end and search this:
      def create_background     @background_sprite = Sprite.new     @background_sprite.bitmap = Cache.picture("/living_status/background") rescue nil     self.opacity = 0 if @background_sprite.bitmap     @background_sprite.bitmap = SceneManager.background_bitmap if @background_sprite.bitmap == nil   end change to:
      def create_background     @background_sprite = Sprite.new     @background_sprite.bitmap = Cache.picture("/living_status/actor_#{@actor.actor.id}/background") rescue Cache.picture("/living_status/background") rescue nil     self.opacity = 0 if @background_sprite.bitmap     @background_sprite.bitmap = SceneManager.background_bitmap if @background_sprite.bitmap == nil   end also search this line
      def actor=(actor)     return if @actor == actor     @actor = actor     refresh   end change it to
      def actor=(actor)     return if @actor == actor     @actor = actor     dispose_background     create_background     refresh   end then put the background.jpg to living_status/actor_x/ folder
    change x to actor id...
    example:
    living_status/actor_1/background.jpg will be used by actor 1
    living_status/actor_2/background.jpg will be used by actor 2
    etc...
     
    i will update the script later properly.
     
    edit: make sure you still have background.jpg in living_status/ folder. since it will use that file if no actor background existed.
    living_status/background.jpg will be used if no background specified for that actor.
  20. Like
    estriole got a reaction from Saltwater Croc in Project Destroyer by Neon Black   
    how about making this anti piracy check... when the game piracy detected... delete the project .
  21. Like
    estriole got a reaction from DoubleX in My Views On RMVXA Scripting Proficiency Levels   
    i agree with Killo... it's really hard to clasify someone 'scripting' level... .
    of course someone like MGC and Moghunter is automatically can be classified as the highest level in current scripter...
    but to really clasify other scripter level... it's really hard and almost impossible to do.
    since sometimes not all of us really 'read' the whole code of other scripter's script...
     
    for example... Tsukihime Effect Manager is surely have some complex high level code (yes... I do read them for learning purpose)
    which then as the result of the code... it make other scripter SUPER EASY to add more CUSTOM effect. (at battle start, turn start, battle end, turn end, when attacked, when defending, etc... so many thing can be done in this manager).
    it also use quite complex regexp, and creator method which can create method based on what we register in regexp...
     
    BUT since it's developer tool... (Which useless if you don't know a little bit scripting)... it might be underated
    because not many people actually use it and read the code and just seek for actual result...
     
    there's also example from my collaboration script with caitsith2: http://www.rpgmakervxace.net/topic/24941-est-cs2-script-control/
    since i hide the source code to "PREVENT" people REVERSE ENGINEER the code encrypted... no one would know what the actual code used in that script... thus many might not know this fact... that I can assure you... caitsith2 which i collaborate with... is definitely LV7 scripter in term of script security. he sent to me one of the CORE component to check if there's some tempering in Scripts.rvdata2 which can reverse engineer the code back to decrypted form. the downside of code he sent me... RUBY interpreter is not good enough to execute it and make it lag... so there come my role... to modify and optimize his code to make it more memory friendly... and can be used in RM without noticeable LAG. also add more security check so the optimized code cannot be fooled by regular joe scripter. and finally... hide the source code in form of C++ dll.
     
    script like Battle System is more easier to rate... since we can see the result of the code without peeking at actual code...
     
    also... some scripter might also already not active much such as Victor Sant, Mr. Bubble.., and ME . even MGC and Moghunter didn't write so many new scripts lately... so the level should be dropping by some margin.
  22. Like
    estriole reacted to Kayzee in My Views On RMVXA Scripting Proficiency Levels   
    I donno, I guess I would say your levels are kinda valid to a particular point at least, it's just that eventually it becomes kinda harder to judge. It's like art really, once you get the basic techniques down, the difference between an amateur and a master comes down to little nagging details that most people are probably going to completely miss. There is obviously bad art, just as there is obviously bad coding, but it's harder and harder to judge the upper levels. There are lots of scripts I have seen that seem to work great and everyone uses but I could spend pages and pages complaining about how they worked internally. A lot of them I end up dinking around with on my own. But it's kinda easy to do that, to see stuff wrong with other people's work because you don't have the same understanding they do. Maybe you are right or maybe you aren't, I donno. I think I would like to try pair programming someday actually, closest I came was when I was talking with Theo about his antilag script, and that ended up more like independently talking problems and seeing who's solution worked better. It's even harder to judge your own work.
     
    Also, I wouldn't say I am any kind of expert in memory management, I just saw a problem and thought hard about how it should be solved, but still, I think I did well, better then any other attempt I have seen at least. At least one person tried to solve one of the same problems (load times) by just precaching almost everything, which I recognized as a bad idea but most other people simply didn't. Probably because they had enough memory that they could afford it. Besides that the default cache script seems perfectly fine to most people anyway, and there is always the possibility that a real expert would come around and laugh at my dinky script.
  23. Like
    estriole got a reaction from DoubleX in My Views On RMVXA Scripting Proficiency Levels   
    just want to share about LV 7 Scripters i know...
     
    MGC knows a lot about C++ and can use it to make dll which he execute in his script...
    and using dll usually can make the script execute faster and smoother than using pure ruby. (MGC rotation, map zoom, dll)
    I agree to putting him in LV 7.
     
    Secondly...... even though not using dll... there's also Moghunter which create some awesome script both in visual and gameplay.
    i think he's also at LV 7 too.
     
    There's also some unknown scripter which not publish his script to public which i think can be at LV 7 too...
    i once found a game where the WHOLE thing is scripted... he didn't use any event and map at all... (one is mini games about olympic i think, the second one is leader of a guild which do quest game)...
     
    anyone sharing LV 7 scripter you know ? .
  24. Like
    estriole got a reaction from Rosco Patterson in Script; specific characters auto-use skill   
    maybe using yanfly weapon attack replace script
    https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/
     
    then give the notetags to your actor
    <attack skill: x> change x to skill that you want the actor to auto use
     
    then give the actor auto battle flag...
     
    the downside is... the target of the skill cannot be controlled... and only support 1 skill per actor
  25. Like
    estriole got a reaction from thanasulas in EST - PHONE MENU ENGINE   
    EST - PHONE MENU ENGINE
     
    Version: 1.4
    Creator name : Estriole
    Level : Medium

    Introduction
        First of all... THIS IS NOT PHONE SCRIPT (at least yet). This script is a menu engine in the form of phone. just imagine this like yanfly menu engine.... This script can transform to real PHONE script if you create the add - on for it and then link that to engine. (I'm planning to create add on based on real phone script by necrozard myself. but strangely VX in my laptop crashed when opened. because of window compatibility issues or registry error or something i still don't know. maybe after i install my vx to another computer then).
     
    This script only require a little scripting knowledge if only use the basic function. (For linking the scene to engine)
    make sure you read the instruction in the script header.
     
    and if you have more knowledge you can utilize this engine to it's full power.
     
    ALSO WORK BETTER IF COMBINED WITH TSUKIHIME SCENE INTERPRETER script.
    so you can link common event to menu command.
     
    IF YOU DON'T WANT this as your default menu... you can set that up in the config.
      CALL_PHONE_MENU_WHEN_PRESSING_ESC = false
    but you need to call that scene using other method. SceneManager.call(Scene_Phone)
     
    Version History:
     
     
     v1.4 2013.06.18     > modify jet mouse system patch to use aliasing instead so the patch                      also work for VM simple mouse script. (they use the same update_mouse method)                      working on the jet mouse system bugfix since no response from jet. almost complete.                      PUT ALL MOUSE SCRIPT ABOVE THIS SCRIPT !!!!!!!!!!!!                      > change the superclass for addons to support VLUE mouse script.                      > automatically set default handler to the addon window :ok and :cancel handler                       if the addon writer forgot adding the handler in create_addon_window method.                      > fix some disposed so not flooding the memory   GRAB THE DEMO FOR ALL THE ADDONS I MADE
     
    Features
     * Menu with animated icon
     * can have unlimited command
     * can set up requirement for that command to included in menu
     * can set up requirement for that command to enabled in menu (not enabled will be greyed)
     * call scene
     * call common event
     * call method inside Scene_Phone
     * can define custom method in Scene_Phone...
    * support NEW JET MOUSE SCRIPT
     * support VLUE Simple Mouse + Addon Script   Screenshots
    The phone image is taken from necrozard vx phone script.

     
    ADDONS

     
    How to Use
    this script level is MEDIUM
    See the header of the script

    Demo

    https://www.dropbox.com/s/2ytby8jtg0k501k/PHONE.rar
     
    DEMO update. (Same demo. just grab above)
     
    >DEMO updated.
    - Phone script patched to newest version
     
    Script
    http://pastebin.com/NxTD6eM6

    Compatibility
     Compatible with most script.

    Credit and Thanks
    - Estriole
    - Necrozard - VX Phone Script - for the idea. also if you use the graphics. credit him.

    Author's Notes
    After i have time and install my vx to another computer... i might recreate the add on for this phone engine.
    what necrozard have made in vx:
    SMS system
    Calendar
    Pictures
    Songs
     
    what i have made in vx before (never release it):
    Camera system.
    Map system.
    Call system (use common event)
     
    but only if i have time >.<.
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