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halrawk

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  1. Like
    halrawk reacted to Glasses in Shop Items in Stacks   
    What does it do? Allows buying special items which give multiples. E.g. "Arrows (x64)" item would give 64 arrows.   Author: Mr. Trivel Name: Shop Items in Stacks Created: 2015-10-26 Version: 1.0   Screenshots:   Instructions:  Use the following tag in item note fields: <stack: type, ID, Amount>  Script: <Link: Github>
     
  2. Like
    halrawk reacted to buddysievers in Final Fantasy IX Help (Updated to 1.10)   
    Final Fantasy IX Help 1.11
    Hi and hello everyone, 
       this is a clone from the help system of SquareSoft's masterpiece
       'Final Fantasy IX' which i actually made for my own project.    The rpgmakervxace.net forums user @RedShard asked me if i plan to release    it but it was a mess, not plug and play and not user friendly at all so    i cleaned up the code and added a simple configuration module. And here it is!    Credits go to @TheoAllen, @Vlue and @vFoggy!   Remember this script requires Victor's 'Arrow Cursor' 1.01 script to work!     How it can look like: (Screenshots from my project)
      How it looks in vanilla:
      Demo link: (Updated to 1.11) (Fixed!)
      Pastebin link: (Updated to 1.11)
      Script: (Updated to 1.11)

    Plugin: Window_ItemCategory: (Custom window example)
      Plugin: Window_EquipSlot: (Updated to 1.11) (Fixed!)
      Plugin: Window_MenuStatus:
      I have also added the ressources from the demo as attachment!  ff9_help_resources.zip

  3. Like
    halrawk reacted to Dai Ichi in Image World Map System   
    Introduction

    This script recreates a world map system that uses an image file. Users can define locations(map points). This also features a 'fast travel' menu for those who feel that moving around with a cursor is dragging and boring.
     
    Updates

    2015.11.28 - V1.1
    Added blending option for cursor
    Improved sprite handling

    2015.10.13 - V1.0
    2015.10.11 - Started Script
    Features

    Easy to configure
    Compatible with almost all other scripts
    Script calls to integrate map locations with the gameplay/story
    Download

    V1.1

     

    Screenies


     

     

    Additional Credit (not needed for Script)

    donjon's Fantasy World Generator (awesome stuff xD this is where I made my map image)

  4. Like
    halrawk reacted to Nataxinus in Keyboard Battle System   
    Keyboard Battle System
    This battle system shows a random word from a vocabulary you make or just the target's name to the screen.
    The player must type the word as fast as he can for a higher damage multiplier but if he types a wrong letter he will miss entirely.
    The player will learn grammar and learn to type better.
     
    Lots of customizable stuff (although not necessary)!
     
    Neon black keyboard is required
    http://pastebin.com/raw.php?i=rD4rQtKP
     
    If this gets popular enough I might add to this script
     
    v 1.1
     
    Changes:
    - You can now choose to only use keyboard scripting when targetting enemies
    - You can now choose what vocab enemies, actors, items and skills use with notetags.
     
     
    Screenshots


     
    Script


  5. Like
    halrawk reacted to blackmorning84 in Columns Menu   
    Update today to the Column Menu.  A fix with Kread-ex's skills  upgrade.  If there is any scene that shows the actors when it shouldn't and removing my script fixes it, send me a line and I will put it the code to fix it.

    UPDATES
    Column Menu
  6. Like
    halrawk reacted to kaimonkey in Kai Monkey's Random Dungeons! Now with Version Two!   
    I am getting ~10 downloads per day, so this is being used even if people are not commenting. I hope it is okay to double-post to announce that Version 2 has been released!
    New in Version 2.0
    Teleport events (and the character) to the nearest available square upon entering the dungeon, allowing for more complex dungeons Have rooms which contain other rooms The room system gets even more powerful with Required Rooms: Tell the game to put a particular room "Somewhere" in the dungeon (Allowing for dungeons with complex lever puzzles, keys hidden around the dungeon, monster which must be slain ect, as well as giving the designer more control over when certain features appear in the game) Lesson 3 has been updated, and a few optional lessons have been added! The Demo has been updated, double the number of dungeons, and show casing the new features 
  7. Like
    halrawk got a reaction from GethN7 in Would like to make equipment usable as items in battle   
    Something like this? http://www.rpgmakervxace.net/topic/21740-equipment-usable-as-items/
     
    I've seen a few around, but can't seem to find others.
  8. Like
    halrawk reacted to Venusaur in Currency System   
    Hey. I'm getting a crash when I use this with Yanfly's Save. Any ideas on how to have the menu still show the player's gold but only use a single currency instead of crashing the game?

    EDIT: Nevermind, I scripted myself a solution and so far it works just fine. Just change line 363 of Yanfly's Save to:
     
    text = $game_party.currencies[1].value
     
    Where "1" equals whatever value you want to show. Place this script ABOVE yanfly's save and you should be good to go!
  9. Like
    halrawk reacted to kaimonkey in Kai Monkey's Equip Point System   
    KaiMonkey's Equip Point System
    Intro:
    This script allows you to easily add a new, exciting dynamic to your game. Each piece of equipment requires a certain amount of points to use, and each character only has a certain amount of points at any one time. This creates an interesting dynamic where players must choose wisely what combination of equipment they use, rather than blindly choosing the best item for each slot.
     
    The game designer can manually designate costs for each item, or define a formula for the game to intelligently work out the costs for each item. Similarly, the maximum number of points for each character is defined as a formula by the game designer.
     
    Screenshot:

     
     
    Script:
    KaiMonkeyEquipPoint.txt
     
     
    Features:
    Limit the equipment that players use, allowing you to limit their growth throughout the game and force them to make tough choices about what items they use Easily design the formula this is used to calculate the maximum number of points an actor has, using their level, their class or parameters, variables, or literally anything else! Define the point cost of items, or design a formula to calculate a sensible cost, using the item's parameters, its gold cost, or (again) literally anything else! Have items increase the maximum points for an actor! Stop a player from unequiping an item, if doing so will mean he is over his maximum points (Such as if that item increases the maximum points, or increases a parameter which is used in the maximum formula) Terms of Use:
    Free to use for non-commercial projects, however you should PM about licensing for commercial projects.
     
    Config:
    The config is described clearly in the script it's self. For help using formulas see this fantastic blog post.
  10. Like
    halrawk reacted to kaimonkey in Kai Monkey's Random Dungeons! Now with Version Two!   
    Okay, everyone feel free to try out the Demo, here!

    Note, that version 1.1 is included in the Demo, which fixes a few minor bugs. I will update the main script shortly.
  11. Like
    halrawk reacted to kaimonkey in Kai Monkey's Character Creation with Races (Version 3.0)   
    Everybody! I have made a small Demo which can be found here!
  12. Like
    halrawk reacted to kirip in Shared HP Battle System   
    Shared HP Battle System

     
    Hello everyone, this is my first script that I'm working on, still learning the ropes but I think I have somewhat of a grasp with Ruby. Feel free to laugh at my terrible code and give me pointers on how to improve upon it.

    This system is functionally identical to the default battle system, but the difference is, everyone's HP is pooled together and when any member heals or takes damage, only the pool is affected.
    Another thing to note is that this system adds to the default menu screen to show the party's current total HP.

    This is still a work-in-progress so please don't mind the messiness. I actually would love input on how to improve upon updating the GUI to reflect this system.

    Functionally, there shouldn't be any bugs, but please let me know if you run into any.
     
    As far as I'm concerned, this is functionally complete.
     
    All these are posted above Main.
     
     
    UPDATE (4/29)
    Just cleaned up some code for potential compatibility with other scripts in the future.
    Also this is now compatible with Neo Gauge Ultimate Ace!
     
    Shared_HP
     
     
    Shared_HP_ValueDisplay
     
     
    Shared_HP_MenuWindow
     
     
     
    Also, for those that wish to use this with Yanfly's Ace Battle Engine, I've taken the liberty to make sure this is compatible with it.
     
    I find the GUI of the system PERFECT for this.
     
    Yanfly's Ace Battle Engine compatibility, instructions are in script
     
     
    NEO Gauge compatibility patch, instructions in script
     
     
    This is my first time posting a script, if I messed up in some way, please let me know.
  13. Like
    halrawk reacted to Raizen in Akea Battle Camera   
    Akea Battle Camera
     
     
    Compatible with: RMVXAce
    Compatibility :good
    Usage difficulty: easy
     
    Usage Condition


     Can be modified and distributed as long as the credits remain
      for portuguese users: Here
     
    Script functions
     
    The script allows camera movement on script calls, use it with either battle events, or battle systems that do allow the use of script calls!
     
     
    Script
     
    http://pastebin.com/JdKkRuec

    for Victor's Animated Battle http://pastebin.com/75gTR156

    If any other battle system, has issues with 'target' command, just tell me

     
    Images and Videos


    The video is just a basic demonstration of what the system does



     
    Credits
     
     
     Raizen for the script
  14. Like
    halrawk reacted to Calestian in Achievement System   
    Author: Calestian
    Name: Achievement System
    Version: 1.4
     
    Features:


     
    Setup Instructions in the Script.
     
    How to use:


     
    Conditional Branches:


     
    Images: 


     
    Script: Link:Achievement System
  15. Like
    halrawk reacted to Nelderson in N.A.S.T.Y Replace Window with Picture   
    N.A.S.T.Y. Replace Window with Picture
    By: Nelderson
     
    Introduction
    This script uses pictures instead of windows you specify.  While this looks very simple, for the Photoshop nerds this will be invaluable. 

    Features
    - Have a picture instead of the default window.
    - Use pictures on only the windows you want
    - Should be compatible with most custom scripts and windows

    Screenshots



    How to Use
    -Configure the PICWINDOW Hash. It should work with not only default windows, but custom windows from other scripts as well.   -If you want to know how big your window is to make a picture, the best way is to look at the initialize method on each window class.  It is usually in the format (x, y, width, height).  So the picture you need to make should be the same width and height.  Or another way is to find out the dimensions is to take a screenshot of your game window.  And then with Photoshop, or something similar, select the box and look at how big the dimensions are in the select window.   Demo
    I'll make one if you guys want one!

    Script



    FAQ

    Q: What does N.A.S.T.Y. stand for?
    A: Nelderson's Awesome Scripts To You!

    Credit and Thanks
    - Nelderson
     
    Terms of Use: 
    Free to use for non-commercial use.  Any commercial use is fine as long as you credit and throw me a copy of your completed game if it ever gets finished 
  16. Like
    halrawk reacted to Nelderson in N.A.S.T.Y Replace Window with Picture   
    Good!  I'm glad someone does
     
     
    EDIT:  Also updated to Version 1.0.  Now includes a script call to change pics in game before you call the scene.
  17. Like
    halrawk reacted to Tsukihime in Symbol Dial System   
    I'm planning to add support for pictures so that instead of showing a window, you can show a picture of your choice and choose where it should be displayed.
  18. Like
    halrawk reacted to Tsukihime in Symbol Dial System   
    The symbol dial system allows you to easily set up combination dials with any symbols of your choice. You can use numbers, letters, and even characters from different languages.
     
    Symbol dials can be used in puzzles where players must figure out the correct combination to enter.
     
    As an alternative to the number input which forces you to use all of the digits from 0-9, this system allows you to specify which numbers you want to use. For example maybe you only want 1-5 to be available for selection.
     
    What can you come up with?
     
    Get it at HimeWorks!
     
    Sample Usage
     

  19. Like
    halrawk reacted to Raizen in Akea Animated Battle Hud   
    Akea Animated Battle Hud
     
     
    Compatible with: RMVXAce
    Compatibility :good
    Usage difficulty: easy
     
    Usage Condition


     Can be modified and distributed as long as the credits remain
      for portuguese users: Here
     
    Script functions
     
    The script modifies the default battle windows and huds from RPG Maker and exchange them for images, with a designed window and also animates the skill/command window!

    - THIS script is TOTALLY configurable, you can make basically any batthe picture window, and put them anywhere you wish, just take a little time to configure everything
     
    - IT IS MADE to be used with animated battlers and animated cursor, both of these scripts where considered when making this script, it can be any animated battle and any battle cursor script.
    Script
    Script is in english  
    http://pastebin.com/DmNNdNN2

    Demo: http://www.mediafire.com/download/4dn4rvb83saddc9/Akea_ABW.exe
    Demo is in pt, use it to get the images if you want to use, and if you want to see how the battle is going around , I will make a master demo in english when I finish all scripts!

     
    Images and Videos
     


    Vídeo



     

    Credits
     
     
     Raizen for the script
    Uhtred for making the cool design
  20. Like
    halrawk reacted to Raizen in Akea Active Time Battle   
    Akea Active TIme Battle
     
     
    Compatible with: RMVXAce
    Compatibility :good
    Usage difficulty: easy
     
    Usage Condition


     Can be modified and distributed as long as the credits remain
      for portuguese users: Here
     
    Script functions
     
    The script modifies the basic turn based system for an active time based, this affects any system that was made on Scene_Battle.

    - Allows total configuration of ATB formulas and Flee speed
    - Allows to modify refresh rate
    - Allows skills/items to have an optional atb cost(if you do not want it to deplete the whole bar)
    - Allows the atb to be by images(for those who uses images instead of windows)
    - adds the flee function similar to games with the ATB system, where you need to keep a configured button pressed to run.
    - Obs: Any skill that either raises ou depletes a parameter(in general speed), from the formula, will change how fast will be the atb bar, so you can create skills to make either faster or slower.
     
     
    Script
     
    http://pastebin.com/gRZf44ZP

     
    Images and Videos
     
    No animated battlers


    With animated battlers



     

    Credits
     
     
     Raizen for the script
  21. Like
    halrawk reacted to Tsukihime in Writing Your Own Simple Menu Cursor   
    In this tutorial, we will be writing our own menu cursor using a custom picture of your choice. By using a picture, you can design your cursor in an image editor such as Photoshop or Paint and then load it into the game.
     
    Goal
     
    We want to have a menu cursor such that
    It is easy to change how the cursor will look It will be drawn whenever we want the player to select an item from a list The cursor will reflect the currently highlighted selection A complete version of the script can be found here: https://gist.github.com/HimeWorks/8ce4e14a3bbe81db2bf3 
    Choosing a Cursor Image
     
    You can choose any image you want to use. I just grabbed one of the icons from the RTP iconset:
     

     
    It's a bit small, but it should be good enough.
     
    Storing Our Image
     
    It is important to determine where you want to store your cursor image. You could simply throw it in the Graphics/Picture folder, but I would consider placing it in the Graphics/System folder. For this tutorial, I will call my cursor image "menu_cursor.png".
     
    Creating a Cursor Sprite
     
    In order to draw a picture on the screen, we need an object to hold it for us. I will write a separate sprite class for it.
     
     

    class Sprite_Cursor < Sprite def initialize(window, viewport=nil) super(viewport) @window = window @name = "Menu_Cursor" end def update super update_bitmap end def update_bitmap self.bitmap = Cache.system(@name) end def dispose self.bitmap.dispose super end end Should be straightforward: you have a constructor that takes a viewport and a window. The window is there so that the cursor can access some properties of the window that it is associated with. We also hardcode the name of our image. The update method will invoke whatever the sprite class needs to do, and then updates the bitmap. Because we have stored the image in Graphics/System, we can simply use the Cache.system method to get a copy of our cursor image. 
    Testing Our Cursor
     
    At this point I have no idea whether this code works or not since there is nothing to test it with, so let's add it to our party menu window. Assuming you are using the default project

    class Window_MenuCommand < Window_Command alias :th_menu_cursor_initialize :initialize def initialize(*args) @sprite_cursor = Sprite_Cursor.new(self) th_menu_cursor_initialize(*args) end alias :th_menu_cursor_update :update def update @sprite_cursor.update th_menu_cursor_update end alias :th_menu_cursor_dispose :dispose def dispose @sprite_cursor.dispose th_menu_cursor_dispose end end Test your game. Open the party menu and you should see your cursor at the top-left corner because we didn't specify a position for our sprite so it defaulted to (0, 0). 

     
    Bringing the Cursor Forward
     
    Well, the cursor is there. But it's underneath our window. Why?
     
    When we initialized our sprite, we didn't specify a z-value either. The window has a z-value of 100 by default, while sprites have a z-value of 0 by default. Consequently, our window will be drawn over the sprite. You can verify this by printing out the z-values of each object.
     
    What is a good way to make sure that our cursor will always be above a window? I would consider referencing the z-value of the window directly. In the Sprite_Cursor class, modify the `update` method to create a new `update_position` method. We will use this new method for updating x, y, and z values.

    def update super update_bitmap update_position end def update_position self.z = @window.z + 100 end We set the z-value of our sprite to one higher than its window's z-value to guarantee that it will at least be drawn above that window. This is what we get: 

     
    Now we can see our cursor more clearly!
     
    Updating Cursor Position
     
    If you were to test the cursor by moving the selection around, you will see that it does not move. Naturally, since we did not write any code instructing it to move, it will not move. How do we know where the cursor should be drawn?
     
    The current selection is stored as a 0-based "index".
    0 means the first item in the list is selected 1 means the second item in the list is selected And so on. This is basically how ruby indexes arrays, because that is how all of the lists are stored in our Window_Selectable and its children classes. 
    Assuming we are working with one column, our cursor simply needs to be offset by a certain amount based on the index. If the index is 0, then our cursor will be drawn at the top of the list. If our index is 1, then we need to offset our y-position by the height of a single line item.
     
    Window_Selectable provides a standard method for doing this called `item_rect`, which takes an index and returns a rectangle that will tell you the position of the item and its width and height. Let's update our `update_position` method:

    def update_position @index = @window.index rect = @window.item_rect(@index) self.x = rect.x self.y = rect.y self.z = @window.z + 100 end We can now move our selection around and our cursor will follow it! 

     
    At this point, you can tweak the x and y positions to suit your needs if it does not look good to you.
     
    Supporting Other Windows
     
    We've used the party menu for testing purposes, and our cursor works. Problem is, it will only appear for the party menu, and specifically the main party menu command list. Let's move our code into Window_Selectable so that all of the windows that inherit it will automatically have a cursor sprite. At this point you can simply rename the class definition like this:

    class Window_Selectable < Window_Base alias :th_menu_cursor_initialize :initialize def initialize(*args) @sprite_cursor = Sprite_Cursor.new(self) th_menu_cursor_initialize(*args) end alias :th_menu_cursor_update :update def update @sprite_cursor.update th_menu_cursor_update end alias :th_menu_cursor_dispose :dispose def dispose @sprite_cursor.dispose th_menu_cursor_dispose end end Now let's see what happens: 

     
    Looks pretty good. We have two cursors drawn as we expect! And all we did was change where our code was placed.
    Let's look at a different scene.
     

     
    Oops. What's going on here? The rectangular cursor isn't drawn, but our custom cursor is still there. What we expect is that our cursor is only drawn when the default rectangular selection is drawn.
     
    Remember that each selectable window has an index. However, what happens when "no item is selected"? The windows in the default project have used an index of -1 to indicate that no item is currently selected.
     
    So we'll have to replicate this logic as well.
     
    Updating Cursor Visibility
     
    When the window's index is negative, our cursor should not be visible. This is not related to position, so I will define a new method called `update_visibility` in Sprite_Cursor

    def update super update_visibility update_bitmap update_position end def update_visibility @index = @window.index if @index < 0 self.visible = false else self.visible = true end end Which you could simplify as if you want. I probably wouldn't since writing it out seems more obvious to me what's going on, but that could be just how I interpret code.
    def update_visibility @index = @window.index self.visible = @index > -1 end With some logic written for visibility, our menus will be less confusing. Sort of. 

     
    Window Openness and Visibility
     
    Let's look at another scene while we're at it:
     

     
    Now there's another issue. Where is that cursor coming from? Which window is it associated with?
    This one might not be too obvious, so this next screenshot might help:
     

     
    It is the choice window! When the window is "not open", it is effectively not visible. Windows have a property called "openness" which determines how "open" it is.  The Window class also provides a method called "close?" that indicates whether the window is "completely closed". You can see more information about this in the help file.
     
    For our purposes, we want the cursor to be hidden when the window is closed, so we can update our visibility method like this

    def update_visibility @index = @window.index if @window.close? self.visible = false elsif @index < 0 self.visible = false else self.visible = true end end Now when a window is closed, its cursor won't be drawn either. 
    Window Visibility and Cursor Visibility
     
    Aside from window openness, there is also another property called "visible" which basically indicates whether a window is visible or not. When a window is not visible, its cursor should not be visible either. You can see an example of this in the battle scene when you open the item window or the skill window and then close it:
     

     
    With this in mind, we can proceed to update our cursor visibility method:

    def update_visibility @index = @window.index if !@window.visible self.visible = false elsif @window.close? self.visible = false elsif @index < 0 self.visible = false else self.visible = true end end Now if a scene decides to simply "hide" a window when it's not needed (rather than using the "close" animation), our cursor will not linger around after the window has been hidden. 
    Are We Done?
     
    It is wonderful that things are working for us automatically for some other windows without us having to do any work and ideally this is how we would like things to work, but unfortunately RPG Maker is not as ideal as we would like it to be. Take a look at the save/load scene as well as the battle scene: the cursors are either not drawn, or not drawn correctly.
     
    This means that we would need to go through each scene and their windows to determine how the selection is implemented, as well as what information we can use for drawing our cursors.
     
    However, the principles are generally the same: create a cursor, figure out how to update it, and then dispose of it after you are finished.
     
    Spread the Word
     
    If you liked the post and feel that others could benefit from it, consider tweeting it or sharing it on whichever social media channels that you use. You can also follow @HimeWorks on Twitter or like my Facebook page to get the latest updates or suggest topics that you would like to read about. I also create videos showcasing various RPG Maker techniques on my Youtube channel.
     
    (Originally posted at HimeWorks)
  22. Like
    halrawk reacted to Glasses in Multi-Layer Boss Health Bar   
    @RaythalosM,
    Yup.
    No. I could probably add that. I'll see about that.
  23. Like
    halrawk got a reaction from Sixth in Triple Triad - FF8 Mini-game   
    I actually only sent that to you.
    If anyone wants the template I made though:
    https://www.dropbox.com/s/mrzfzhsslqtobao/Triple_Triad_Template_Halrawk.psd?dl=0
     
     
    I think what Hearts is looking for though, is to have the background and frame added through scripts. So you can just have 1 background image, and it covers them all. So just have <image: background>. I don't think it really save a lot of time though, since you'd still need to make the card graphics.
  24. Like
    halrawk got a reaction from Sixth in Triple Triad - FF8 Mini-game   
    I actually only sent that to you.
    If anyone wants the template I made though:
    https://www.dropbox.com/s/mrzfzhsslqtobao/Triple_Triad_Template_Halrawk.psd?dl=0
     
     
    I think what Hearts is looking for though, is to have the background and frame added through scripts. So you can just have 1 background image, and it covers them all. So just have <image: background>. I don't think it really save a lot of time though, since you'd still need to make the card graphics.
  25. Like
    halrawk reacted to Glasses in Quicksand   
    Updated a little.
    Now the player can be slowed down to a certain amount while in quicksand.
    Next version:
    - Possible to set up different quicksand types with varying sinking speed, max sink, moving speed, etc. Perfect for sinking into snow a little, more into swamp, and to death in quicksand.
    - Max sink will be a formula. Meaning you could sink to death in the swamp, but if you have special boots, you could specify that max sink to be below death sink which allows to cross the swamp.
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