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DarthVollis

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  1. Like
    DarthVollis got a reaction from ShinGamix in Understanding Victor's Engine - Light Effects   
    *Edit: With this I am using Victor Engine - Basic Module v1.20

    I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it.

    I only know the Event Light effect at the moment and will post more in the future after I learn them.

    Now for the tutorial.

    Find and download Victor Engine - Basic Module This is a must.

    Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work.

    Place these two new scripts in your scripts below material and above main.

    From Victor's website or somewhere else download the Lights folder. This folder contains all the graphics for the lights. Put this folder in the graphics folder of your game.
     
    Edit: To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder.

    Go to a map that you want lights in follow these steps.

    1. Create an event. I call this event the control event for later reasons.
    2. Set the event trigger to parallel process. All light events must be set this way if you want them to work in the "background".
    3. In the code of the control event pick "comment".
    4. For me the control event created my shade. Shade is what makes the screen darker.
    5. In the "comment" of step 4 type this:

    <create shade>
    opacity: (0-255) Comma Here. Pick a number in this range. The larger the number the darker the shade.
    blue: (0-255) Pick a number in this range. The larger the number the more "blue" the shade will be. This can be green, blue, or red. This is also optional. I changed my colon to a semi-colon.
    </create shade>

    6. Now you have your shade. You can continue on from here or create another event for your lights.
    7. The lights. For now just going to explain the light events.
    8. Just like the control event, the light event (which can be the control event too) is also set to parallel process.
    9. The comment code is a little more complex than the shade code, but nothing to frown at.
    10. Here is the code:

    <event light>
    id: 50 Comma Here (This is the light event id, not the event id! I started at 50. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. I made mine in a counting order.)
    index: (This is the event id. It can be found in the top left corner of the event. For example, 004 is 4.) Comma Here
    name: (This is the name of the light graphic found in the light folder at Graphics/Lights. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here
    opacity: (0-255) Pick a number in the range. The larger the number, the brighter the light will be.
    </event light>
  2. Like
    DarthVollis got a reaction from ShinGamix in Understanding Victor's Engine - Light Effects   
    *Edit: With this I am using Victor Engine - Basic Module v1.20

    I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it.

    I only know the Event Light effect at the moment and will post more in the future after I learn them.

    Now for the tutorial.

    Find and download Victor Engine - Basic Module This is a must.

    Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work.

    Place these two new scripts in your scripts below material and above main.

    From Victor's website or somewhere else download the Lights folder. This folder contains all the graphics for the lights. Put this folder in the graphics folder of your game.
     
    Edit: To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder.

    Go to a map that you want lights in follow these steps.

    1. Create an event. I call this event the control event for later reasons.
    2. Set the event trigger to parallel process. All light events must be set this way if you want them to work in the "background".
    3. In the code of the control event pick "comment".
    4. For me the control event created my shade. Shade is what makes the screen darker.
    5. In the "comment" of step 4 type this:

    <create shade>
    opacity: (0-255) Comma Here. Pick a number in this range. The larger the number the darker the shade.
    blue: (0-255) Pick a number in this range. The larger the number the more "blue" the shade will be. This can be green, blue, or red. This is also optional. I changed my colon to a semi-colon.
    </create shade>

    6. Now you have your shade. You can continue on from here or create another event for your lights.
    7. The lights. For now just going to explain the light events.
    8. Just like the control event, the light event (which can be the control event too) is also set to parallel process.
    9. The comment code is a little more complex than the shade code, but nothing to frown at.
    10. Here is the code:

    <event light>
    id: 50 Comma Here (This is the light event id, not the event id! I started at 50. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. I made mine in a counting order.)
    index: (This is the event id. It can be found in the top left corner of the event. For example, 004 is 4.) Comma Here
    name: (This is the name of the light graphic found in the light folder at Graphics/Lights. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here
    opacity: (0-255) Pick a number in the range. The larger the number, the brighter the light will be.
    </event light>
  3. Like
    DarthVollis got a reaction from Chaosian in Visual Armor Display   
    I have been working on this project for a while now and today I got the visual equipment working (custom script made by sixth.)
  4. Like
    DarthVollis got a reaction from Rikifive in MEME WARS   
  5. Like
    DarthVollis reacted to Rikifive in MEME WARS   
  6. Like
    DarthVollis reacted to Jonnie91 in MEME WARS   
  7. Like
    DarthVollis got a reaction from _____ in MEME WARS   
  8. Like
    DarthVollis got a reaction from _____ in MEME WARS   
  9. Like
    DarthVollis got a reaction from SinfulBeauty in The Photo Booth- show your face people!   
    I thought I would join in and show my face.
     

  10. Like
    DarthVollis got a reaction from SinfulBeauty in The Photo Booth- show your face people!   
    I thought I would join in and show my face.
     

  11. Like
    DarthVollis got a reaction from ShinGamix in Zelda Hearts System   
    Like I said it would be easier for me to help if I could see the problem(s).
  12. Like
    DarthVollis reacted to Knighterius in Understanding Victor's Engine - Light Effects   
    Well I think that you're right about the as long as a shade is running then any light by any means (common event or no) should be able to put light by the player if you have set the course up properly. But as for me, I usually just get Galv's visibility range and use that with Victor's Lighting script. It works really well. 
  13. Like
    DarthVollis reacted to Sixth in Triple Triad - FF8 Mini-game   
    You can set the width of that text info shown with the 'SInfo_Txt_W' setting.
    You might need to downsize the text too, because that small space can be a little problematic for longer rarity names.
     
    Or you can make the command window, card list window, and gold window be smaller in width.
     
    Or you can move the vertical separator line (the yellow one between the card image and info shown) to be at the same position like the left side of that box, increase the height of the box, put the image in the middle of the window, move the info text down below the image and widen it.
     
    Or if you are fine with the info text width as it is, you can leave it like that.
     
    Just a few ideas, which can all be set up at the settings part if you need.
  14. Like
    DarthVollis got a reaction from Dymdez in Triple Triad - FF8 Mini-game   
    I have fixed most of the card shop window except for this part.
     

     
    Where do I find the part of the script that controls that section?
  15. Like
    DarthVollis reacted to Sixth in Triple Triad - FF8 Mini-game   
    Ok, I have finished most of the things I wanted for now.
    The demo is uploaded, but not here due to the upload limitation per user.
    Tried it on mediafire, but that went *poof* on 97% (connection timeout) after 92 minutes, so I gave up there.
     
    I managed to upload the demo on the rpgmakerweb.com forum. That forum got a pretty good and stable uploader.
    Here is the link for it:
    http://forums.rpgmakerweb.com/index.php?/topic/22285-triple-triad-ff8-mini-game/?p=330957
     
    The demo includes (only listing the changes from my last update in the post which can be found in the link in my signature):
     
     
     
     
    I guess this is it.
    If anyone finds any bug, feel free to report!
  16. Like
    DarthVollis reacted to Dymdez in Triple Triad - FF8 Mini-game   
    This is the booster that is giving me trouble
     
      #=============================================================================
      # Basic Booster
      #=============================================================================
      Booster[1] = {
        'Rarity' => [1, 2, 3, 4, 5],
        'Chance' => [50, 10, 5, 2, 1],
        'Number' => 5,
        'Element' => 0,
      }
     
    Could it be an incorrect configuration of a card?
     
    SOLVED: Sixth was right. I had a "5" rarity when I didn't have any '5' rare cards made yet! DAMN YOU SMART
  17. Like
    DarthVollis got a reaction from Dymdez in Triple Triad - FF8 Mini-game   
    There is an easy fix to the Yanfly problem that you are having. I am also using Falcao's Pearl and the resolution change a lot of things in my game.
     
    Here is the fix.
     
    Find lines 163 and 164 of Yanfly's and comment them out. Next find line 280 and comment it out as well. That fixed my problems.
     
    163  RESIZE_WIDTH  = 640
    164   RESIZE_HEIGHT = 416   280 Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT)
  18. Like
    DarthVollis got a reaction from Dymdez in Falcao Pearl ABS Liquid V3 update   
    A little note for anyone that is updating from Version 2 to Version 3 and you have the patch script. The patch script is not necessary anymore since it is included with the update.
  19. Like
    DarthVollis reacted to Gambit. in Gambit Save Game Screenshot   
    Add this snippet under the Yanfly + Autosave script:
     
     
     
    It should start taking screenshots automatically when it autosaves now.
     
    Edit: If using your second script to not count autosaves in the save count, use this snippet instead:
     
     
  20. Like
    DarthVollis got a reaction from Fhizban in Saba Kan's Random Dungeon Generator 0.14   
    With your skills that would be a great idea. Then some of the problems with Saba Khan's would disappear and make the world a better place.
  21. Like
    DarthVollis got a reaction from Dymdez in Falcao Pearl ABS Liquid V3 update   
    A little note for anyone that is updating from Version 2 to Version 3 and you have the patch script. The patch script is not necessary anymore since it is included with the update.
  22. Like
    DarthVollis got a reaction from ShinGamix in Understanding Victor's Engine - Light Effects   
    *Edit: With this I am using Victor Engine - Basic Module v1.20

    I recently learned how to use Victor Sant's Light Effects and I thought everyone could use it.

    I only know the Event Light effect at the moment and will post more in the future after I learn them.

    Now for the tutorial.

    Find and download Victor Engine - Basic Module This is a must.

    Then download Victor Engine - Light Effects This is necessary for the lights and comment call to work.

    Place these two new scripts in your scripts below material and above main.

    From Victor's website or somewhere else download the Lights folder. This folder contains all the graphics for the lights. Put this folder in the graphics folder of your game.
     
    Edit: To get the folder of your game simply start the editor with your game and click on the Game tab and click Open Game Folder.

    Go to a map that you want lights in follow these steps.

    1. Create an event. I call this event the control event for later reasons.
    2. Set the event trigger to parallel process. All light events must be set this way if you want them to work in the "background".
    3. In the code of the control event pick "comment".
    4. For me the control event created my shade. Shade is what makes the screen darker.
    5. In the "comment" of step 4 type this:

    <create shade>
    opacity: (0-255) Comma Here. Pick a number in this range. The larger the number the darker the shade.
    blue: (0-255) Pick a number in this range. The larger the number the more "blue" the shade will be. This can be green, blue, or red. This is also optional. I changed my colon to a semi-colon.
    </create shade>

    6. Now you have your shade. You can continue on from here or create another event for your lights.
    7. The lights. For now just going to explain the light events.
    8. Just like the control event, the light event (which can be the control event too) is also set to parallel process.
    9. The comment code is a little more complex than the shade code, but nothing to frown at.
    10. Here is the code:

    <event light>
    id: 50 Comma Here (This is the light event id, not the event id! I started at 50. This may not be what the starting number is but it works for me.) (Every light event on the same map must have different id's. I made mine in a counting order.)
    index: (This is the event id. It can be found in the top left corner of the event. For example, 004 is 4.) Comma Here
    name: (This is the name of the light graphic found in the light folder at Graphics/Lights. For example, "light" or "lantern_down") (All the image names here must be enclosed with quotation marks.) Comma Here
    opacity: (0-255) Pick a number in the range. The larger the number, the brighter the light will be.
    </event light>
  23. Like
    DarthVollis reacted to Raizen in Triple Triad - FF8 Mini-game   
    Triple Triad

    Introduction
    This is the Triple Triad Script!, 
    For those who never played, here is a big chance, it puts the card game in your project as a side mini-game, really addictive, and thanks a lot for square for the marvelous mini-game x).

    Features
    - Card Shop
    - Artificial Inteligence
    - Card Album
    - Key activation events, for side talk about the triple triad
    - Aftermatch Scene

    Portuguese user? Access the portuguese script here

    Screenshots and videos
     









    How to Use
    Put it above main and configure the script as necessary

    Script

    http://www.mediafire.com/download/49764d9d68kx0db/Triple_Triad_English+1.1.rar 
    Demo from Malagar(with elemental rule) 
    http://www.mediafire.com/download/gg4yjoelf44izyb/Triple_Triad_Demo.rar

    FAQ
    Will there be future add-ons for the script?
    Yes
    Will you make Tetra Master?
    Probably No

    Credit and Thanks
    - Raizen for the script
    - RyanKamos for design if used
    - Nintendo for the cursor if used
    - Magic the Gathering for card back image if used
    - Malagar for the new demo
     
    And of course, Square for Final Fantasy 8 and everything needed for the game
  24. Like
    DarthVollis got a reaction from Ronoke in [RGGS3] Meph's Environment Manager (v1.0)   
    The Demo link is broken.
  25. Like
    DarthVollis got a reaction from Ronoke in [RGGS3] Meph's Environment Manager (v1.0)   
    The Demo link is broken.
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