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Szyu

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Everything posted by Szyu

  1. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  2. Szyu's CraftingSystem plugin for RPG Maker MV v1.0 Introduction A simple crafting system, to craft items, weapons and armors based on recipes and recipe books. Download Link to mediafire Screenshots How to Use For detailed explanations on how to use the plugin, check the plugin manager's help button for this script. Terms of Use You are free to use this script for commercial and non-commercial projects. However I'd like you to inform me of the projects you are planning to use it in, so I can keep track of where my scripts are used.
  3. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
  4. A new script of mine for you Szyu's Crafting System Introduction This script allows you to define recipe books and craft items, weapons and armors, to give the player new aims in the world of 2D RPGs. How to Use - "SceneManager.call(Scene_Crafting)" opens the crafting menu - "SceneManager.call(Scene_Crafting, x) opens the categorized crafting menu with category x (x = -1 for all lists) - "<ingredients> content </ingredients>" marks the area used to define the item's/ weapon's/ armor's ingredients Example: <ingredients> i: 3x 5 => 3 items of item_id 5 w: 2x 7 => 2 weapons of weapon_id 7 a: 1x 2 => 1 armor of armor_id 2 </ingredients> - "<recipe book>" marks an item as recipe book (Please only use on items while they are tagged as key item!) - "<category: x>" marks a recipe book to have a category from the list inside the script (0 based) - "<recipes> content </recipes>" marks the area used to define the recipes held by the book Example: <recipes> i: 5 => ability to craft the item with id 5 w: 7 => ability to craft the weapon with id 7 a: 2 => ability to craft the armor with id 2 </recipes> - "$data_items[book_id].add_recipe("i/w/a: id")" adds a new recipe to the recipe book Example: $data_items[5].add_recipe("w: 33") - "$data_items[book_id].remove_recipe("i/w/a: id")"removes a recipe from the recipe book Example: $data_items[5].remove_recipe("w: 33") Screenshots The crafting menu with the ingredients list The particular recipes can be found by using the recipe books from the item menu Links Pastebin via Adf.ly if you want to support me Pastebin direkt Credits Credits to Szyu if you plan to use this script. Changelog - Fixed issues with multiple recipe books - Recipe Books can now be categorized. So you can call different Crafting Lists for Blacksmithing, Alchemy or whatever you want. - An issue with the ingredients list has been fixed -> The ingredients list has shown the ingredients of the last item selected after returning to the category list - Fixed error with duplicates after adding recipes to a rb - Added function to remove recipes from a rb - Fixed error occuring whith SceneManager when running with other scripts manipulating this module - Recipe books now correctly store their recipes when saving the game - Added function to call crafting scene from menu - Fixed problem with currency as ingredient not to be displayed correctly - Added item count of recipe items in inventory - Fixed error when having currency for ingredients - Added customizable sound effects for crafting success - Modified status screen of recipes. - Fixed bug with savestates, where added recipes disappear after reloading - Added function to add multiple recipes at one (more information in the scripts description) - Fixed error when loading the items status information from the crafting menu
  5. Hey there, long time no see.... I'd like to start a discussion about whether parallax mapping is better than normal mapping... First I'd like to state that I do know that the possibilities with parallax mapping are sheer endless, but on the other hand, in my opinion it would just let the game's size explode, since every map could take multiple big image files... By using the RPG Maker VX Ace you can define a mass of tilesets, so I think this would be good enough for almost every case. What are your thoughts about this?
  6. Missing scripts would not be a point here, since I'm a scripter myself (just lacking creativity and ideas). So what I'd like to discuss here are the good and "evil" sides of parallax mapping and what you all think about it.
  7. Happy new year =)

    1. Crescent

      Crescent

      Happy New Year! :D

  8. hey everybody... finally got myself to visit this site again... how have everbody been? :)

    1. Show previous comments  5 more
    2. Cookie Ninja

      Cookie Ninja

      agreed JS is kinda lackluster =P

    3. lonequeso

      lonequeso

      So Java is decaf?

       

    4. Szyu

      Szyu

      Java is something else... doesn't have anything in common.. or at least not very much.. JavaScript is supposed to be run client side for web based applications, and java is a complete interpreter language, designed to run on any platform for any purpose... But I don't like JavaScript that much although I use it sometimes for client-server communication with html and php...

      But in my opinion using javascript for rpg maker can be very useful for resource use or for online features,...

  9. new Version is out: - added customizable crafting sounds for each category - changed layout
  10. New Update: Fixed a bug where saving and loading a game can cause trouble with identifying what items are in inventory.
  11. Update: Fixed a bug where custom categories will not be displayed correctly. Given link in OP has been updated.
  12. Thanks guys for the replies I chose to make my axes out of potions because.. uhmm... because MV told me to. And Leaf axes were out If you run into trouble with the plugin, please let me know
  13. aaaaand my crafting system plugin for MV is out :)http://www.rpgmakervxace.net/topic/35530-szyus-crafting-system/

    1. Chaosian

      Chaosian

      Who makes axes out of potions. :D

    2. Szyu

      Szyu

      These are the hardest axes... no wait... Leaf axes are even harder...

  14. Szyu

    Array-based "database" script?

    Easiest thing that comes to my mind would be defining a new class that holds the data and then Marshal.dump it and later Marshal.load again for retrieval.
  15. How well would 8-bit music work for vx-ace games? What's your opinion?

    1. Show previous comments  5 more
    2. Szyu

      Szyu

      Ok then what type of music would you recommend for default style?

    3. philteredkhaos
    4. philteredkhaos

      philteredkhaos

      I don't know. I use 8-bit/Chiptunes in my games. SOME people complain, but whatever. If the majority of comments are about how the music is awful, then I'll change it. Otherwise its my design choice and haters can flock off

  16. So many people claiming a "ghost"-account just because of halloween... I don't get it :/

    1. Show previous comments  9 more
    2. Rikifive

      Rikifive

      lol I'll correct that XD That was made in ~2 minutes gimme a break! XD

      Yup, I always had a hornie-horn. =3

      That's where my magic was coming all the time, duh! =3

    3. xoferew

      xoferew

      I remember when you were just a chair.

    4. Rikifive

      Rikifive

      Corrected! Better? =3

      ...

      Yeah... I miss these silly times with silly wooden jokes...

      Everything has changed...

  17. Could anybody possibly tell me how to change the language?

  18. Just took a look at the default js files from mv... this will be fun.. >_>

  19. wuhu.. as if by premonition, I couldn't sleep at all tonight. when I had to go to work, I saw that the results of the last remaining test was published... but you know what? f**k you insomnia, I passed!

  20. One day left... Get yourself ready...

    1. Show previous comments  3 more
    2. Szyu

      Szyu

      Me and my ... wait... I don't have anything to be ready with T_T.

      So I guess.. I'm half ready

    3. Dainiri.Art
    4. UberMedic7

      UberMedic7

      My body is ready.

  21. Szyu

    Non-pseudo Loading Bar

    I'd say something like for (int i=0;i < max;i++){ if (i < 100) LoadStuff1(); else if (i < 1000) LoadStuff2(); else LoadStuff3(); }would be one possibility
  22. Szyu

    Non-pseudo Loading Bar

    Would not affect the overall amount of items to load... if you have 10000 objects of MyObject1, 3000 objects of MyObject2 and 50000 objects of MyObject3, your max_value would be 63000... so for each object the progress ratio would be i/63000...
  23. Szyu

    Non-pseudo Loading Bar

    Like I said... my approach is nothing complex: void LoadContent(){ int max_objects_to_load_on_startup = 1000000; for (int i=0;i < max_objects_to_load_on_startup ;i++){ MyObjects[i] = new MyObject(); MyLoadingBar.SetProgress(i/max_objects_to_load_on_startup); } }But this approach is not viable if you don't know how many items must be load on startup EDIT: Unfortunately I don't know how AAA Games do something like loading bars for dynamic content
  24. Szyu

    Non-pseudo Loading Bar

    Forget it... I just realized that my approach can be done simpler: if you have to create 1.000.000 instances of several classes, you can just set a counter. For each instance created, the counter is incremented... The gauge ratio can then be determined with counter/max_items (here x/1000000)...
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