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Tarq

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Everything posted by Tarq

  1. Tarq

    Script Call Master List

    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  2. Tarq

    Hobby growing

    Hey, welcome to the forums buddy :) Good luck with the project. Never been a better time than now to work on one.
  3. Tarq

    Hi

    Welcome Echo. Lovely to have you here, I'm sure.
  4. Mmm. Its been a long time. How's everyone keeping?

    (And how are some of my favourite members in particular? @Rikifive @Kayzee @lonequeso )

    1. Show previous comments  3 more
    2. Tarq

      Tarq

      Looks rad!

      How'd you get the camera to move? I tried getting a zoom effect a few years ago; did not work in the slightest 😄

      As long as you enjoy what you're doing anyways; You always did have a gift for this.

       

    3. Kayzee

      Kayzee

      Hiii Tarq! :3 I am doing okay, though I am feeling more and more lazy and sleepy lately... Oh well.

       

      I haven't heard a peep out of loney in ages.

    4. Rikifive

      Rikifive

      Thanks! 😁

      That one is not being made in RPG Maker, so I'm not sure if I can say anything relevant regarding this. 😛 There simply is an invisible camera object, that follows the character in a specific way. The screen is focused on the camera position and that's pretty much it I suppose. Some code and maths to update the view.

       

      Thank you; I wish I also had more free time, heh.

       

      How about you? Are you going to touch some old stuff? start new? or just came by to say hi? 😁

  5. Been trying to make the last strike of a skirmish more dynamic, but,well:

    Any thoughts?

    1. Kayzee

      Kayzee

      I wonder if there is a way to make a sound echo?

    2. Tarq

      Tarq

      So, this version is slightly more coherent, but still bland. (You'll have to excuse the fps, laptop isnt strong enough for RM and screencaps).

       

       

  6. Actually opened RM and did a little work on Sovereignty today. Determined to push through this last leg and finish this.

    1. Rikifive

      Rikifive

      Noice! Keep it up then! ^_^ 

  7. Tarq

    Sovereignty: TCG

    The AI is now seven cards smarter and finally has a full deck of 30 to play with so I thought it worthwhile to provide a new build. I doubt I'll provide another now until I've given every NPC a personalised deck (which could take a while). In other news, free card Wednesdays is now a thing. Just pop along to the shop on that day for a booster of your choice. And then, just to flesh out this post a bit, here's the title screen and trailer I made recently Title: Trailer: If you want to give it a go then here's the new link: https://www.dropbox.com/s/jrzc6tjjwhxe63b/Sovereignty V5.2.2.exe?dl=0
  8. Tarq

    Sovereignty: TCG

    Boring Bits: Download: Non-RTP: https://www.dropbox.com/s/jrzc6tjjwhxe63b/Sovereignty V5.2.2.exe?dl=0 (let me know if you require a version with the RTP) Story / Setting / Purpose: Character Bios: Screenshots: Trailer: Planned Updates -Enemy AI improvements. -Larger card pool. -Card redesign. Credits: Engine/RTP provided by Degica/EB! Assets from XP, VXA & MV RTP Tsukihime's Equippable Limits script Rikifive for all his help with the menus. Known Issues: Nothing significant currently.
  9. Trailers are a lot of work:

     

    1. Chaosian

      Chaosian

      Shit man, looks absolutely awesome though.
      I did not expect to see this ever getting even this far. Supremely legit.

    2. Tarq

      Tarq

      Thanks dude. Always nice to hear a kind word :)

  10. Made a title screen after all this time: hZRgP8a.png

  11. Tarq

    Sovereignty: TCG

    Time for another update by my reckoning. (Its a touch slimmer this time around as I was a little unwell for a couple of weeks.) First things first. Here's the new link: https://www.dropbox.com/s/qk34qrdvdmfsrvl/Sovereignty V5.2.1.exe?dl=0 So, my favourite thing with this update is the basic time/day system I put together. It gives the player a slight suggestion of progression and allows me to make a few time-based events like weekly tournaments and card giveaways. You can see the first system in place actually; that card with a name next to it is a targetted skirmish and you get double moneys for winning in time The enemy AI can play three more cards; Two Counter cards and a Battlefield card. I'll probably start work on customizing the enemy decks/AIs for the next updateso it should be actually fun to play pretty soon. There's also that new shop I linked a vid for a while back: There's a bit more to this update in this second spoiler. I've wrote it a few times now and for some reason the unspoiler after the YT link just...isn't working?
  12. 'Well, we had our first child on th NHS, and can you belive we had to wait nine months?!'

  13. Pretty much how I spent the weekend:

     

    1. Rikifive

      Rikifive

      Shopkeeper Carpets? Nice! :D 

       

      Also there's a typo "pahse" at 0:11. :P 

    2. Tarq

      Tarq

      Oh no. Cannot unsee carpets.

    3. Rezanta

      Rezanta

      Lol Riki at it again.

  14. And with the latest build out I think I'm due a couple of days reprieve

    (or at least the pleasant thought of one).

  15. Tarq

    Sovereignty: TCG

    I wanted to make the game a little more UX-friendly this time around so here's a list of some of the changes in that regard: There's new cards ofc. Not just those Battlefield cards above but also Counter cards. Counter cards work like Command cards but can only be played in response to something your opponent plays (dw, the game prompts you when its okay to play them). All the new cards are available for free by going to the card shop (...the, uh, person(?) whose face is a card on the overworld). The really big news though is that the game is now BUG FREE!!! Okay, not quite. But all the problems that caused it to crash or sieze up during skirmishes have been solved thanks to some rejigging of the base systems while I was implementing the Counter cards. There's still some minor stuff with certain cards but I'd be surprised if anyone ran into anything serious this time. What's that? A link, you say? Well. Alright. Just this once: https://www.dropbox.com/s/h7kvn01eui6bcqe/Sovereignty V.5.1.exe?dl=0 Don't tell your mother.
  16. @TheoAllen made a really cool transition tutorial over on the other forums. You can check it out here: https://forums.rpgmakerweb.com/index.php?threads/ace-how-to-make-evented-transition-effect.93025/

    1. Kayzee

      Kayzee

      Hmmmm, you know I tend to use transitions a ton for various things (mostly as a replacement for normal fades) but I don't know if I ever had a need to use it during events like this. One trick I did do with it though was use Graphics.freeze in an event before a battle so I could clear pictures without updating the screen. That might be a handy trick for people who want to display pictures momentarily before a battle. I believe Graphics.freeze doesn't update anything if the graphics are already frozen.

    2. TobiObito4ever

      TobiObito4ever

      Oooh... Interesting. I'll look into that in the future.

  17. Tarq

    Sovereignty: TCG

    Just dropping by to say Sovereignty now has over 100 cards! (read: 101) I'm not providing a new build today as the new cards need more work done but I will show the new card type I mentioned in the last update. Battlefield cards! ...yes.Trow cards. Can't count to trow yet? GitGud. (I dont have a background for this one yet) Each of these cards make some slight changes how the game is played and can have a significant impact on playstyle/deckbuilding. The change in background image was just for funsies . I also have plans for another new card type that is going to do way more to up the strategy and dynamics but that is going to require some big changes to the base systems which I'm not willing to mess around with for, jeez, at least another week :3 Man, how far this has come since the first prototype.
  18. Started making a trailer for Sovereignty but there's so much I'd like to show that it seems impossible to keep down to just a couple of minutes,

    1. Chaosian

      Chaosian

      Nah, that's how you know you have the potential for a good trailer! I have to do a lot of quick cuts to keep the pace high.

  19. Tarq

    Sovereignty: TCG

    Three weeks already huh? No wonder I have so much stuff to show off here. Art: Gameplay: Hmm, I know there's been other stuff but I can't remember it. Well, you'll see if you play I guess. As ever, thoughts, feedback,bug reports all hugely appreciated. Here's the new link: https://www.dropbox.com/s/mzv8r5s6rlyfwfv/Sovereignty V5.exe?dl=0
  20. Hey RMers, Been doing some recolours and such over the last couple of days and so I thought I'd share some of it. I'm happy to take requests for recolours if you want, say, a certain trim on an item. If I'm too busy at that time, I'll let you know if and when I can get it done. I don't do a lot on the graphical side of things so I won't take on anything more complex. Terms of Use: VXA: Battlebacks1: Sea Battlebacks2: Fort Characters: Knight: Tiles: Chest: XP: Tiles: Chest: If anyone can give me advice on best practices for uploading this stuff I'd be super grateful. Also just for general arty info :3
  21. Tarq

    TarqWorldMap.png

    From the album: TarqStuff

    A world map that others are free to use. All you gotta do is throw some locations on there. Must credit me for use and a pm to let me know you've used it would be appreciated since I'd like to see it in your games. (Will add to my crappy res thread as well )
  22. Tarq

    TarqWorldMap.png

    :/ Its 640 x 480 but the gallery shrinks it for some reason. Will be the correct dimensions if you right click and save though.
  23. Tarq

    TarqStuff

    Words. Good ones. None of those frou-frou ones.
  24. Tarq

    Tarq's Emporium of Inadequate Edits

    A world map image. Just add locations. Unlike the other stuff you must credit me for use of this as its an entirely original piece. Its still free to use however a pm would be appreciated so that I can see it in your game.
  25. @SaeryenA lot of discussion is aimed (for lack of a better word) at you because you represent the other side. It would be pretty nonsensical, never mind quite difficult, to debate with the people we agree with, no? That being said, again, I've seen absolutely nothing mean-spirited in this discussion. Even @ShinNessTen behaved himself :3 Nothing has been said specifically about your game, only games that show symptoms of being bad games. if you're concerned that you're seeing those symptoms in your game then your choices are: 1) Keep doing what you're doing because its your game. No-one has any business telling you not to because its your time and money. 2) Consider what changes would be necessary to make the game better in the eyes of the majority. Instead, you are attempting to demand a third option where others play what they consider bad games, which is unreasonable because then you're making demands on other's time and money (see option 1). Its comparable to demanding that someone who dislikes pop music must listen to the radio since, eventually, they will find one or two songs tolerable amongst hours of dissatisfaction when they knew, beforehand, that this would be the case. This didn't really start out as a discussion about social ideology but since you are determined to 'view the effects on other people' then lets try approaching that third scenario in the way Shin said earlier: For the purposes of making your game more viable (and therefore make you happy) you want others to lower their standards and spend gruelling hours playing through games they know, from past experiences, that they will not enjoy (which makes them unhappy). It just isn't going to happen. Nor should it. So, again, no-one has said to stop making your game (so far as I can see no-one has even criticised it). Frankly, my own opinion is that you should be making your game because you enjoy the very act of game creation, not for whatever happens afterwards. However, if you get agitated because you merely suspect someone is criticising your game then perhaps it is best to stop because some people think the Venus DeMilo looks like rubble (by the by,you don't get to decide whether someone else's criteria of a good game is 'superficial'; the subjectivity card cuts both ways).
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