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vFoggy

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About vFoggy

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  • Birthday 01/27/1995

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    v.foggy

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  1. I edited the script and now you just include the index of the variable in which the file's name will be stored at the end of the list ([Filename, Frame Sequence, Variable Index]). If you haven't set the variable to any file name the default will be used (the one in the list).
  2. Oops, my bad. This one fixes the problem: # Compatibility fix for Venka's Bestiary v1.8 and MOG - Battle Result (2.0) # scripts. # Fixes incompatibility issue that resulted in kills being counted 3 times each. # # ------------------- # Script by: vFoggy class Game_Troop < Game_Unit def on_battle_start super @added_count = false end alias fog_aec add_encounter_count def add_encounter_count if not @added_count fog_aec @added_count = true end end end
  3. Fixed: # Compatibility fix for Venka's Bestiary v1.8 and MOG - Battle Result (2.0) # scripts. # Fixes incompatibility issue that resulted in kills being counted 3 times each. # # ------------------- # Script by: vFoggy class Game_Troop < Game_Unit alias fog_init initialize def initialize fog_init @added_count = false end alias fog_aec add_encounter_count def add_encounter_count if not @added_count fog_aec @added_count = true end end end Insert below both scripts.
  4. vFoggy

    On Tsukihime's Corpse Retrieval Script

    Here: Insert it below the corpse retrieval script.
  5. Here: class Game_Actors def delete_actor(actor_id) @data[actor_id] = nil end end class Game_Party < Game_Unit def remove_actor(actor_id) @actors.delete(actor_id) $game_player.refresh $game_map.need_refresh = true $game_actors.delete_actor(actor_id) end end
  6. Can you explain what you need? I can't actually understand.
  7. Fixed: # Changes the hue of the actor's face according to the note of one of the # equipments. # # Note on equipment: # <Hue: value>, where value is the hue degree of displacement. # ------------------- # Script by: vFoggy class RPG::EquipItem < RPG::BaseItem def hue note =~ /<Hue: (\d+)>/ ? $1.to_i : -1 end end class Window_Base def draw_actor_face(actor, x, y, enabled = true) @actor = actor draw_face(actor.face_name, actor.face_index, x, y, enabled) end def draw_face(face_name, face_index, x, y, enabled = true) bitmap = Cache.face(face_name) if !@actor.nil? equip = @actor.equips.select{|e| !e.nil? && e.hue != -1}[0] bitmap.hue_change(equip.hue) unless equip.nil? end rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96) contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end end Should work on messages (not changing hue) and it works with armours or any other equipment. Also tested it with Clone Actors and works fine.
  8. Use this script I wrote: # Changes the hue of the actor's face according to the note of one of the # equipments. # # Note on equipment: # <Hue: value>, where value is the hue degree of displacement. # ------------------- # Script by: vFoggy class RPG::EquipItem < RPG::BaseItem def hue note =~ /<Hue: (\d+)>/ ? $1.to_i : -1 end end class Window_Base < Window def draw_face(face_name, face_index, x, y, enabled = true) actor = $game_party.members.select{|a| a.character_name == face_name && a.character_index == face_index }[0] equip = actor.equips.select{|e| !e.nil? && e.hue != -1}[0] bitmap = Cache.face(face_name) rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96) contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) contents.hue_change(equip.hue) unless equip.nil? bitmap.dispose end end Add <Hue: value> on the equipments that you want to change the hue of the actor's face. It will take into account only one of the equipments (the first one that it finds) for the hue change.
  9. vFoggy

    Change Actors' Faceset on status screen

    This script does what you want: # Script that loads different graphic for actor in the status menu. # Graphic is loaded from Graphics/Faces/ folder as {actor_name}_status.png # If the graphic is larger (or smaller) than 96x96 it is stretched. # # ------------------- # Script by: vFoggy class Window_Status < Window_Selectable def draw_status_face(status_name, x, y, enabled = true) bitmap = Bitmap.new(status_name) src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) dst_rect = Rect.new(x, y, 96, 96) contents.stretch_blt(dst_rect, bitmap, src_rect, enabled ? 255 : translucent_alpha) bitmap.dispose end def draw_actor_face(actor, x, y, enabled = true) status_file_name = "Graphics/Faces/#{actor.name}_status.png" if File.file?(status_file_name) draw_status_face(status_file_name, x, y, enabled) else draw_face(actor.face_name, actor.face_index, x, y, enabled) end end end
  10. vFoggy

    Dark Cloud Weapon System: Small Edits

    Oops, my bad. It is $game_actors not $game_actor.
  11. vFoggy

    Dark Cloud Weapon System: Small Edits

    This script does what you need: # Added notetag <synth> that makes the item breakable # Items by default are not breakable # Added $game_actor[indx].gain_weapon_exp(exp) function to increase weapon's exp # outside of battle # # ------------------- # Script by: vFoggy module GBP module REGEXP module ITEM SYNTH = /<synth>/i end end end class RPG::BaseItem alias fog_ccdgd create_cache_default_gbp_dcw def create_cache_default_gbp_dcw fog_ccdgd @dcw_basic_params[:is_breakable] = false end alias fog_ccgd create_cache_gbp_dcw def create_cache_gbp_dcw fog_ccgd self.note.split(/[\r\n]+/).each { |line| case line when GBP::REGEXP::ITEM::SYNTH @dcw_basic_params[:is_breakable] = true end #case } # end end class Game_Actor < Game_Battler def gain_weapon_exp(exp) for weapon in weapons next if weapon.nil? level = weapon.level weapon.gain_exp(exp) if weapon.level != level text = sprintf(Vocab::DARKCLOUD_WEAPON::BATTLE_WEAPON_LEVELUP, actor.name, weapon.name, weapon.level) $game_message.add('\.' + text) end end end end I changed the notetag you want to <synth> for readability purposes. Now none of the items is breakable by default. You will need to add the <synth> notetag to make a specific one breakable. The script call to increase a weapon's exp is $game_actor[actor_index].gain_weapon_exp(experience).
  12. vFoggy

    Controlling EXP/Level Ups [VX ACE]

    This script I wrote does what you want. # This script removes the auto level up from the game and restricts the exp to # 100% (no exp is earned) # # ------------------- # Script by: vFoggy class Game_Actor < Game_Battler def change_exp(exp, show) @exp[@class_id] = [[exp, 0].max, next_level_exp].min level_down while self.exp < current_level_exp refresh end def level_up_on_upgrade if self.exp == next_level_exp level_up last_level = @level last_skills = skills display_level_up(skills - last_skills) if show && @level > last_level refresh end end end You will have to call $game_actors[actor_index].level_up_on_upgrade when you upgrade the actor's, with index actor_index, equipment.
  13. You're right. I fixed that with this script. It will load the variables from the latest savefile to check which sprite to use. So, the sprites depend on the variable of the latest (most recent) save file. # Script edit by: vFoggy # Change sprite's file name using variables. # Requested by: Taiki16 module MOG_TITLE_ASPRITES A_SPRITES = [] #-------------------------------------------------------------------------- # # A_SPRITES[ A ] = [ B , C , D , E ] # # A - ID # B - ANIMATION SPEED # C - X-axis # D - Y-axis # E - Z-axis # F - Blend Type # G - Variable Number (that has the file name) # # EX # # A_SPRITES[0] = [3,5,5,55,0,20] # A_SPRITES[1] = [2,100,10,56,0,5] # A_SPRITES[2] = [5,53,53,57,0,3] # A_SPRITES[3] = [2,40,10,58,0,66] # A_SPRITES[4] = [3,250,125,59,0,26] #... A_SPRITES[99] = [1,5,5,60,0,XX] # #-------------------------------------------------------------------------- A_SPRITES[0] = [5,15,5,66,0,20] DEFAULT_FILE_NAME = "Character" end $imported = {} if $imported.nil? $imported[:mog_title_animated_sprites] = true module DataManager class <<self alias fog_init init def init fog_init load_latest_variables rescue nil end end def self.load_latest_variables File.open(make_filename(latest_savefile_index), "rb") do |file| Marshal.load(file) contents = Marshal.load(file) $game_variables = contents[:variables] end end end class Scene_Title < Scene_Base def create_ts_asprites @asprites = [] for i in 0...100 next if MOG_TITLE_ASPRITES::A_SPRITES[i] == nil @asprites[i] = [MOG_TITLE_ASPRITES::A_SPRITES[i],Sprite.new,0,0,[]] for e in 0...100 sprite_name = $game_variables[@asprites[i][0][5]] if sprite_name == 0 sprite_name = MOG_TITLE_ASPRITES::DEFAULT_FILE_NAME end @asprites[i][4].push(Cache.title1(sprite_name + e.to_s)) rescue nil break if @asprites[i][4][e] == nil end @asprites[i][1].bitmap = @asprites[i][4][0] @asprites[i][1].x = @asprites[i][0][1] @asprites[i][1].y = @asprites[i][0][2] @asprites[i][1].z = @asprites[i][0][3] @asprites[i][1].blend_type = @asprites[i][0][4] end end def dispose_ts_asprites @asprites.each {|sprite| next if sprite == nil sprite[1].bitmap.dispose unless sprite[1].bitmap.nil? sprite[1].dispose sprite[4].each {|sprite| sprite.dispose}} end end
  14. You need to save the game so that the variables work next time.
  15. Control variables -> Script -> File name inside double quotes, for example: "Asprites_0_". The file name is written in the same way as the one in the default script.
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