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shaz

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  1. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  2. Like
    shaz got a reaction from Dymdez in Remember Event Position   
    Saving the event graphic is not the purpose of this script.
     
    The question is, how did you change the graphic in the first place, and would you see the same thing if you were not using the script? If you used a "change graphic" command, I would not expect it to save the graphic next time you enter that map - if you want it to STAY as that graphic, you would use a switch or a self switch. Doing this, you can already make an event remember what graphic to show, so it's not necessary to reproduce the functionality in another script.
  3. Like
    shaz got a reaction from ... in RMXP -> VX Ace Sprite converter   
    I have an early version of the converter available to download for anyone who wants to have a play around. It lets you create all tileset tiles (A1-A5, B-E). You can get it here:
    http://www.ezmash.net/Dev/RPGMaker/VXAce/RMXPAceConverter.zip
     
     
    Please let me know if you can't get it to run.
     
    No instructions are included, so I'll provide a quick walkthrough here:
    Start by loading an RMXP image (animated or regular autotile, character or tileset) and choosing its type from the drop-down list box
    Select the cells you want to copy
    Choose the tileset to copy to, and the cell you want to copy into
    Click Convert
    Repeat until you're done
    Save your files

    Some hints:
    You can remove, add or change the background of your tiles by choosing a single tile in the source image and clicking Source or Target Bg before selecting the tiles to copy, and setting the Background option (Ignore, Add, Remove, Replace) from the dropdown list.
    You can create a composite image by combining several tiles into one by changing the Overlay option.
    Check the Direct Copy box to copy the tiles exactly as they are (background and overlay options apply here) rather than trying to do any conversion. This will allow you to include existing VX and VX Ace tiles in your new tilesets.
    When doing a Direct Copy, you can offset the X and Y positions - handy if you want to move things around a little (more useful on tiles B-E).
    Autotiles can be created from autotiles, characters and tilesets. Sheets A5 and B-E are designed to only copy from tilesets using Direct Copy.
    Select a small area from the source tileset and a large area in the target (A5 and B-E only) and check the Fill box to have the pattern repeated (good for adding a background prior to overlaying other tiles).
    Select a 4x5 tree tile from the source tileset, a single cell in the target tileset and check the Invert box to have it create a "forest group" for you - placing these side by side on your map will give you lots of trees, like a forest, without wasting any valuable layers. Adding a background to it will let you put it on tile A5 so VX Ace puts it on the background layer.
    The undo button will only undo the last action on each tab.
    There is no prompt to save - if you change a tilesheet and close the application, you'll get no warning about losing saved data.

    What's Next?:
    Characters
    Icons
    Longer Undo trail (10x, 20x, unlimited?)
    Save warning on exit

  4. Like
    shaz got a reaction from BCj in RMXP -> VX Ace Sprite converter   
    So I got to spend some time on this over the weekend, and it's coming along quite nicely.
     
    Here's a screenshot of the converter, with some detail on how it works.
     
     
     
     
     
    And here's how they look in the game.
     
     
     
     
     
    Only the A1 tile is being worked on at the moment. I have a little tweaking to do before moving on. I expect I'll have tiles A1-A4 working by this time next week.
  5. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  6. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  7. Like
    shaz got a reaction from Maker Ron in Text Bar   
    Nice ... if you put your text into code /code tags, it'll keep the formatting & make it easier to read
  8. Like
    shaz got a reaction from Tuomo L in Releasing games without needing RTP, lightweight and easy   
    It would be good not to assume, that because YOU don't have a need for this type of information, that everyone else here is the same (not speaking to anyone in particular).
     
    If you're only using a few RTP resources, including RTP data would make your file much bigger than it needs to be. Portals will not allow you to tell players to download the RTP and install it separately. So SOME developers need a way to keep the file/download size small but still include everything the game needs.
  9. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  10. Like
    shaz got a reaction from Makslext in RMXP -> VX Ace Sprite converter   
    I am creating a program to convert RMXP sprites to VX Ace format. This will allow you to build VX Ace tilesets by selecting and combining tiles from RMXP's autotiles and tilesets.
     
    At this stage, I only plan to do tilesets, charsets and icons.
     
    I'd like to know how many people would use a tool like this, and would you prefer it to run in your browser (with option to save to your computer), or a downloadable exe?
  11. Like
    shaz got a reaction from VegaKotes in Charging money for scripts   
    Charging for ANYTHING always seems to be a bit of a sore point where RM games are concerned - whether you're talking about scripts, art, or the actual games.
     
    There are some people who "do their stuff" because they love doing it. They have a day job that supports them, so they don't need to make money from this. And they're generous enough to give to the community for free. We need those people. SOME of them will let their work be used in commercial games, some only for a fee or under certain conditions, and some not at all.
     
    Some people want to make "doing their stuff" their career, and so they charge for what they do. This is fair too. If people don't want to pay, don't pay - go and find what you need elsewhere rather than asking someone who needs the money to give it to you for free.
     
    Some people are in between - they'll give simple stuff away, but more difficult or custom stuff they want some compensation for. And they can set their own price. It's up to the individual requesting the service or considering a purchase, to decide whether the price being asked is worth it to them. Can they do it themselves? Can they get someone to do it for less, to at least the same quality? What effect will it have on their game if they don't use it?
     
    So many factors determining whether someone should ask money for their craft, and whether someone would be willing to pay for something they need. I don't believe there is a "right" answer. So my answer is - let them ask for money if they want to; let the requester pay if they feel it's worth it.
  12. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  13. Like
    shaz reacted to Tsukihime in Event Extend: Page conditions   
    This script is outdated.
    You should use Custom Page Conditions
     
    Event Extend
    -Tsukihime
     
    Overview
     
    This script allows you to use conditional branches to act as an additional page condition.
    It only supports one conditional branch, but it allows you to specify more things and gives you a script box as well.
     
    Example
     
    You have an event that should only appear if Eric is a Monk.
    The easiest way would be to specify a page condition that checks whether Eric is a Monk, but unfortunately such a page condition doesn't exist.
     
    You can solve this problem by cleverly using a set of parallel events to check Eric's class, and then remotely set self-switches to show the proper event page.
     
    ...or you can just specify a custom page condition using a conditional branch that checks "Eric is a Monk?"
     
    Usage
     
    If your page should have a custom page condition,
     
    1: create a comment as the first command and write "page-condition"
    2: create a conditional branch with the condition you want.
     

     
    The branches themselves are not important. I only check the condition and determine whether the page should be selected.
     
    Download
     
    Script: http://db.tt/5Jd3a133
    Demo: http://db.tt/5e6hxd0o
     
    Notes
     
    An event is not refreshed automatically unless you explicitly tell it to refresh.
    I've added refresh calls to a lot of different methods throughout the classes but there may be some I didn't catch. Just report them.
  14. Like
    shaz reacted to Tsukihime in Vehicle Extend - Multiple vehicles   
    Vehicle Extend
    Author: Tsukihime
     

     
    Overview
     
    This script allows you to add an arbitrary number of vehicles into the game.
    But, that's really all it does.
     
    Features
    Add a lot of vehicles to your game Usage 
    In the vehicle table, add entries for your new vehicles.
    Give each vehicle a unique name that hasn't already been used (eg: not :ship, :boat, :airship), then give it a unique ID, and then fill in the rest of the fields.
     
    I've written what each element represents in comments so just follow that.
    I've also provided some sample entries.
     
    Download
     
    Script: Download here
     
    Notes
     
    This is a rough implementation. I've tried to avoid overwriting things so if you look at the code it's pretty awkward.
  15. Like
    shaz got a reaction from Tsukihime in Dynamically modifying data files   
    With our last couple of Aveyond games, I had a blacksmith and an apothecary system. Done in XP, I actually created Blacksmith.rxdata and Apothecary.rxdata files, and I treated them just like the other database files - they were read into $data_blacksmith and $data_apothecary. No save files necessary - they became part of the database.
     
    To do this, I first created classes for each, with their definition and methods. These stayed in the shipped games. Then I created "setup" scripts that populated $data_blacksmith and $data_apothecary initially and dumped the contents out to the .rxdata files. THOSE scripts ran every time I tested the game, so I could add and change items as much as I liked. When it came time to ship, I just removed those scripts so the game loaded everything from the .rxdata files instead.
  16. Like
    shaz got a reaction from Tsukihime in Dynamically modifying data files   
    Oh, I think I misinterpreted your requirements.
     
    Are you adding to the content or functionality of those classes (modifying the database structure itself)? Or are you just adding new items to the database as you go? If the latter, I'd just tell it to save $data_weapons and $data_actors to the save file along with all the other stuff (actually, doesn't it already do that with actors? Or that might be a mod I'm thinking of) and make it read those things from the save file rather than the .rvdata2 files.
  17. Like
    shaz reacted to Galv in Pushing a Boulder with sound and 'can't push' message   
    So, I created a boulder that I could push around - just an event that when the user interacted with it, it would take a step away from the player and would skip the movement if it couldn't move.
    I wanted a sound effect to go with this, but the sound effect would play even if the boulder could not be pushed (Which was silly in game).
     
    My Solution:
    I created the following Common Event (so it can be used for interacting with any boulder event).
     
     
     
     
    Explanation of my common event in steps:
    1. Store the current location (x and y) of the boulder you are pushing into variables.
    2. Move the boulder event away from player as normal ("wait" must be off and "skip" on)
    3. Wait:1 frame (this is important else the event won't grab the next location variables after the boulder has moved)
    4. Store the boulder's location after the attempt to push it.
    5. Conditional branch - If boulder's location x or y didn't move after the attempt to push it... display the "Can't push it" message and exit event processing (so the sound will not play).
    6. If the boulder's location changed after the attempt to push it - THEN we can play the sound effect. (I also have a wait on the player so he can't chase the boulder and try to attempt to push it during it's movement).
     
    The "Label: Can Move" isn't actually necessary and I didn't mean to leave it in there for the screenshot.
     
    The Boulder Event:
    Basically a normal event that calls your above common event on player pressing the action button. I set the speed to "2: x4 slower".
     
     
    This is the solution that I came up with - if anyone else has done something different, I'm definitely interested.
  18. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  19. Like
    shaz got a reaction from Dark Horseman in Remember Event Position   
    Remember Event Position 1.0
    Shaz


     

    Introduction
    This script lets you tell an event to remember its position and direction on the current map at a specific point in time. It does not remember the position every time it moves - just when you tell it to. When you load the map again, the event will appear at that position rather than the position set in design.
     
    Features
    - Tell an event to remember its current position and direction, and move to that point and face that direction next time the map loads.
    - Tell an event to remember a particular position and direction (not where it currently is), and move to that point and face that direction next time the map loads.
    - Tell an event to forget its "remembered" position and direction, and go back to its original spot next time the map loads.



    - Position and direction are saved in player save file, so will even be remembered if the game is closed and reloaded.



    How to Use
    Save script in a new slot in the Materials section.



    Have your event do a script call to $game_map.events[event_id].save_pos() to save the current position, and to $game_map.events[event_id].forget_pos() to go back to the default.



    Script


     
     
     

    Credit



    - Shaz


     

    Author's Notes



    If you are using this in the trial version of Ace (where you can't adjust your scripts and have to load them via external files), call $game_system.event_positions = {} immediately after the require.


  20. Like
    shaz got a reaction from Rosenblack in Rose leaves, for now   
    Good luck with your exams
  21. Like
    shaz reacted to casper667 in CSCA Dungeon Tools   
    CSCA Dungeon Tools
    By: Casper Gaming (Casper667)
    Last Update: September 6th, 2012
     
    Introduction
    This script allows you to enable/disable use of pre-made "dungeon tools" easily with switches. The pre-made tools include: Reset, Arrow, Bomb, Hookshot, Boomerang. Each tool behaves slightly differently, and it is recommended to download the demo to get a better understanding of how each tool works.
     
    Features
    - Adds an Arrow, Bomb, Hookshot, Boomarang, and Reset tool for use in dungeons/wherever you want
    - RESET: Resets the map to how it was when you entered. This option will NOT turn switches/variables back to their original value, but it will turn self switches to false unless RESET_EXEMPT is put in the event page of an event. It also transfers the player to where they were originally after the previous transfer.
    - ARROW: Shoots an arrow in the direction you're facing. When it hits an event, if the event has ARROW_ACTIVATE in a comment event command, it will activate the next self switch. If no self switch is on, it will turn A on. If A is on, B will be turned on, etc.
    - BOMB: Sets a bomb down where the player is standing. When the player steps a specified amount of times, the bomb blows up, activating the next self switche of events underneath it, as well as directly above/below, and to the right/left. The self switches are only turned on if BOMB_ACTIVATE is in their event page in a comment command.
    - HOOKSHOT: Shoots a hookshot in the direction of the player. If it connects with an event that has HOOKSHOT_ENABLED in a comment event command, it will move the player to that event, even if there are impassable tiles in between. If no event is hit, or the event does not have the comment command, the hookshot returns to the player.
    - BOOMERANG: Shoots a boomarang, which can collect one item at a time(requires some eventing, shown in demo). If the boomerang flies over an event with the comment command BOOMERANG_ACTIVATE, it will turn on that event's next self switch.
     
    Update 1.1
    -Fixed boomerang misspelling
    -Aliased a few more things
    -Bomb is now seperate from other tools, as in you can use other tools while a
    bomb is planted. However, you're still limited to 1 arrow/hookshot/boomerang
    at one time.
    -Tool events are now designated by comments rather than entering a predefined
    event id in the module.
     
    Update 1.2
    -Bug fixed that occurred when a player transferred to a map with no events set up for this script.
    -Fixed bug that caused a crash if any event on the map had no event pages with met conditions.
     
    Update 1.3
    -Added ability to hold a button down to turn in the direction pressed instead of moving. This is able to be done at all times.
    -Fixed reset bug
    -Added ability to require the player has items to use some tools. For example, the player might need an arrow in their inventory to use the arrow tool.
    -Increased compatibility by aliasing more stuff.
     
    Update 1.3b
    -Made compatible for CSCA Menu Organizer
     
    Update 1.4
    -Damage floor now doesn't damage the player when hookshotting over it.
    -Added a new region, similar to region 1 but only functions if a switch is ON.
     
    Update 1.4b
    - Region ID 1 will no longer allow tools to go through events. Use the other regions for this effect. (Toggle-able).
     
    Screenshots
    View of tool selection menu:
     
     
    Arrow in use:
     
    Bomb in use:
    Boomerang in use:
    Hookshot in use:
     
    How to Use
    Place in your materials section. Further setup required, instructions included in script.
     
    Demo
    1.6MB download here: LINK (Version 1.4b)
    Demo includes icons, premade bomb animation, and character sheet.
     
    Script
    Text file is found here(copy and paste everything into your script editor in the materials section): LINK (Version 1.4b)
    To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK
    Requires CSCA Core Script to work properly - Get it here!
     
    Click spoiler for resources that go along with the script
     
    FAQ
    None yet.
     
    Credit
    Casper Gaming
    Shaz
     
    Terms
    http://caspergaming.com/terms-of-use/
  22. Like
    shaz got a reaction from regendo in Ruby/RGSS3 questions that don't deserve their own thread   
    @Regendo, I don't think you can do t++ in Ruby. Try changing it to t += 1 instead.
     
     
     
    This is what I think your example would look like, following the Interpreter's logic:

    logo = Game_Picture.new(1) $game_map.screen.pictures[1].show("logo", 0, 30, 30, 100, 100, 255, 1)
     
    (edited to change screen to $game_map.screen)
  23. Like
    shaz reacted to Victor Sant in How to remove the RTP?   
    Go to the 'Game.ini' file and remove the 'RPGVXAce' from the line 'RTP=RPGVXAce'
    do it after you save the project the last time, but before compressing. If you save after editing, the editor will restore the old value.
  24. Like
    shaz got a reaction from Strauchdieb in Ruby/RGSS3 questions that don't deserve their own thread   
    variables is a bad word to use here, because the system sounds have nothing to do with $game_variables, so it's misleading. It's just an array, and the elements are linked to the Sounds section of the System tab in the database.
     
    This is what you need to do, in a script call:

    $data_system.sounds[1].name = "Buzzer1"
     
    This will change the sound that's attached to the OK button. The change will stick until the $data files are reloaded or you change it again (which, I believe, is only on initial load). The change will NOT be saved to the player file, so if you want it to persist between gaming sessions, you will need to set something up to store the values and retrieve them, and reset each time the game is loaded.
  25. Like
    shaz got a reaction from Nathanial in Selling your own created games   
    You can use anything provided with the engines, as long as you own the engines. You can also use resources from one engine in a game created with another engine as long as you own both of them. What you can't do is use resources from an Enterbrain engine in a game created with a non-Enterbrain engine.
     
    Community resources are a different matter, and you need to be very careful with them. Some people are happy for you to use their stuff in commercial games, but make sure you can actually find somewhere where they say so, and don't just assume or take someone else's word. Others will only allow you to use them if you gain written permission - some might include a fee that you have to pay first. And some are just absolutely against their resources being used for commercial purposes, and this should be respected. If in doubt, send them a PM and ask. Finally, you have the option of paying someone to create stuff for your game.
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