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Posts posted by TheRamenGirl
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Sadly this is not compatible with Jump Ability by Galv...
i know this is old script but maybe someone or even sirbilly can fix this?
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22 minutes ago, roninator2 said:You could ask an admin to tell you the email address.
@Rikifive Can send you a DM for that.
Thank you!
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9 hours ago, roninator2 said:This is all you should need. I tested on event fine tune 3.4
I put it under the main script as you said to me before (for new additional scripts).
I am just saying this because in this case maybe i should be replacing something? because it doesen't work for me.. (i tried it with the 3.4 Version)
I don't worry too much tho because i can do my part with the "trick" i said above. Thank you anyway!
9 hours ago, roninator2 said:You just need to click on forgot password.
i don't even remember the email
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Now it works fine! Thank you again!!!
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On 1/15/2021 at 9:01 AM, RedRose.190 said:SADLY this is not compatible with Galv's Character Effects...
does anyone have a solution please??This is me again from my new account because i forgot the password of RedRose.190 (lol)
SO i found solution (at least for my project) To make this script compatible with Galv's Character Effects.
So i will post it (and) here because many others may have the same issue and i want to help.
I don't know if i am allowed to release/post the script with my edit here.. I am going to do it and
if Vlue wants me to edit this post and delete it, i will do it right away !!!So again, let's summary the problem:
This was my game with both scripts, (Galv's Character Effects & Fine Tuning)
It turns the shadows into mirror, it disables the original mirror effect completely and I can't turn the mirror effect on.
And here it's my game how it should normally be:
My solutions comes with a little "cost"..
To make the Galv's Character Effects reflections to work, while i had the Vlue's Eventing Tuning Script, i had to edit the Fine Tuning v3.1 (the script in demo version) because i tried with the new (v3.2) but i couldn't fix anything.. So i removed the mirror effect and the rotate (angle) effect "lines" and for the Galv's Character Effects shadows to work i had to remove the blend (color) effect from the current script (Vlue's Eventing Tuning Script).
By that it means the Vlue's Eventing Tuning Script: Mirroring,Rotating and blending effect will not work. That's the little "cost".So if anyone wants
Vlue's Eventing Tuning Script to be some compatible with Galv's Character Effects put this script above main and replace the original script.Spoiler## Eventing: Fine Tuning v3.1 ##
# Fine tune the x-y position, zoom, rotation, hue, as well as mirror and
# flash event's sprites!
#
# Usage: All script calls are made with set move route
# offset(x,y) within set move route x and y are equal to
# the number of pixels to be offset
#
# set_zoom(zoom) where zoom is a number
#
#
#
# blend(color) where color is a color object
# -> Color.new(red,blue,green,alpha)
#
#
#
# flash(color,duration) where color is a color object and duration
# is the length of the flash
#
# slide(x, y) offsets the sprite, but moves them to the
# position instead of transfering
#
# waypoint(x,y) will cause the character to head towards the
# specified point. Next command starts after
# point is reached.
#
# moveto(x,y) Not actually a new command, but one that is
# nice to know, transfers event to specified
# point.
#
# New Commands:
# @shakechar has been changed to offset
# @zoom has been changed to set_zoom
# (The old commands will still work)
#
# fadein Fades the character to 255 opacity based
# fadein(duration) on duration. Default of 10 frames.
#
# fadeout Fades the character to 0 opacity based
# fadeout(duration) on duration. Default of 10 frames.
#
# shake Shakes the sprite, default duration of 30
# shake(duration) frames.
#
# random Moves the character to a random location
# random(width,height) on the map. Can specify maximum range.
#
# random_region(id) Moves the character to a random location on
# random_region(id,w,h) the map with the same region. Can specify
# maximum range.
#
# self_switch("letter",value) Sets the self switch of the event. Letter is
# "A" to "D", value is true or false.
#
# balloon(id) Plays the specific balloon animation on the
# char
#
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# posted on the thread for the script
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#
#- Free to use in any project with credit given,
#-- donations always welcome via paypal!
class Game_CharacterBase
alias shake_init_public_members init_public_members
alias shake_update update
attr_accessor :zoom
attr_accessor :flash_on
attr_accessor :flash_color
attr_accessor :flash_time
attr_accessor :angle
attr_accessor :need_rotate
def init_public_members
shake_init_public_members
reset_event_details
end
def reset_event_details
@shakechar = [false, 0, 0]
@zoom = 1
@flash_on = false
@flash_color = Color.new(0,0,0,0)
@flash_duration = 0
@angle = 0
@total_angle = 0
@need_rotate = false
@Fade = @opacity
@fade_time = 0
@shake_time = 0
@shake_direction = 0
end
def offset(x,y); @shakechar = [true, x, y]; end
def reset
reset_event_details
rotate(@total_angle*-1)
end
def set_zoom(size); @zoom = size; end
def flash(color,duration)
@flash_color = color
@flash_time = duration
@flash_on = true
end
def rotate(angle)
@total_angle += angle
@angle = angle
@need_rotate = true
end
def rotateoff; @need_rotate = false; end
def flashoff; @flash_on = false; end
def blend(color); @blend_color = color; end
def screen_x
if @shakechar[0] == false || @shakechar[1] == nil then
$game_map.adjust_x(@real_x) * 32 + 16 else
$game_map.adjust_x(@real_x) * 32 + 16 + @shakechar[1] end
end
def screen_y
if @shakechar[0] == false || @shakechar[2] == nil then
$game_map.adjust_y(@real_y) * 32 + 32 - shift_y - jump_height else
$game_map.adjust_y(@real_y) * 32 + 32 - shift_y - jump_height + @shakechar[2] end
end
def slide(x, y)
@next_x = x + @shakechar[1]
@next_y = y + @shakechar[2]
@step_anime = true
@shakechar[0] = true
@sliding = true
end
def fadein(time = 10)
@fade_time = time
@Fade = 255
end
def fadeout(time = 10)
@fade_time = time
@Fade = 0
end
def shake(time = 30)
@shakechar[0] = true
@shake_time = time
end
def random(rect_x = 250, rect_y = 250)
tiles = []
tiles = tile_array(rect_x,rect_y)
tiles = tiles.compact
return if tiles.empty?
tile = rand(tiles.size)
moveto(tiles[tile][0],tiles[tile][1])
end
def random_region(id, rect_x = 250, rect_y = 250)
tiles = tile_array(rect_x,rect_y)
tiles.each_index do |i|
next if tiles.nil?
erase = false
erase = true unless $game_map.region_id(tiles[0], tiles[1]) == id
tiles = nil if erase
end
tiles = tiles.compact
return if tiles.empty?
tile = rand(tiles.size)
moveto(tiles[tile][0],tiles[tile][1])
end
def tile_array(rect_x,rect_y)
tiles = [];nx = 0;ny = 0
($game_map.width * $game_map.height).times do |i|
tiles.push([nx,ny])
nx += 1
if nx == $game_map.width
nx = 0
ny += 1
end
end
tiles.each_index do |i|
erase = false
erase = true if tiles[0] == $game_player.x && tiles[1] == $game_player.y
erase = true if tiles[0] == x && tiles[1] == y
erase = true if tiles[0] > x + rect_x || tiles[0] < x - rect_x
erase = true if tiles[1] > y + rect_y || tiles[1] < y - rect_y
erase = true if !$game_map.check_passage(tiles[0], tiles[1], 0x0f)
tiles = nil if erase
end
return tiles
end
def self_switch(symbol, boolean)
return if !self.is_a?(Game_Event)
key = [$game_map.map_id, self.event.id, symbol]
$game_self_switches[key] = boolean
end
def balloon(id)
@balloon_id = id
end
def update
shake_update
update_sliding if @sliding
update_fading if @opacity != @Fade && @fade_time > 0
update_shake if @shake_time > 0
end
def update_fading
@opacity += (255 / @fade_time) if @Fade > @opacity
@opacity -= (255 / @fade_time) if @Fade < @opacity
@opacity = 0 if @opacity < 0; @opacity = 255 if @opacity > 255
@fade_time = 0 if @opacity == 0 || @opacity == 255
end
def update_sliding
@shakechar[1] += 0.5 if @next_x > @shakechar[1]
@shakechar[1] -= 0.5 if @next_x < @shakechar[1]
@shakechar[2] += 0.5 if @next_y > @shakechar[2]
@shakechar[2] -= 0.5 if @next_y < @shakechar[2]
return unless @shakechar[1] == @next_x
return unless @shakechar[2] == @next_y
@sliding = false
@step_anime = false
end
def update_shake
@shake_time -= 1
@shakechar[2] += 1 if @shake_direction == 0
@shakechar[2] -= 1 if @shake_direction == 1
if @shake_time % 3 == 0
@shake_direction += 1
@shake_direction = 0 if @shake_direction > 1
end
end
end
class Game_Character
alias eft_init_private_members init_private_members
def init_private_members
eft_init_private_members
@waypoint = [-1,-1]
end
def update_routine_move
if @wait_count > 0
@wait_count -= 1
else
@move_succeed = true
command = @move_route.list[@move_route_index]
if command
if @waypoint[0] != -1
process_waypoint_command
advance_waypoint_route_index
else
process_move_command(command)
advance_move_route_index
end
end
end
end
def process_waypoint_command
sx = distance_x_from(@waypoint[0])
sy = distance_y_from(@waypoint[1])
if sx.abs > sy.abs
move_straight(sx > 0 ? 4 : 6)
move_straight(sy > 0 ? 8 : 2) if !@move_succeed && sy != 0
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
move_straight(sx > 0 ? 4 : 6) if !@move_succeed && sx != 0
end
@waypoint = [-1,-1] if !@move_succeed && @move_route.skippable
end
def advance_waypoint_route_index
return unless @x == @waypoint[0]
return unless @y == @waypoint[1]
@waypoint = [-1,-1]
end
def waypoint(x,y); @waypoint = [x,y]; end
end
class Sprite_Character
alias eventfp_update update
def update
eventfp_update
zoom_update
rotate_update if @character.need_rotate
flash_update if @character.flash_on
end
def blend_update; self.color = @character.blend_color; end
def zoom_update
self.zoom_y = @character.zoom
self.zoom_x = @character.zoom
end
def flash_update
flash(@character.flash_color,@character.flash_time)
@character.flashoff
end
def rotate_update
self.angle = @character.angle
@character.rotateoff
end
end -
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SADLY this is not compatible with Galv's Character Effects...
does anyone have a solution please?? -
Ok.. since this is a discussion post let me tell you i do things kinda wrong and oposite :P
I start by finding scripts i like and then rescourses.. of course with a very little plot and characters in mind.. but yeah..
In the end i will find all the stuff except the story hahaha i need some inspiration..
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On 1/8/2021 at 11:53 PM, roninator2 said:Doesn't clarify for me which way you want it, but here...
# ╔═════════════════════════════════════╦════════════════════╗ # ║ Title: Throw Items Addon ║ Version: 1.01 ║ # ║ Author: Roninator2 ║ ║ # ╠═════════════════════════════════════╬════════════════════╣ # ║ Function: Patch ║ Date Created ║ # ║ Allow to throw item only if ╠════════════════════╣ # ║ feature is allowed. ║ 08 Jan 2021 ║ # ╚═════════════════════════════════════╩════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Requires: Claimh - Throw Items Away ║ # ╚══════════════════════════════════════════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Instructions: ║ # ║ ║ # ║ Original script allowed to throw items. This will ║ # ║ block the item if it is not allowed. ║ # ║ ║ # ║ Determine if you will use switches or ║ # ║ have the condition set for the entire game ║ # ║ ║ # ║ Specify note tag in the item to block it ║ # ║ from being discarded. ║ # ║ <keep forever> ║ # ║ ║ # ║ obviously only if it is not a consumable item ║ # ║ or sellable. ║ # ╚══════════════════════════════════════════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Updates: ║ # ║ 1.00 - 08 Jan 2021 - Initial publish ║ # ╚══════════════════════════════════════════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Terms of use: ║ # ║ Follow the Original Authors terms ║ # ╚══════════════════════════════════════════════════════════╝ module R2_Throw_Item Use_Switches = true # will allow only one option to be used # These will be used if Use_Switches is false Key_Item = true # true lets you discard key items Weapon = true # ture lets you discard weapons Armor = true # true lets you discard armor # these will be used if Use_Switches is true Item_SW = 1 # switch on lets you discard items Key_Item_SW = 2 # Switch on lets you discard key items Weapon_SW = 3 # switch on lets you discard weapons Armor_SW = 4 # switch on lets you discard armor Item_Block = /<keep[-_ ]forever>/im end if R2_Throw_Item::Use_Switches == true class Scene_Item < Scene_ItemBase def item_dumpable? return false if item.note.match(R2_Throw_Item::Item_Block) return false if $game_switches[R2_Throw_Item::Item_SW] == false && item.is_a?(RPG::Item) return false if $game_switches[R2_Throw_Item::Key_Item_SW] == false && item.is_a?(RPG::Item) && (item.key_item?) return false if $game_switches[R2_Throw_Item::Weapon_SW] == false && item.is_a?(RPG::Weapon) return false if $game_switches[R2_Throw_Item::Armor_SW] == false && item.is_a?(RPG::Armor) return true unless item.nil? end end else class Scene_Item < Scene_ItemBase def item_dumpable? return false if item.note.match(R2_Throw_Item::Item_Block) return false if (R2_Throw_Item::Key_Item == false && item.is_a?(RPG::Item) && (item.key_item?)) || item.note.match(R2_Throw_Item::Item_Block) return false if (R2_Throw_Item::Weapon == false && item.is_a?(RPG::Weapon)) || item.note.match(R2_Throw_Item::Item_Block) return false if (R2_Throw_Item::Armor == false && item.is_a?(RPG::Armor)) || item.note.match(R2_Throw_Item::Item_Block) return true unless item.nil? end end end
I meant what you did anyway so no worries haha! THANK YOU!
The note tag option was also useful ty!
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1 hour ago, roninator2 said:It's one script. Add it to your script list in a new slot.
How do you need items to be blocked? A note tag? Specific items?
First of all happy new year!
i would assume like the above (i used the switch version)
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Hello! i hope to see any project by you! good luck!
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Hello happy new year!! nice to meet you too!! i hope to see any project by you!! good luck!!
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Hello! happy new year! i hope to see a project by you!
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Hello!! happy new year and good luck!
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It looks amazing! i may not have play any zelda game but i will check this out!
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Hello! welcome and Happy new year!
i hope to see posts/comments or a project by you! :)
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- Diversity XP Mack Pack Edits -
We need some diversity on RPG MAKER too!
They are not much.. But i really wanted to make them and share them!
I hope you like them!
They are NOT loose Leaf templates.
They are XP templates made for RPG Maker XP
You can check out the same sprites for VX/ACE here.
I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates.
In Total 12 Recolours! (The No.4 is the original i didn't made it!)
I also edit draw them a little to fix nicer some pixels.
I made Elf and Human templates in Male and Female.
And i included Without Eyes Versions And With Eyes Versions.
Credits to:
RPG maker XP
Enterbrain
romeir90 (for the clear elf template)
Chara Maker XP (For one very dark template that helped me to make better edits)
Terms of Use:
Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble)
Feel free to edit them (credits are still needed)
Credit my name (RedRose190) for people to find them templates too. Thanks! -
- Diversity XP Mack Pack Edits -
We need some diversity on RPG MAKER too!
They are not much.. But i really wanted to make them and share them!
Also this is my first resource post i hope you like them!
They are NOT loose Leaf templates.
They are XP templates made for RPG Maker VX and RPG Maker VX ACE
You can check out the same sprites for XP here.
I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates.
In Total 12 Recolours! (The No.4 is the original i didn't made it!)
I also edit draw them a little to fix nicer some pixels.
I made Elf and Human templates in Male and Female.
And i included Without Eyes Versions And With Eyes Versions.
Credits to:
RPG maker XP
Enterbrain
romeir90 (for the clear elf template)
Chara Maker XP (For one very dark template that helped me to make better edits)
Terms of Use:
Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble)
Feel free to edit them (credits are still needed)
Credit my name (RedRose190) for people to find them templates too. Thanks! -
On 12/24/2020 at 7:33 AM, roninator2 said:What PhoenixSoul said will work but this will allow more options
Choose one Constant settings or Switches
module R2_Throw_Item Key_Item = true # true lets you discard key items Weapon = true # ture lets you discard weapons Armor = true # true lets you discard armor end class Scene_Item < Scene_ItemBase def item_dumpable? return false if R2_Throw_Item::Key_Item == false && item.is_a?(RPG::Item) && (item.key_item?) return false if R2_Throw_Item::Weapon == false && item.is_a?(RPG::Weapon) return false if R2_Throw_Item::Armor == false && item.is_a?(RPG::Armor) return true unless item.nil? end end
module R2_Throw_Item Key_Item_SW = 2 # Switch on lets you discard key items Weapon_SW = 3 # switch on lets you discard weapons Armor_SW = 4 # switch on lets you discard armor end class Scene_Item < Scene_ItemBase def item_dumpable? return false if $game_switches[R2_Throw_Item::Key_Item_SW] == false && item.is_a?(RPG::Item) && (item.key_item?) return false if $game_switches[R2_Throw_Item::Weapon_SW] == false && item.is_a?(RPG::Weapon) return false if $game_switches[R2_Throw_Item::Armor_SW] == false && item.is_a?(RPG::Armor) return true unless item.nil? end end
Use either if you like. Do you also need items blocked?
You always post savior scripts... and you always helping me so much!! Thank you!
Edit: if it is easy for you i would love item blocked thank you!
also i know the second part (class Scene....end) i know where to put.. the fist one? (module R2...end)
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2 hours ago, PhoenixSoul said:@RedRose.190 Let me point you to precisely where that is defined in the script.
#-------------------------------------------------------------------------- # â— The decision which throws away the item #-------------------------------------------------------------------------- def item_dumpable? item.is_a?(RPG::Item) ? !item.key_item? : (!item.nil?) end
I would do this:
item.is_a?(RPG::Item) # ? !item.key_item? : (!item.nil?)
Replace the item.is line with that one, and see if it helps any.Thank you very much this made it to work!!
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Hello again! it seems that i can't throw away key types items.. how can i fix that?
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Thank you! also it would be nice if the script had an on/off switch...
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Thank you very much!!




Player Turn & Move
in Completed Scripts/Plugins/etc.
Posted
Thank you again roninator2!
If anyone will use this script too, keep in mind that, (for me at least but maybe for you too),
It does works if you place it above galv's jumb script (as roninator2 said) but not too much above...
for me it worked only if i put it right above galv's script for some reason..