Jump to content

TheRamenGirl

Member
  • Content Count

    24
  • Joined

  • Last visited

Posts posted by TheRamenGirl


  1. 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..


  2. 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


  3. 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.

    2222.png.68e8bd36427442914d70b659ede9366c.png

    And here it's my game how it should normally be:

    1211.png.ae7c238f2bc9375267fecd200b8ff49c.png

    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

     


  4. 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..

     

     

    • Like 2
    • Haha 1

  5. On 1/8/2021 at 11:53 PM, roninator2 said:

    Doesn't clarify for me which way you want it, but here...

      Hide contents
    
    
    # ╔═════════════════════════════════════╦════════════════════╗
    # ║ 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!

     

    • Like 1

  6. - 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.

     

    1.png.ec11355c51fac2898123fe03db74d90f.png

     

    2.png.ae7e8b30b8c07dbc3ac02a6543b237c8.png

     

    DOWNLOAD

     

    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!


  7. - 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.

     

    1.png.8eb8cc5ba583cc32fe7ae9794f2eeb7a.png

     

    2.png.0a70d3746d07c6c60997c77578e77633.png

     

    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!


  8. 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)

    • Like 1

  9. 2 hours ago, PhoenixSoul said:

    @RedRose.190 Let me point you to precisely where that is defined in the script.
     

      Hide contents
    
    
     #--------------------------------------------------------------------------
     # 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!! 

    • Like 1
×
Top ArrowTop Arrow Highlighted