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Winthorp

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Winthorp last won the day on July 7

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About Winthorp

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    Newbie
  • Birthday 09/20/1986

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    https://www.patreon.com/WinterDreamGamesCreator

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    Male
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    Italy

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    Game Developer

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  1. Winthorp

    QuestLog v1.2.2

    VERSION 1.2 is out! Merged "Set Completion by ID / by Name" and "Remove Quest by ID / by Name" Changed font size for the Quest List and Quest Description, you can change them via Plugin Parameters or Plugin Command Changed the alignemnt con Quest List from "left" to "Center", can be changed via Plugin Parameter Created a command that checks if a quest is completed and stores the result in a Switch of your choice (ON for Complete, OFF for Ongoing) Created a plugin command to change the Quest Icon searching it by ID or Name Now the QuestLog looks more neat with a new font size for Description and for the List! Plus I hope you like the new features allowing you to change icon (want to make a progressive icon? now you can!) and a command to check if the quest is completed or not, passing it to a Switch, so your QuestLog can now interact with the world you created. Important note, you will find a "Regular" folder and a "Compatibility" folder. If you are new to the plugin use the "Regular" but if you used Version 1.1 or 1.0 and your game uses "SetCompletion by ID / Name" and "Remove Quest by ID / Name" you need to use "Compatibility" to keep them working Further developments will include: Adding a "Failed" status to the Quests, Making different a different field for Short Title (Command) and Long Title (Info Screen) with retrocompatibility
  2. Winthorp

    Help with drawItem

    If anyone was wondering there were two solutions: 1) Add this.contentsBack.clear(); as background is in ContentsBack 2) Simply remove the "refresh" function as the original one for Windows Selectable was good enough and included contentsBack.clear
  3. Winthorp

    Help with drawItem

    I've a problem with a Windows.Selectable I made. The window uses DrawItem to draw an X amount of selectables from an array. All is good until the windows gets refreshed, the selectable background gets darker at every click (see pics) The problem seem to be here: Window_StatSkill.prototype.refresh = function() { this.contents.clear(); this.drawAllItems(); }; Somehow the contents.clear doesn't remove the selectable background and the plugin draws again on it. I've try to use clear in many ways but I can't find a solution
  4. Winthorp

    QuestLog v1.2.2

    New Version is out! - Added new plugin command to edit an existing quest description by ID or Quest Name - Added new Plugin Command to change FontSize Important compatibility note from 1.0 to 1.1: To correctly use the Edit Description command by ID quest must be created with an ID above 0. If any quest before 1.1 was created with Quest ID = 0 it will still work but can't be edited via Plugin Command using ID (will still be possible to change description via Name)
  5. QuestLog Plugin v1.2 By Winthorp Darkrites This is my take on a simple QuestLog plugin, it's nothing exceptional, it's really basic, but I tried to make it as customizable as possible to make it compatible with multilanguage games. The core functionality is really simple, create quest, display quest, remove quest. That's it. What may be of interest for someone who doesn't write is own plugin is the (I hope) versatility. How to call the questlog: You can do it by script line You can do it by Plugin Command You can add a command in the main menu activating the option in the Plugin Parameters. You can also rename the command either via Plugin Parameter or Plugin Command. How to create a quest: Quest will be created by Plugin Command with the following parameters: ID: The ID of the quest, useful to use Remove Quest and Set Quest Completion commands. Please be sure to use unique ID and I suggest to keep track of your quests on a note somewhere as you can check it in game. Icon: It will show the desired Icon in the Quest Info window. Of course it refer to the games Icons. Name: The quest name, keep it short. Index: The order it will be displayed on the quest list. (First the active quest will be ordererd, then the completed quests) Giver: Who gave you the quest [NOTE: Standard format will be "From: (this value). You can change "From:" via Plugin Parameter or Plugin Command] Area: Where is located the quest [NOTE: Standard format will be "Area: (this value). You can change "Area:" via Plugin Parameter or Plugin Command] Description: The description of the text. IMPORTANT: Text doesn't line break automatically, it will try to fit in the window by shrinking. For this reason I added a check that will search for \n line break and splits the text into a new line. Completion: False for active quests and True for completed quests. [NOTE: Standard format will be "Status: Ongoing/Completed. You can change "Status:", "Ongoing" and "Completed" via Plugin Parameter or Plugin Command] Layout: The layout is really simple, a Title window showing the name for the QuestLog (you can edit the title via Plugin Parameters and Plugin Command; also you can edit the font size, for now only via Plugin Parameter), a window showing an ordered quest list and a window showing the active quest informations. Managing the plugin: As I said before, you need to add the quests via Plugin Command, you can set their completion always via Plugin Command either by name (exact name) or by ID. In the same way, you can remove the quests from the list. Screenshoot Terms of use Free for both commercial and non-commercials. Please give credits. Version, bugs and further development VERSION 1.0: - Initial Release VERSION 1.1: - Added new plugin command to edit an existing quest description by ID or Quest Name - Added new Plugin Command to change FontSize VERSION 1.2: - Merged "Set Completion by ID / by Name" and "Remove Quest by ID / by Name" - Changed font size for the Quest List and Quest Description, you can change them via Plugin Parameters or Plugin Command - Changed the alignemnt con Quest List from "left" to "Center", can be changed via Plugin Parameter - Created a command that checks if a quest is completed and stores the result in a Switch of your choice (ON for Complete, OFF for Ongoing) - Created a plugin command to change the Quest Icon searching it by ID or Name VERSION 1.2.1: - Fixed an issue reported by Grillmonger where QuestList would wipe if game was closed entirely and then reloaded. Upon further investigation the fix was extended to the other Plugin Parameters too (Such as Title Font, etc..) that would not carry over the changes if done via Plugin Command VERSION 1.2.2: - Hotfix for changes made in 1.2.1 as Plugin Parameters from Plugin Manager where not correctly loaded (Report by Grillmonger) Further developments will include: Adding a "Failed" status to the Quests, Making different a different field for Short Title (Command) and Long Title (Info Screen) with retrocompatibility Download for free on Itch.io
  6. Conditional Choices Script v1.2 By Winthorp Darkrites This plugin is based on Aloe Guvner's Conditional "Show Choices" script for Rpg Maker MV. The script will allow to disable choices based on tag checks in the choice text, useful for games with many different choices without having to nest a superbig conditional branch in the editor. In the "Show Choice" text the developer can enter the formula <<[ConditionToDisable]>> to make a Choice unavailable The plugin can check on switches, example: <<[s[1]]>>Disables the choice if Switch 1 is ON The command <<[!s[4]]>>Disables the choice if Switch 4 is OFF The plugin can also check on Variables doing math checks, for example <<[v[1]<10]>> will disable the choice if Variable 1 is less than 10 Then the command in the tags will be removed because... not cool to see, right? Screenshoots Terms of use Free for both commercial and non-commercials. Please give credits Version, bugs and further development VERSION 1.0: - Initial Release VERSION 1.1: - Fixed the height of the Show Choice Window VERSION 1.2: - Removed the HIDE functionality due to big indexing problems - Now using the "escape choice" functionality doesn't ovverride the plugin - Using the action button while there is no choice selected no longer cause to skip the Show Choice event - Trimming of the <<[ and ]>> tags are now limited to the Show Choice box Further developments will include: Multiple conditions and more conditions to check Download Downloadfor free on Hitch.io
  7. Winthorp

    Hi all!

    Hi all, I'm Winthorp, a videogame and RPG lover from long long time! When I was 14 I played with RPG Maker 2000 creating my first "videogame", Ardensia. Of course it was a juvenile project full of bugs and a very bad written story, but creating my first game struck something in me. Now, 22 years later, I'm back for more!
  8. Winthorp

    (MZ) EDIT, IGNORE

    Hi all! I wanted to use a totally different Combat System compared to MZ's standard BS, to do so while keeping the normal combat HUD I thought about calling a CE during the skill use with two variables, one storing the skill ID and one storing the target. Then the Common Event would handle everything (it's a dice rolling system a la Chronicle Of Darkness) Problem is that the CE doesn't show up DURING combat but after, having looked to the forum it seem that reserveCommonEvent doesn't allow the CE to start instantly Anyone knows a workaround? Here is the code! // Plugin Name: Combat Event Trigger // Author: Winthorp Darkrites (Winter Dream Games Creator) // Description: Triggers a Common Event during combat actions and sets variables. // Use: Feel free to use for private and commercial projects. Feel free to edit. Please give credits. (function() { // Register a new Game_Action prototype method Game_Action.prototype.executeAction = function(target) { // Call the original executeAction method this.executeActionOrig(target); // Check if the action is performed in battle if ($gameParty.inBattle()) { // Trigger a Common Event ID when a combat action is executed var commonEventId = 1; // Replace 1 with the Common Event ID you want to trigger if different // Check if the Common Event ID is valid if (commonEventId > 0) { $gameTemp.reserveCommonEvent(commonEventId); // Set a variable equal to the skill ID used var skillIdVariable = 1; // Replace 1 with the Variable ID to store the skill ID if different if (skillIdVariable > 0) { $gameVariables.setValue(skillIdVariable, this.item().id); } // Set a variable equal to the target's actor or enemy ID var targetIdVariable = 2; // Replace 2 with the Variable ID to store the target's ID if different if (targetIdVariable > 0) { $gameVariables.setValue(targetIdVariable, target.isActor() ? target.actorId() : target.enemyId()); } } } }; })(); EDIT: Sorry this post is already old, I moved on in the plugin
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