PhoenixSoul 1,404 Posted August 12, 2020 @charlesthehurst Teleport Script I have it archived, so the topic can be updated with this here. xs-teleport.rb Share this post Link to post Share on other sites
Fox420 19 Posted August 12, 2020 (edited) I've got a veritable repository of old scripts. It's not complete, but between what I've gotten online.. it's over 3k scripts+. I'll do what I can to upload most of them. I've been planning on it for sometime, well updating what I already have online. As well as demos. Edited August 12, 2020 by Fox420 2 Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 17, 2020 (edited) On 8/12/2020 at 1:38 AM, Fox420 said: I've got a veritable repository of old scripts. It's not complete, but between what I've gotten online.. it's over 3k scripts+. I'll do what I can to upload most of them. I've been planning on it for sometime, well updating what I already have online. As well as demos. If they're all in txt files or something equivalent, then you could add them all to a rar/zip file and provide it for download via MEGA or mediafire or whatever Edited August 17, 2020 by UncannyBoots 1 Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 23 hours ago, UncannyBoots said: If they're all in txt files or something equivalent, then you could add them all to a rar/zip file and provide it for download via MEGA or mediafire or whatever Already done. Though some require other files in demos or on their original pages that are gone. https://www.dropbox.com/s/qo51tkl12bo409c/%2BRPG Maker VX Ace Scripts.rar?dl=0 2 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted August 18, 2020 FPLE is missing DLL files. Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 Yeah, you'll need the demo to get those and also the editor to even use it. But FPLE pales in comparison to MV3D. 1 Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 http://rgss-factory.net/2013/09/10/ace-fple-ace-first-person-labyrinth-explorer/ 1 Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 Does anybody have "New Character Properties with Calls" for VX Ace? The VX version is on the internet, but somehow the VX Ace one has totally vanished. 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted August 26, 2020 1 hour ago, UncannyBoots said: "New Character Properties with Calls" for VX Ace? I've never heard of this. Mayhaps one of the following has? @roninator2 @Kayzee @Rikifive @Seriel @Tsukihime @Fox420 Share this post Link to post Share on other sites
Kayzee 4,033 Posted August 26, 2020 I haven't... What did that script do anyway? The name is kinda vague. 1 Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 (edited) 7 hours ago, Kayzee said: I haven't... What did that script do anyway? The name is kinda vague. It allows for changing color, changing angle, mirroring, adding wave effects, etc to characters and events via simple script calls. Here's the VX script. I actually did get it to work in Ace by commenting out a few lines that gave errors but that isn't ideal. Also it conflicts with Galv's Character Effects but I doubt the Ace version is any different in that regard. Still I'm interested in acquiring it. Edited August 26, 2020 by UncannyBoots 1 Share this post Link to post Share on other sites
roninator2 257 Posted August 26, 2020 (edited) 19 hours ago, UncannyBoots said: Does anybody have "New Character Properties with Calls" for VX Ace? Yes I do 18 hours ago, PhoenixSoul said: Mayhaps one of the following has Found it here as well when searching http://www.rpg-maker.fr/scripts-444-character-properties.html Same link Uncannyboots posted But mine seems to be the same script. I'll have to test it. My testing in vx and ace show it works in both. Edited August 26, 2020 by roninator2 1 Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 2 hours ago, roninator2 said: Yes I do Found it here as well when searching http://www.rpg-maker.fr/scripts-444-character-properties.html Same link Uncannyboots posted But mine seems to be the same script. I'll have to test it. My testing in vx and ace show it works in both. Huh, maybe it's just me where the script has problems then. This site leads me to believe that there was a different Ace version; there's also an XP version. I wonder what the differences were, if the VX one works for you in Ace with no issues. 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted August 27, 2020 That one on Save Point was for v.2.0, the most updated version is 2.2 (not sure what the differences are though). Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted September 14, 2020 Adding the following script demo (thanks for sucking arse Mediafire) as well as the page where the demo can be currently found; will edit and reupload if the following links break at some point: http://www.rpgmakervxace.net/topic/12768-ocarina-of-time-script/?hl=mephistox (Misttribe's Ocarina of Time Instrument script) Here is the request page, and here is the demo. Share this post Link to post Share on other sites
Fox420 19 Posted September 14, 2020 If anyone wants to add script collections together who has a lot, I'd be willing to do a collab with sharing a Dropbox or other folder online to share old Ace scripts.] Here's my personal collection uploaded in a big zip. https://www.dropbox.com/s/qo51tkl12bo409c/%2BRPG Maker VX Ace Scripts.rar?dl=0 There are duplicates, and some alternate versions, plus text, rb, and other document formats. 2 Share this post Link to post Share on other sites
roninator2 257 Posted September 16, 2020 On 9/14/2020 at 1:11 AM, Fox420 said: I'd be willing to do a collab This is my collection from two years ago. https://github.com/Archeia/RMVXA-Script-Repository/tree/master/_To Reorder 2 Share this post Link to post Share on other sites
Fox420 19 Posted September 16, 2020 Oh nice, I have all the scripts from that one on the script repository. Found some scripts I couldn't get elsewhere on it. 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted January 18, 2021 Another Dropbox fail: Recovered by @roninator2 Spoiler =begin #============================================================================== ** Inventory Size Author: Hime Date: Nov 25, 2012 ------------------------------------------------------------------------------ ** Change log Nov 25, 2012 - initial release ------------------------------------------------------------------------------ ** Terms of Use * Free to use in non-commercial projects * Contact me for commercial use * No real support. The script is provided as-is * Will do bug fixes, but no compatibility patches * Features may be requested but no guarantees, especially if it is non-trivial * Preserve this header ------------------------------------------------------------------------------ ** Compatibility This script replaces one method Scene_Shop#max_buy ------------------------------------------------------------------------------ ** Description This script allows you to limit the size of an inventory by item count. When you have exceeded the limit: -items will not be added to your inventory. -equips cannot be removed, only exchanged -cannot purchase additional items from the shop This script does not define how extra items should be handled, nor does it handle what happens when your inventory size decreases and you have extra items. ------------------------------------------------------------------------------ ** Usage Set the initial inventory size in the configuration. Increase/decrease inventory size during the game using script calls $game_party.change_inventory_size(n) Where n is a positive or negative integer Check if the inventory is full using script calls $game_party.inventory_full? #============================================================================== =end $imported = {} if $imported.nil? $imported["Tsuki_InventorySize"] = true #============================================================================== # ** Configuration #============================================================================== module Tsuki module Inventory_Size # Starting limit Start_Size = 100 end end #============================================================================== # ** Rest of the script #============================================================================== class Game_Actor < Game_Battler # Can't remove equips if inventory is full alias :th_inventory_size_trade_with_party :trade_item_with_party def trade_item_with_party(new_item, old_item) return false if new_item.nil? && $game_party.inventory_full? # hack because the default method adds before removing, which is silly $game_party.change_inventory_size(1) res = th_inventory_size_trade_with_party(new_item, old_item) $game_party.change_inventory_size(-1) return res end end class Game_Party < Game_Unit alias :th_inventory_size_init :initialize def initialize th_inventory_size_init @inventory_size = Tsuki::Inventory_Size::Start_Size end # Replaced. Change the stack limit based on the item's individual limits. def inventory_size return @inventory_size end def inventory_full? return inventory_count >= inventory_size end # Get the total count for the bag def item_count(bag) return bag.values.inject(:+) || 0 end def inventory_count item_count(@items) + item_count(@weapons) + item_count(@armors) end def inventory_space inventory_size - inventory_count end # Calculate how many we can add alias :th_inventory_size_gain_item :gain_item def gain_item(item, amount, include_equip = false) return if amount > 0 && inventory_full? can_add_amount = amount > 0 ? [inventory_size - inventory_count, amount].min : amount th_inventory_size_gain_item(item, can_add_amount, include_equip) end def change_inventory_size(amount) @inventory_size += amount end end class Window_ShopBuy < Window_Selectable alias :th_inventory_size_enable? :enable? def enable?(item) return false if $game_party.inventory_full? return th_inventory_size_enable?(item) end end class Scene_Shop < Scene_MenuBase # take into consideration inventory space alias :th_inventory_size_max_buy :max_buy def max_buy max = $game_party.max_item_number(@item) - $game_party.item_number(@item) # whichever is smaller max = [$game_party.inventory_space, max].min buying_price == 0 ? max : [max, money / buying_price].min end end People, stop using Dropbox long term. It's no good for that. Zippyshare is better by comparison. 1 Share this post Link to post Share on other sites
Chuck 9 Posted March 9, 2021 This thread is a lifesaver. Got the scripts I really wanted to apply to my current project. Thank you for all the hard work. 1 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted March 16, 2021 On 3/9/2021 at 12:15 AM, Chuck said: This thread is a lifesaver. Got the scripts I really wanted to apply to my current project. Thank you for all the hard work. Dé rìen! If you come across any dead links, let us know! 1 Share this post Link to post Share on other sites
roninator2 257 Posted April 20, 2021 On 3/16/2021 at 6:35 PM, PhoenixSoul said: any dead links, let us know! Found this from the Internet Archive. Spoiler # ★ Screenshot taker # ★★★★★★★★★★★★★★★★★★★★★★★ # # Author/s : cremno # RGSS ver : 3.0.0, 3.0.1 module Screenshot # ↓ OPTIONS # key symbol or constant (help file -> (Index ->) Input -> Constants) KEY = :F5 # SE filename (Sound Test ♬) (is played after the image has been saved) SE = 'Sheep' # image file format (:bmp, :jpg, :gif, :tiff or :png) FORMAT = :png # directory name DIRECTORY = 'Screenshots' # file name FILENAME = 'Screenshot' # ↑ OPTIONS def self.play_se RPG::SE.new(Screenshot::SE).play end def self.filename Dir.exist?(DIRECTORY) || Dir.mkdir(DIRECTORY) sprintf('%s/%s (%f).%s', DIRECTORY, FILENAME, Time.now.to_f, FORMAT) end end class Bitmap def save(filename) ext = File.extname(filename)[1..-1] if ext.empty? warn "Bitmap#save: filename doesn't have an extension (fallback to PNG)" ext = :png filename << '.png' else ext = ext.to_sym end retval = false bitmap = Gdiplus::Bitmap.new(:scan0, width, height, scan0) if bitmap retval = bitmap.save(:file, filename, ext) bitmap.dispose end retval end private def _data_struct(offset = 0) @_data_struct ||= (DL::CPtr.new((object_id << 1) + 16).ptr + 8).ptr (@_data_struct + offset).ptr.to_i end def gdidib @gdidib ||= [_data_struct(8), _data_struct(16)] end def hbitmap @hbitmap ||= _data_struct(44) end def scan0 @scan0 ||= _data_struct(12) end end class << Graphics alias_method :update_wo_screenshot, :update def update Input.trigger?(Screenshot::KEY) && Graphics.snap_to_bitmap.save(Screenshot.filename) && Screenshot.play_se update_wo_screenshot end end # ★ Windows Wide Char Management # ★★★★★★★★★★★★★★★★★★★★★★★ # # Author/s : cremno # RGSS ver : 3.0.0, 3.0.1 class Encoding UTF_8 ||= find('UTF-8') UTF_16LE ||= find('UTF-16LE') end class String unless method_defined?(:widen) def widen (self + "\0").encode(Encoding::UTF_16LE) end end unless method_defined?(:widen!) def widen! self << "\0" encode!(Encoding::UTF_16LE) end end unless method_defined?(:narrow) def narrow chomp("\0").encode(Encoding::UTF_8) end end unless method_defined?(:narrow!) def narrow! chomp!("\0") encode!(Encoding::UTF_8) end end end # ★ GDI+ interface # ★★★★★★★★★★★★★★★★★★★★★★★ # # Author/s : cremno # RGSS ver : 3.0.0, 3.0.1 module Gdiplus class GdiplusError < StandardError end DLL = DL.dlopen('gdiplus') FUNCTIONS = {} { 'GdiplusStartup' => DL::TYPE_INT, 'GdiplusShutdown' => DL::TYPE_VOID, 'GdipDisposeImage' => DL::TYPE_INT, 'GdipSaveImageToFile' => DL::TYPE_INT, 'GdipCreateBitmapFromGdiDib' => DL::TYPE_INT, 'GdipCreateBitmapFromHBITMAP' => DL::TYPE_INT, 'GdipCreateBitmapFromScan0' => DL::TYPE_INT }.each do |name, type| FUNCTIONS[name.to_sym] = DL::CFunc.new(DLL[name], type, name, :stdcall) end CLSIDS = {} dll = DL.dlopen('ole32') name = 'CLSIDFromString' func = DL::CFunc.new(dll[name], DL::TYPE_LONG, name, :stdcall) { bmp: '{557cf400-1a04-11d3-9a73-0000f81ef32e}'.widen!, jpg: '{557cf401-1a04-11d3-9a73-0000f81ef32e}'.widen!, gif: '{557cf402-1a04-11d3-9a73-0000f81ef32e}'.widen!, tif: '{557cf405-1a04-11d3-9a73-0000f81ef32e}'.widen!, png: '{557cf406-1a04-11d3-9a73-0000f81ef32e}'.widen! }.each do |format, string| clsid = "\0" * 16 func.call([DL::CPtr[string].to_i, DL::CPtr[clsid].to_i]) CLSIDS[format] = clsid end CLSIDS[:jpeg] = CLSIDS[:jpg] CLSIDS[:tiff] = CLSIDS[:tif] @token = "\0" * DL::SIZEOF_VOIDP def self.token @token end # TODO: prepend prefix (Gdip or Gdiplus) automatically def self.call(*args) name = args.shift args.map! { |e| DL::CPtr[e].to_i } r = FUNCTIONS[name].call(args) if r && r != 0 fail GdiplusError, "Status: #{v}\nFunction: #{name}\nArguments: #{args.inspect}" end true end def self.startup input = [1].pack('L') # GdiplusVersion input << "\0" * DL::SIZEOF_VOIDP # DebugEventCallback input << "\0" * DL::SIZEOF_INT # SuppressBackgroundThread input << "\0" * DL::SIZEOF_INT # SuppressExternalCodecs call(:GdiplusStartup, @token, input, 0) end def self.shutdown call(:GdiplusShutdown, @token) end class Image attr_reader :instance def initialize @instance = 0 true end def save(destination, *args) case destination when :file filename = args.shift.widen! argv = [:GdipSaveImageToFile, filename, Gdiplus::CLSIDS[args.shift], 0] else fail ArgumentError, "unknown GDI+ image destination: #{source}" end argv.insert(1, @instance) Gdiplus.call(*argv) end def dispose Gdiplus.call(:GdipDisposeImage, @instance) end end class Bitmap < Image def initialize(source, *args) case source when :gdidib argv = [:GdipCreateBitmapFromGdiDib, args.shift, args.shift] when :hbitmap argv = [:GdipCreateBitmapFromHBITMAP, args.shift, 0] when :scan0 w = args.shift h = args.shift stride = w * -4 # BGRA, mirrored format = 0x26200A # PixelFormat32bppARGB scan0 = args.shift argv = [:GdipCreateBitmapFromScan0, w, h, stride, format, scan0] else fail ArgumentError, "unknown GDI+ bitmap source: #{source}" end argv << "\0" * DL::SIZEOF_VOIDP r = Gdiplus.call(*argv) @instance = r ? argv[-1].unpack(DL::SIZEOF_VOIDP == 4 ? 'L' : 'Q')[0] : 0 r end end end Gdiplus.startup class << SceneManager alias_method :exit_wo_gdip_shutdown, :exit def exit exit_wo_gdip_shutdown Gdiplus.shutdown end end Cremno Screenshot Taker. Link In this thread -> https://www.rpgmakercentral.com/topic/15340-screenshot-script/ 1 Share this post Link to post Share on other sites
Gump 108 Posted April 20, 2021 I just found a series of my own scripts and script demos that were lost to time on an old harddrive. I was thinking about posting some in their own topics (like the demos, which are multi script systems, one being a quest system another being a blacksmithing one) but then I saw this topic.. Should I just post it all here instead? Don't wanna flood out the script section. Maybe post the demos in their own posts but the smaller scripts in here? 1 Share this post Link to post Share on other sites
Rikifive 3,411 Posted April 20, 2021 @Gump If you're willing to still provide potential support for your scripts and/or you're open to feedback and ideas, then posting scripts in their own threads would work better. Also giving them own threads with proper titles and descriptions would make it easier for developers to find/Google these, rather than having these randomly plugged in a thread on x page. This thread is more for reuploading missing scripts, where there's no original author to resubmit these properly. 3rd party users can't really submit these as if these were their own. Since you're here, you can normally submit your scripts as you wish. Don't worry about flooding the section, that's what it is for after all. 1 Share this post Link to post Share on other sites
Gump 108 Posted April 20, 2021 Perfect, exactly what I needed to know. Thanks Riki, always soo informative. 2 Share this post Link to post Share on other sites