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PhoenixSoul

Lost Script Reuploads (for those of us who got on the train late)

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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 by Fox420

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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 by UncannyBoots

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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

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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 by UncannyBoots

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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 by roninator2

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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.

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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.


 

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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.

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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.

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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!

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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/

 

 

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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?

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@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. 😉

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