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Well guys im implementing the last enguine which is the inreractive drop system, you can now cut grass or throw an object and make them to drop something just by writing the item id into a event comment , I concidered that necesary to increase the interaction to the pick up and the cut grass fuction

 

Also a new action anime has been applied, so when you use a tool or pick up and throw an object the char look like it is executing the action

 

When I comeback on monday I will fix some horrible bugs I got left >_< you will see the new update soon.

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Sweet! Jewel hunting for little Links made easy ;D

 

But seriously, keep up the good work, can't wait to implement the new stuff!

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Should we expect an update today?

 

Also if their is any bug left,

why not just allow us to Beta test it? or release version 1.1 .. 1.2 ...etc

Edited by Sievn

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Should we expect an update today?

 

Also if their is any bug left,

why not just allow us to Beta test it? or release version 1.1 .. 1.2 ...etc

 

Patience, dude. He already said that he's going to fix bugs today, and scripters aren't machines and are clever enough to not release bugged scripts =)

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Should we expect an update today?

 

Also if their is any bug left,

why not just allow us to Beta test it? or release version 1.1 .. 1.2 ...etc

 

Patience, dude. He already said that he's going to fix bugs today, and scripters aren't machines and are clever enough to not release bugged scripts =)

 

I am patient, but some times Script writers do release scripts to find bugs.

I was just wondering if release time is Monday or bug fixing is Monday.

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As caveras said im not posting bugged scripts, this will be released till it is stable, the bugs im fixing today are pretty easy to remove I just need more free time cuz im preparing my stuff to go back school.

 

The new update will be available on september 5

Edited by Falcao

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As caveras said im not posting bugged scripts, this will be released till it is stable, the bugs im fixing today are pretty easy to remove I just need more free time cuz im preparing my stuff to go back school.

 

The new update will be available on september 5

 

Alright, Thanks.

Can't wait.

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Well guys the waiting is over!

 

The new version of Falcao Interactive System 2.0 in right there waiting for you

 

I added 8 more engines including the powerful tools this system offer for game development.

 

I recorded a video showing the features of 2.0 version, see main post for details.

 

 

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Sweet sweet ! =D

 

Let's hope it's still compatible with the bulk of the other scripts I'm using, which I will find out in a few minutes =)

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Umm sorry for the double post, but dude, this is seriously beyond awesome. I found no errors so far and the features included like the burning barrel...major props to you, Falcao.

 

I also like the fact that you need to equip an item to use the feature. Most scripts in that style lack this, but it really adds to a "more realistic" feel, if you can say this about an RPG Maker game. I believe editing the script will be no problem (e.g. make a feature not use up items, just use it without any costs), and all of this packed neatly into one easily configurable script is quite an accomplishment.

 

Rock on! =)

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I wanted to create something never seen on a zelda game or any rpg maker game, after collecting a lot of ideas y create the barrel tool it is a very helpful feature.

 

I added more info about the new update, see main post and read it is very important!

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Just tested it, Great Job!!!

What is Awesome that you made it a weapon so its sellable.

And its very compatible with my scripts.

Edited by Sievn

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Falcao , i love your scripts , and thank you for sharing them !

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a little question. do we have to use weapon slot? can we use other slots ex: accessory(rename it to tools or something)? (and if it can and i'm using yanfly script so i can equip more than 1 accessory so how the tool action handle that :D) haven't studied the demo yet. the answer from the creator would be faster i guess.

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Omg i must say this you the best ;) you programming that what i searching and searching a big thanks to you !

 

very very nice script ! and its compatible with all my scripts !

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@estriole For this script you equip the normal weapon slot available, the other slot are for armor dont?

 

Well im glad you like my work on this script, hopefully you gonna take advantage of all the features this script offer

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DAMN SWEET!!! Been waiting for 2.0V! great release dude.

 

I'd love to thank you with a something more special.. but I don't really get anything I should do or thank you xD...

Love the script!

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DAMN SWEET!!! Been waiting for 2.0V! great release dude.

 

I'd love to thank you with a something more special.. but I don't really get anything I should do or thank you xD...

Love the script!

 

Give me a beer ;)

 

Also i forgot to mention that this script is programmed for zero lag environment despite all the event interaction, thats due to the dispose and update mechanism the kernel of this script is based. the tools are updated when is visible only after that is disposed and everything keeps like nothing was happen

 

Hope you guys can create your own puzzles system and much more using this script

Edited by Falcao

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a little question. do we have to use weapon slot? can we use other slots ex: accessory(rename it to tools or something)? (and if it can and i'm using yanfly script so i can equip more than 1 accessory so how the tool action handle that :D) haven't studied the demo yet. the answer from the creator would be faster i guess.

 

In the Interactive System Script look for this line:

!$game_map.interpreter.running? && actor.weapons.include?($data_weapons[id])
(Should be at line 1558.)

Replace both "weapons" with "armors" so it looks like this:

!$game_map.interpreter.running? && actor.armors.include?($data_armors[id])

 

Now you have to make the tools armors instead of weapons in order to use them. With Yanfly's Equip Engine you can now easily make them a custom category like Tools or anything.

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