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1
Resources / Re: problem to open mrmx-os
« Last post by Blizzard on Today at 07:40:36 AM »
The Steam version / Humble store version and the official version from their website should work fine.
2
RMXP Script Database / Re: [XP] XP Ace Tilemap
« Last post by Blizzard on Today at 07:39:36 AM »
Eh, it happens. I've uploaded tons of faulty demos in my time. xD
3
Resources / problem to open mrmx-os
« Last post by Oscar26 on Today at 06:15:59 AM »
hello.

someone know where i can get a rmxp that is compatible with mrmx-os?

the problem is that the only rmxp that i have found that is able to open the mrmx-os and to edit it is the rmxp that appear in the official page, but it is only avaiable by 30 days. when i try to open mrmx-os with other rmxp, it says: it is not compatible. the version that i have intented is the 102a, because the previous versions dont open it.
4
RMXP Script Database / Re: [XP] XP Ace Tilemap
« Last post by KK20 on Today at 05:18:35 AM »
It was just because he had a
Code: [Select]
__END__ at the top of the Circular Motion script. As stated in his reply,
Quote
I didn't add this line, it's straight out of demo.
Which I find particularly odd.
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RMXP Script Database / Re: [XP] XP Ace Tilemap
« Last post by Heretic86 on Today at 04:59:18 AM »
Hey, it's me again. I found two issues, that hopefully might improve compatibility if fixed.
I tried using Emotions Script, but I can't change the target of emotion, it's always stuck to the player.
And Heretics Circular Sprite Motion just doesn't work. Without throwing any error.
Code: [Select]
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>SCRIPT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
#                        Emotions Script                        #
#                by √Ānemus (www.arcadiumrpg.net)                #
#                                                               #
#  This script shows emotions over the player or over the other #
#                     characters of the map.                    #
#                                                               #
#                  $scene.emotion(id,ev,image)                  #
#                                                               #
#           For any comments: anemus@arcadiumrpg.net            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>SETTINGS<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Number of Repetitions or LOOP:                                #
# That's the number of times the animation of the emotion will  #
# repeat. I recomend 1, because bigger numbers are just way to  #
# repetitive.                                                   #
LOOP = 1
#                                                               #
# Delay:                                                        #
# That's the slowness of the animation. I recomend 3 or 4,      #
# smaller numbers are like flashes, so they aren't really       #
# useful.                                                       #
DELAY = 4
#                                                               #
# Deafult file for emotions:                                    #
# This is a tool to make it easier to use, this way you just    #
# write the id of the animation and the event where you want to #
# show it.
DEFAULTFILE = "Balloon"
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>INSTRUCTIONS<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#                                                               #
# Whenever you want to use it just use Call Script command      #
# then write:                                                   #
# $scene.emotion(id, ev, image)                                 #
# Being id the number of the emotion in the file (the top one is#
# the 0 and the lowest one the 9), ev the event over which you  #
# are showing the emotion (being -1 for the player and any      #
# other number for events, and image, that is the image file    #
# that you are using for the emotions. This file is to be placed#
# on Pictures folder and should be 256x320 px.                  #
#                                                               #
# Some tips:                                                    #
# If you are using the emotion file specified in DEFAULTFILE    #
# you dont need to include it in the sentence.                  #
# $scene.emotion(id, ev)                                        #
# Now if you are using the default file and also placing the    #
# emotion on the main character, the sentence is reduced to:    #
# $scene.emotion(id)                                            #
#                                                               #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>END<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#

#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>CODE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
class Sprite_Character < RPG::Sprite
  alias :old_updateEmo :update
  def update
    old_updateEmo
    if @frames != nil
      @pic.x = (@character.screen_x + 5)
      @pic.y = (@character.screen_y - @ph - @ch.to_i+2)
      if @frames > (1 + LOOP*7)*DELAY
        @pic.zoom_x = 0.6
        @pic.zoom_y = 0.6
        @pic.opacity = 100
        @frames -= 1
        return
      elsif @frames > (LOOP*7)*DELAY
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        @iframe = 1
        @gota = 0
        return
      elsif @frames == 0
        @frames = nil
        @pic.bitmap.dispose
        @pic.dispose
        @picid = nil
        return
      else
        @pic.bitmap.clear
        @pic.bitmap.blt(0,0,RPG::Cache.picture(@picig),Rect.new(@iframe*32, @picid*32, 32, 32))
        @pic.zoom_x = 1
        @pic.zoom_y = 1
        @pic.opacity = 255
        @frames -= 1
        if @gota == DELAY
          @iframe += 1
          if @iframe > 7
            @iframe = 1
          end
          @gota = 0
        end
        @gota +=1
      end
    end
  end
  def emotion (id,ig="Balloon",wt=false)
    if !FileTest.exist?("Graphics/Pictures/"+ig+".png")
      return 0
    end
    @frames = (2 + LOOP*7)*DELAY
    @picid = id > 9 ? 9 : id
    @picig = ig
    @pic = Sprite.new
    @pic.bitmap = Bitmap.new(32,32)
    @pic.bitmap.blt(0, 0, RPG::Cache.picture(@picig), Rect.new(0,32*@picid,32,32))
    @pic.ox = @pic.bitmap.width / 2
    @pic.oy = @ph = @pic.bitmap.height / 2
    @pic.z = 100
    if wt
      return @frames
    else
      return 0
    end
  end
  def dispose
    super
    if @pic != nil
      @pic.bitmap.dispose
      @pic.dispose
    end
  end
end
class Spriteset_Map
  def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
    if ev.to_i > -1
      @frames = @character_sprites[ev].emotion(id,ig,wt)
    else
      @frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
    end
    return @frames
  end
end
class Scene_Map
  def emotion(id,ev=-1,ig=DEFAULTFILE,wt=false)
    $game_system.map_interpreter.wait_count = @spriteset.emotion(id,ev,ig,wt)
  end
end
class Interpreter
  def wait_count=(frames)
    @wait_count = frames.to_i
  end
end
Thanks for keeping this script alive. I appreciate it.

First things first, do you have Modular Passable?  Its required because that is what allows the comments to be read for any Circular options.

Next, it should be below Modular Passable.  However, I do not believe the order of the scripts afterwards is important, but you can try putting Circular Sprite Motion below the Emotions Script.

Please advise if this helped to correct your issue or not.  Thanks!
6
Script Troubleshooting / Re: Ccoa Universal Message System - width issues.
« Last post by KK20 on June 22, 2017, 10:51:24 PM »
Surprised that -1 even did something for you. I would just see \e[-1] in the message window.

In the script, there are two instances of this line:
Code: [Select]
text.gsub!(/\\[Ee]\[([0-9]+)\]/) doChange both of them to
Code: [Select]
text.gsub!(/\\[Ee]\[(-?[0-9]+)\]/) do
After that, the only thing that would prevent moving the message box is the use of train_actor (\ta[N]). You have to make sure that it is also set to -1 in order for \e[-1] to work, as the script shows:
Code: [Select]
if $game_system.message_event == -1 and $game_system.train_actor == -1
      if $game_system.window_justification == RIGHT
        self.x = 640 - $game_system.window_width
      elsif $game_system.window_justification == LEFT
        self.x = 0
      else # center
        self.x = (640 - self.width) / 2
      end
7
Script Troubleshooting / Re: Ccoa Universal Message System - width issues.
« Last post by Kise on June 22, 2017, 02:13:35 PM »
Thank you. One more problem, the instructions say to use command \e[-1] to display message 'over no event', but it's not working and message is stuck with the last x event - \e[ x ]
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Script Troubleshooting / Re: Ccoa Universal Message System - width issues.
« Last post by KK20 on June 22, 2017, 04:46:41 AM »
https://pastebin.com/Qrj2N9zW

I also noticed a small bug as well. I had to reset the Font in the window's contents before every draw to ensure that they wouldn't affect calculating the correct size for the window. For example, I had an event use bold in the first message and none in the second. The bold flag was still on when it was calculating the text width for the second message, so the resulting window width was larger than expected.

However, this bug is still present if you abuse any of the commands that affect the shape of the text (bold, italics, changing the font name, maybe shadows?). The resulting window size might be too small. Basically just avoid using those :P
9
Script Troubleshooting / Ccoa Universal Message System - width issues.
« Last post by Kise on June 21, 2017, 11:00:23 PM »
I switched from AMS to CCoa UMS and noticed one, really annoying bug - when using FIT_WINDOW_TO_TEXT it's clearly visible that width of invisible commends like \p[10] is added to the overall window width, which makes it look really werid, especially when using few commends. Could someone please look into it? here is a bit modified version of script -> https://pastebin.com/raw/FUTqBTFw

There's also original demo - http://www.ultimateam.pl/files/UMS_180.zip
10
Quote
To resize the inventory call with script call
Script : $game_party.resize_inventory(new_size)
or
Script : resize_inventory(new_size)
You just have to handle when the inventory size should change yourself through a common event.
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