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Messages - Nadim13

1
RMXP Script Database / Re: [XP] Mail Box System
August 06, 2010, 04:46:46 pm
Quote from: Adjutant game_guy on August 04, 2010, 12:37:43 pm
Updated.
@Nadim: I updated it so you can now use this in a conditional branch
$game_party.mail_read?(id)


If its been read you can turn on a switch or whatever you need. ;D Thanks for the idea

Thank you man! Tomorrow I'll try this script and I'll decide to use it or not. Thanks, however! ;)
2
RMXP Script Database / Re: [XP] Mail Box System
August 04, 2010, 06:59:12 am
Is it possible to activate any type of switch/variable when the player open a particular PM? If possible, how can I do that (Call Script, editing the script, other?)?

Good work however, level ++! ;)
3
RMXP Script Database / Re: [XP] Journal
July 09, 2010, 04:50:05 am
It seems cool! I'll try it later! Good work! (lv.++)
4
RMXP Script Database / Re: [XP] Tons of Add-ons
June 12, 2010, 10:34:04 am
Only a question, if I may...
What does it mean 90% compatibility with SDK 1.x, 80% with SDK 2.x?
That 9 times to 10 a script doesn't work? Or what?

Thanks for the help. :)
5
RMXP Script Database / Re: [XP] Tons of Add-ons
June 03, 2010, 08:10:47 am
Quote from: Blizzard on June 03, 2010, 07:16:45 am
*points to signature*

*points to first post*

Quote from: Blizzard on January 09, 2008, 08:50:47 am
Insert the 3 parts in the correct order and the system should work without problems. Do NOT remove any of the parts, the script NEEDS all 3 parts to work with other systems.


Oh, sorry, haven't seen...
6
RMXP Script Database / Re: [XP] Tons of Add-ons
June 03, 2010, 04:44:46 am
First time I open this topic! :O.o:

You're the best, Blizz! Really, really, really, really good work.
I have only some question for you, not hard, relax. ;)

In my project I'm using A LOT of script (and trust me, are a great number, someone self made). I would like to know... if I disable one add-on, it still could give me compatibiliy issues, or it could give it only if I activate it?
I know this archive is make to work as an Add-on type, but should I extract one or some script instead using all of this? Is it possible? If it is, could you explain me how can I do that?

Thanks a lot for the help, man! 8)
7
Resources / Re: "Da Nadim"
May 08, 2010, 01:59:13 am
Ok, guys, I've updated the tileset on megaupload (open post). Sorry if it takes too much, but I was busy these days. :^_^':

@WhiteRose & Starrod: tnx! I've made a so huge tileset because, using the Dynamic Maps Script, I need a lot of tiles to let the player to create a big village, with a lot of variety.
Some tiles are the same in this tileset, and it's a bit confusing but... hey, there is everything!

Last, some tiles are made by me, or recolored by me, so, you're free to use it in your game, but please, credit me! ;)
8
Resources / Re: "Da Nadim"
May 04, 2010, 08:51:02 am
Here a really great Tileset, a fusion of all of the RTP, edited by other users and with a lot of edits by me. Hope you like it. 8)

Edit: I'll post it in a WinRar Zip later, don't worry guys!
Spoiler: ShowHide


by Blizz: Please use spoilers for images. Have a nice day~
9
RMXP Script Database / Re: [XP] Battle Arena
April 30, 2010, 02:19:19 am
Ok, excellent work as always. ;)

All your script are simple but very very good.
Maybe I'll use this one for my game, I have to decide. However, good work!
10
Resources / "Da Nadim"
April 23, 2010, 05:57:13 am
Hello everybody!
Welcome to my graphic italian restaurant, "Da Nadim"!
I'll update here all my future resources and share them with all of you.

Some of them will be simple edit from others (but I don't remember perfectly who to credit, sorry, some resources I have are very old...), other will be all mine.

Here we go, with a tileset: "Floating Island".
Only the last model is from other people (but I've edited also that one), feel free to use them (and let me know if you like it). ;)

http://www.megaupload.com/?d=7LKCQ6NQ

by Blizz: Please use spoilers for images. Have a nice day~
11
RMXP Script Database / Re: [XP] Blacksmith System
April 23, 2010, 05:28:24 am
Ok, that's a cool (and very simple to customize) script, good work! ;)
But I suggest you to edit the extract part: it would be better that, when you extract materials from your weapon/armor, you'll receive less quantity of them instead the same number of the creation part.

Ex.
3 Gold Ore => Gold Sword
and, during the extraction
Gold Sword => 2 Gold Ore

By the way, once again... good work! 8)
12
RMXP Script Database / Re: [XP] Blacksmith System
April 22, 2010, 05:23:33 am
It seems cool.
I'll try it this afternoon and I let you know. 8)
13
RMXP Script Database / Re: [XP] Dynamic Gardening
April 22, 2010, 05:21:17 am
A perfect work that become even more perfect! Level ++! ;)
14
Script Requests / Re: Share Maps for a offline game
April 19, 2010, 01:09:07 pm
I'm tryng to load the switches using a menu similar to the Save & Load one.
Your Interpreter class is really good, no doubt about it, but I'm tryng to load file using a more simple menu.

Maybe can you help me? ;)
15
Script Requests / Re: Share Maps for a offline game
April 18, 2010, 08:40:05 am
Ok, I tryed once more and it worked perfectly! Really tnx, man! ;)

Now, one more question.
I have saved with this class all switches from 10 to 100, right?
Than I put this "save file" in another (same) copy of my game, if I load this file, it will do the same job, and will put all the switches from 10 to 100 true or false, right?
No problem, no bugs, right?


However, I'm using those script (taken from the creationasylum.net "Export & Import System" and modified by me).
Can you control, guys, if I have wrote the script in the right way?
(I'm Italian, so you'll find some italian words)

Window_ExportFile
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_ExportFile < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :exportname               # file name
  attr_reader   :selected                 # selected
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0-3)
  #     filename   : file name
  #--------------------------------------------------------------------------
  def initialize(file_index, exportname)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @exportname = "E#{@file_index + 1}.export"
    @file_exist = FileTest.exist?(@exportname)
    if @file_exist
      export = File.open(@exportname, "r")
      @characters = Marshal.load(export)
      @frame_count = Marshal.load(export)
      export.close
    end
    refresh
    @selected = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw file number
    self.contents.font.color = normal_color
    name = "Export #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # If save file exists
    if @file_exist
      # Draw character
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        x = 300 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt(x, 68 - ch, bitmap, src_rect)
      end
      end
  end
  #--------------------------------------------------------------------------
  # * Set Selected
  #     selected : new selected (true = selected, false = unselected)
  #--------------------------------------------------------------------------
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @selected
      self.cursor_rect.set(0, 0, @name_width + 8, 32)
    else
      self.cursor_rect.empty
    end
  end
end



Scene_ExportFile
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This is a superclass for the save screen and load screen.
#==============================================================================

class Scene_ExportFile
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     help_text : text string shown in the help window
  #--------------------------------------------------------------------------
  def initialize(help_text)
    @help_text = help_text
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window
    @help_window = Window_Help.new
    @help_window.set_text(@help_text)
    # Make save file window
    @exportfile_windows = []
    for i in 0..3
      @exportfile_windows.push(Window_ExportFile.new(i, make_exportname(i)))
    end
    # Select last file to be operated
    @file_index = $game_temp.last_file_index
    @exportfile_windows[@file_index].selected = true
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    for i in @exportfile_windows
      i.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    for i in @exportfile_windows
      i.update
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Call method: on_decision (defined by the subclasses)
      on_decision(make_exportname(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Call method: on_cancel (defined by the subclasses)
      on_cancel
      return
    end
    # If the down directional button was pressed
    if Input.repeat?(Input::DOWN)
      # If the down directional button pressed down is not a repeat,
      # or cursor position is more in front than 3
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor down
        @exportfile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @exportfile_windows[@file_index].selected = true
        return
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      # If the up directional button pressed down is not a repeat、
      # or cursor position is more in back than 0
      if Input.trigger?(Input::UP) or @file_index > 0
        # Play cursor SE
        $game_system.se_play($data_system.cursor_se)
        # Move cursor up
        @exportfile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @exportfile_windows[@file_index].selected = true
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Make File Name
  #     file_index : save file index (0-3)
  #--------------------------------------------------------------------------
  def make_exportname(file_index)
    return "E#{file_index + 1}.export"
  end
end


Scene_Export (=Save)
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Export < Scene_ExportFile
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super("Quale file vuoi esportare?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(exportname)
    # Play save SE
    $game_system.se_play($data_system.save_se)
    # Write save data
    export = File.open(exportname, "wb")
    write_save_data(export)
    export.close
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # If called from event
    if $game_temp.save_calling
      # Clear save call flag
      $game_temp.save_calling = false
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # Switch to menu screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  def write_save_data(export)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, export)
    # Increase save count by 1
    $game_system.export_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    (10...100).each {|i| Marshal.dump($game_switches[i], export)}
    Marshal.dump($game_self_switches, export)
  end
end


Scene_Import (=Load)
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Import < Scene_ExportFile
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Remake temporary object
    $game_temp = Game_Temp.new
    # Timestamp selects new file
    $game_temp.last_file_index = 0
    for i in 0..3
      exportname = make_exportname(i)
      if FileTest.exist?(exportname)
        export = File.open(exportname, "r")
        export.close
      end
    end
    super("Quale file vuoi importare?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(exportname)
    # If file doesn't exist
    unless FileTest.exist?(exportname)
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play load SE
    $game_system.se_play($data_system.load_se)
    # Read save data
    export = File.open(exportname, "rb")
    read_save_data(export)
    export.close
    # Restore BGM and BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Switch to title screen
    $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(export)
    # Read character data for drawing save file
    characters = Marshal.load(export)
    # Read each type of game object
    (10...100).each {|i| $game_switches[i] = Marshal.load(export)}
    $game_self_switches       = Marshal.load(export)
    # If magic number is different from when saving
    # (if editing was added with editor)
    if $game_system.magic_number != $data_system.magic_number
      # Load map
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    # Refresh party members
    $game_party.refresh
  end
end
16
Script Requests / Re: Share Maps for a offline game
April 18, 2010, 04:09:12 am
You said I've to usa a call script to make it work.
But what have I to write on that call script to make it work?
Because I've tryed to save and load, but it has not create any "Switch" file...
17
Script Requests / Re: Share Maps for a offline game
April 17, 2010, 09:40:24 am
Sorry, I don't understand.
This class Interpreter, have I to insert that first of Main, after Scene_Debug, right?

But what does it do exactly?
It loads from the save files only the switches, or it does other?

(Sorry, I'm quite a noob :D)

EDIT: in other words, can someone create me a Scene_Save and Scene_Load script which only save and load switches and variables?
Those have nothing other to do, only save and load switches and variables (and self_switches).

Tnx! :)
18
Script Requests / Re: Share Maps for a offline game
April 17, 2010, 06:49:02 am
Ok, tnx.

Now, I'm tryng to create Scene_Save2 and Scene_Load2, which allow to save/load only switches and/or variables...
But every time I save or load, it save me not only the switches and the variables, but also all the rest (system, player, ecc...).
I tried more, and I was able to make it save/load only switches and variables, but it loads all of them, not only one or another.
Hpw is it possible?
19
Script Requests / Re: Share Maps for a offline game
April 16, 2010, 01:19:30 pm
Ok, I'll try once again.
And for a period of switches?
For example, from switch 10 to switch 100, what should I write?
20
Script Requests / Re: Share Maps for a offline game
April 16, 2010, 03:57:07 am
No, it doesn't work this way... :'(