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Messages - ThallionDarkshine

21
Yeah, but still, it's pretty hilarious.
22
It's really not that hard, as long as you just want to work with bitmaps in the dll. Some source code is over on hbgames.
23
I couldn't either. Especially this part:
Quote
Forced program termination is not allowed unless the program consents to it. The process is part of the choice of the program, not the programmer.

That's basically impossible to implement. All it would come down to would be a random chance that the program would exit.
And who really wants their programs not to exit when they go into task manager and end the task? That defeats the entire purpose behind end task.

Also, what???
Quote
Curly brackets are not allowed, as they perpetuate our society's stereotype of the 'curly' women. Instead, Python-esque indentation is used.

Indentation is fluid. Both spaces and tabs are allowed. At no point should the programmer attempt to use indentation to create actual hierarchy in code nesting, as that implies hierarchy in the code. Instead, code indentation is used only for aesthetic purposes.


This language is so weird and no one would ever use it!!!
Quote
Every program needs to be prefixed by, in addition to the license, a disclaimer: "If this program fails to operate, it is due the Patriarchy backfiring upon itself, and no refunds will be issued."


This had really better be a joke.
Quote
The traditional binary foundation of 1s and 0s is deeply problematic: 1 is inherently phallic and thus misogynistic. Also, some 1s are 0s, and some 0s are 1s. It is not fair to give them immutable labels. Instead, we have 0s and Os as our fundamental binary logic gates. They symbolise/-ize the varying, natural, and beautiful differences of the female vaginal opening.


I just looked through their samples, and hardly any of them follow their own rules.
24
This looks pretty awesome! I love all the different options you build into it. Just one quick tip though after reading through your instructions. I really think that allowing users to have whitespace in their comments would be nice. It would be really annoying debugging a game just because you added an extra space. To do this just use
Code: ruby
/\s*/
where you want to allow whitespace. Another way to do this would be just to use a regexp with
Code: ruby
/YOUR_REGEXP_HERE/x
, which would ignore whitespace.
25
RMXP Script Database / Re: [XP] Event Transitions
November 21, 2013, 06:33:29 am
First Bug: fade_in only goes up to 7. This is because some of the transition out modes do not look good with transition in at all. There is a separate section of the instructions for fade_in

Second Bug: I will work on fixing that. I just need to put an array in $game_map that stores which events have already been faded out. Though an alternative would be just creating another page with self switch: a as the condition.

F12: If you want to stop crashes, just use the F12 fix script i posted earlier.

DLL File: It's used for every one of my scripts, so i just keep it named rgss_addon.dll.

Battler Sprites: Yes, that's my battler transitions script.

Multiple Events: Yes.

Other Sprites: Yes, you would just need some scripting knowledge. Syntax would be:
Code: ruby
Transitions.transition_out(SPRITE, PARAMETERS_NOT_AS_ARRAY)
Transitions.transition_in(SPRITE, PARAMETERS_NOT_AS_ARRAY)

Though some of the transitions are not easily reversible so you would have to save the state of the sprite before transitioning it out if you want to transition it back in.
26
Yeah, I always run into problems with the limitations of RMXP's event interface. They never have the features i need to make a certain event work. I'm actually working on creating a new script to add new conditions, triggers and move types to events. The problem i was dealing with was having birds that flew around during the day and flew back to their nests at sunset. It was actually a neat eventing challenge to solve, though I used scripts to implement most of it.
27
Alright, everything works fine now.
28
I tested the reset equipment thing and it doesn't work either. If you have no weapon equipped, it gives a no method error on line 1506.
29
I just tested it, and you can still unequip the cursed weapon, although it can't be switched with other weapons.

Edit - Wait, did you just not finish uploading the new demo yet?
30
I get an error whenever i attack an enemy with a skill: undefined local method or variable 'evareduce' for <Game_Enemy>. It looks like you're only defining that variable in the else portion of the if statement. Also, you can unequip the cursed equipment, even though you cannot replace it with another piece of equipment. Also, when you try to reset equipment when you have nothing equipped in a certain slot, it gives this error: "undefined method: get_new_stat for nil:NilClass. Also, when adding an additional shield slot, it calls the helm slot "Off-Hand". Also, with 3 off-hand slots, when you equip a weapon in one slot, the other's slot's weapon is unequipped.
31
Your demo is broken. When you try to unzip it, it gives unsupported compression method errors.
32
RMXP Script Database / Re: [XP] Event Transitions
November 14, 2013, 03:14:10 pm
Transitions module and rgss_addon.dll updated. This will fix many issues with transitioning out events. Also, the demo is done, and should be up in a matter of minutes. In the demo there are a bunch of transitions graphics that i made a while back. These could be used for cool effects in transitioning out sprites.
33
RMXP Script Database / Re: [XP] Event Transitions
November 12, 2013, 06:36:00 am
Yeah, i realized a little while after i wrote it that i should've added in support for the player, as well as events other than the current event. I'll fix that after i get back from school.

Edit - And update to v1.1. You can now call fade_out on any event, including the player, instead of just the event you called the method from.
34
RMXP Script Database / [XP] Event Transitions
November 11, 2013, 07:35:54 pm
Event Transitions
Authors: ThallionDarkshine
Version: 1.1
Type: Event Animation System
Key Term: Environment Add-on



Introduction

This script allows you to transition in or out map events using many different transitions. Examples of possible transitions are found in the instructions section.


Features


  • Transition in or out map events.

  • Use many cool transitions, including using transition graphics.




Screenshots

Spoiler: ShowHide



Demo

Demo


Script

Spoiler: ShowHide
Code: ruby

=begin
 Event Transitions
   Author: ThallionDarkshine
 
 Instructions:
   Sample Arguments for fade_out (i.e. fade_out(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
     # Slicing Animations (Animation #0)
     #   parameters: (amount_movement)
     [0, 40]
     [0, 20]
     [0, 20, [0.6]]
     # Fading Animations (Animation #1)
     #   parameters: none
     [1, 20]
     [1, 30]
     # Zooming Animations (Animation #2)
     #   parameters: (x_zoom, y_zoom) or (zoom)
     [2, 30]
     [2, 20, [1.2]]
     [2, 30, [1, 0]]
     [2, 30, [0, 1]]
     [2, 30, [1.8, 0.2]]
     [2, 30, [0.2, 1.8]]
     [2, 30, [0.2]]
     # Zooming and Spinning Animations (Animation #3)
     #   parameters: (x_zoom, y_zoom, spin_degrees) or (zoom, spin_degrees)
     [3, 20]
     [3, 40, [1.8, 0.2, 720]]
     [3, 40, [0.2, 810]]
     [3, 40, [0.2, 1.8, 720]]
     # 3D Spin Animations (Animation #4)
     #   parameters: (zoom, num_rotations)
     [4, 40]
     [4, 40, [0, 4]]
     [4, 40, [0.5, 6]]
     [4, 30, [0.7, 2]]
     # Shaking Animations (Animation #7)
     #   parameters: (x_strength, x_speed, y_strength, y_speed) or (x_intensity, y_intensity)
     [7, 40]
     [7, 40, [6..9, 4..7]]
     # Ripple/Distort Animations (Animation #8)
     #   parameters: (x_amplitude, x_wavelength, num_x_ripples, y_amplitude, y_wavelength, num_y_ripples) or (x_amount, num_x_ripples, y_amount, num_y_ripples)
     [8, 40]
     [8, 40, [40, 10, 0.5, 10, 10, 2]]
     [8, 40, [10, 10, 2, 40, 10, 0.5]]
     [8, 40, [10, 40, 2, 10, 10, 2]]
     [8, 40, [10, 10, 2, 10, 40, 2]]
     [8, 40, [10, 10, 3, 10, 10, 2]]
     [8, 40, [10, 10, 2, 10, 10, 3]]
     [8, 10, [10, 40, 0.5, 10, 10, 0.5]]
     [8, 10, [10, 10, 0.5, 10, 40, 0.5]]
     # Dissolve to Sprite Animations (Animation #9)
     #   parameters: (fade_duration)
     #            or (fade_duration, x_size, y_size, negative?, tint_amount,
     #                tint_red, tint_green, tint_blue)
     #            or (fade_duration, x_size, y_size, negative?, tint_amount,
     #                tint_red, tint_green, tint_blue, grayscale_amount)
     #   note - use a float for x_size or y_size to specify it as a fraction
     #     example - 1.0 for the width of the sprite, 0.5 for half the width, and so on
     [9, 40]
     [9, 40, [10, 1.0, 1, false, 50, 200, 50, 50]]
     [9, 40, [10, 5, 5, true, 50, 100, 200, 200]]
     [9, 40, [10, 1, 1.0, false, 0, 0, 0, 0, 100]]
     # Dissolve Animations (Animation #10)
     [10, 40]
     [10, 40, [1, 1.0]]
     [10, 40, [5, 5]]
     [10, 20, [10, 10]]
     # Transition Graphic Animations (Animation #11)
     #   parameters: (transition_graphic_name, fade_duration)
     #     fade_duration - how long it takes for each individual pixel of the
     #       sprite to fade out
     [11, 100]
     [11, 40, ['001-Blind01', 5]]
   Sample Arguments for fade_in (i.e. fade_in(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
     # Fading Animations (Animation #0)
     #   parameters: none
     [0, 20]
     [0, 30]
     # Zooming Animations (Animation #1)
     #   parameters: (x_zoom, y_zoom) or (zoom)
     [1, 30]
     [1, 20, [1.2]]
     [1, 30, [1, 0]]
     [1, 30, [0, 1]]
     [1, 30, [1.8, 0.2]]
     [1, 30, [0.2, 1.8]]
     [1, 30, [0.2]]
     # Zooming and Spinning Animations (Animation #2)
     #   parameters: (x_zoom, y_zoom, spin_degrees) or (zoom, spin_degrees)
     [2, 20]
     [2, 40, [1.8, 0.2, 720]]
     [2, 40, [0.2, 810]]
     [2, 40, [0.2, 1.8, 720]]
     # 3D Spin Animations (Animation #3)
     #   parameters: (horizontal?, zoom, num_rotations)
     [3, 40]
     [3, 40, [true, 0, 4]]
     [3, 40, [true, 0.5, 6]]
     [3, 30, [true, 0.7, 2]]
     # Shaking Animations (Animation #6)
     #   parameters: (x_strength, x_speed, y_strength, y_speed) or (x_intensity, y_intensity)
     [6, 40]
     [6, 40, [6..9, 4..7]]
     # Transition Graphic Animations (Animation #7)
     #   parameters: (transition_graphic_name, fade_duration)
     #     fade_duration - how long it takes for each individual pixel of the
     #       sprite to fade out
     [7, 100]
     [7, 40, ['001-Blind01', 5]]
=end

unless Object.const_defined?(:Transitions)
 raise 'This script requires ThallionDarkshine\'s Transitions Module'
end

class Interpreter
 def fade_out(params, event_id = @event_id)
   if event_id > 0
     $game_map.events[event_id].fade_out(params)
   elsif event_id == -1
     $game_player.fade_out(params)
   end
 end
 
 def fade_in(params, event_id = @event_id)
   if event_id > 0
     $game_map.events[event_id].fade_in(params)
   elsif event_id == -1
     $game_player.fade_in(params)
   end
 end
end

class Game_Character
 attr_accessor :transition, :trans_dir
 
 alias tdks_ev_trans_init initialize
 def initialize(*args)
   tdks_ev_trans_init(*args)
   @transition = nil
   @trans_dir = 0
 end
 
 def fade_out(params)
   @transition = params
   @trans_dir = 0
 end
 
 def fade_in(params)
   @transition = params
   @trans_dir = 1
 end
end

class Sprite_Character
 alias tdks_ev_trans_init initialize
 def initialize(*args)
   tdks_ev_trans_init(*args)
   @visible = true
   @orig_bmp = nil
   @orig_state = nil
 end
 
 alias tdks_ev_trans_updt update
 def update
   if @visible && !Transitions.transitioning_out?(self) && !Transitions.transitioning_in?(self)
     tdks_ev_trans_updt
   end
   if !@character.transition.nil?
     if @character.trans_dir == 0
       @orig_bmp = self.bitmap.clone
       @orig_state = [self.zoom_x, self.zoom_y, self.opacity, self.ox, self.oy, self.angle, self.src_rect.clone]
     elsif !@orig_bmp.nil?
       sr = @orig_state[6]
       self.bitmap = @orig_bmp.clone
       self.x += @orig_state[3] - self.ox
       self.y += @orig_state[4] - self.oy
       self.zoom_x, self.zoom_y, self.opacity, self.ox, self.oy, self.angle = *@orig_state
       self.src_rect = sr
     end
     @character.trans_dir == 0 ? Transitions.transition_out(self, *@character.transition) : Transitions.transition_in(self, *@character.transition)
     @character.transition = nil
     @visible = @character.trans_dir != 0
   end
 end
end



Instructions

Example arguments for the call to fade_out (i.e. fade_out(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
Spoiler: ShowHide
Code: ruby

   # Slicing Animations (Animation #0)
   #   parameters: (amount_movement)
   [0, 40],
   [0, 20],
   [0, 20, [0.6]],
   # Fading Animations (Animation #1)
   #   parameters: none
   [1, 20],
   [1, 30],
   # Zooming Animations (Animation #2)
   #   parameters: (x_zoom, y_zoom) or (zoom)
   [2, 30],
   [2, 20, [1.2]],
   [2, 30, [1, 0]],
   [2, 30, [0, 1]],
   [2, 30, [1.8, 0.2]],
   [2, 30, [0.2, 1.8]],
   [2, 30, [0.2]],
   # Zooming and Spinning Animations (Animation #3)
   #   parameters: (x_zoom, y_zoom, spin_degrees) or (zoom, spin_degrees)
   [3, 20],
   [3, 40, [1.8, 0.2, 720]],
   [3, 40, [0.2, 810]],
   [3, 40, [0.2, 1.8, 720]],
   # 3D Spin Animations (Animation #4)
   #   parameters: (zoom, num_rotations)
   [4, 40],
   [4, 40, [0, 4]],
   [4, 40, [0.5, 6]],
   [4, 30, [0.7, 2]],
   # Shaking Animations (Animation #7)
   #   parameters: (x_strength, x_speed, y_strength, y_speed) or (x_intensity, y_intensity)
   [7, 40],
   [7, 40, [6..9, 4..7]],
   # Ripple/Distort Animations (Animation #8)
   #   parameters: (x_amplitude, x_wavelength, num_x_ripples, y_amplitude, y_wavelength, num_y_ripples) or (x_amount, num_x_ripples, y_amount, num_y_ripples)
   [8, 40],
   [8, 40, [40, 10, 0.5, 10, 10, 2]],
   [8, 40, [10, 10, 2, 40, 10, 0.5]],
   [8, 40, [10, 40, 2, 10, 10, 2]],
   [8, 40, [10, 10, 2, 10, 40, 2]],
   [8, 40, [10, 10, 3, 10, 10, 2]],
   [8, 40, [10, 10, 2, 10, 10, 3]],
   [8, 10, [10, 40, 0.5, 10, 10, 0.5]],
   [8, 10, [10, 10, 0.5, 10, 40, 0.5]],
   # Dissolve to Sprite Animations (Animation #9)
   #   parameters: (fade_duration)
   #            or (fade_duration, x_size, y_size, negative?, tint_amount,
   #                tint_red, tint_green, tint_blue)
   #            or (fade_duration, x_size, y_size, negative?, tint_amount,
   #                tint_red, tint_green, tint_blue, grayscale_amount)
   #   note - use a float for x_size or y_size to specify it as a fraction
   #     example - 1.0 for the width of the sprite, 0.5 for half the width, and so on
   [9, 40],
   [9, 40, [10, 1.0, 1, false, 50, 200, 50, 50]],
   [9, 40, [10, 5, 5, true, 50, 100, 200, 200]],
   [9, 40, [10, 1, 1.0, false, 0, 0, 0, 0, 100]],
   # Dissolve Animations (Animation #10)
   [10, 40],
   [10, 40, [1, 1.0]],
   [10, 40, [5, 5]],
   [10, 20, [10, 10]],
   # Transition Graphic Animations (Animation #11)
   #   parameters: (transition_graphic_name, fade_duration)
   #     fade_duration - how long it takes for each individual pixel of the
   #       sprite to fade out
   [11, 100],
   [11, 40, ['001-Blind01', 5]],


Example arguments for the call to fade_in (i.e. fade_in(ONE_OF_THE_EXAMPLES[, EVENT_ID (-1 for player)])).
Spoiler: ShowHide
Code: ruby

   # Fading Animations (Animation #0)
   #   parameters: none
   [0, 20],
   [0, 30],
   # Zooming Animations (Animation #1)
   #   parameters: (x_zoom, y_zoom) or (zoom)
   [1, 30],
   [1, 20, [1.2]],
   [1, 30, [1, 0]],
   [1, 30, [0, 1]],
   [1, 30, [1.8, 0.2]],
   [1, 30, [0.2, 1.8]],
   [1, 30, [0.2]],
   # Zooming and Spinning Animations (Animation #2)
   #   parameters: (x_zoom, y_zoom, spin_degrees) or (zoom, spin_degrees)
   [2, 20],
   [2, 40, [1.8, 0.2, 720]],
   [2, 40, [0.2, 810]],
   [2, 40, [0.2, 1.8, 720]],
   # 3D Spin Animations (Animation #3)
   #   parameters: (horizontal?, zoom, num_rotations)
   [3, 40],
   [3, 40, [true, 0, 4]],
   [3, 40, [true, 0.5, 6]],
   [3, 30, [true, 0.7, 2]],
   # Shaking Animations (Animation #6)
   #   parameters: (x_strength, x_speed, y_strength, y_speed) or (x_intensity, y_intensity)
   [6, 40],
   [6, 40, [6..9, 4..7]],
   # Transition Graphic Animations (Animation #7)
   #   parameters: (transition_graphic_name, fade_duration)
   #     fade_duration - how long it takes for each individual pixel of the
   #       sprite to fade out
   [7, 100],
   [7, 40, ['001-Blind01', 5]],



Compatibility

No issues known atm.


Credits and Thanks


  • ThallionDarkshine




Author's Notes

You'll also need my transitions module for this script to work, as well as this dll.
35
Alright, updated to version 1.1. Now it used the Graphics.frame_rate.
36
RMXP Script Database / [XP] F12 Stack Level Too Deep Fix
November 08, 2013, 09:13:11 pm
F12 Stack Level Too Deep Fix
Authors: ThallionDarkshine, CoderPuppy
Version: 1.1
Type: Error Fix
Key Term: Misc Add-on



Introduction

Have you ever been really annoyed when you press F12 to restart your game, and all of a sudden, a Stack Level Too Deep error appears? Well, this will fix that.


Features


  • Fix those annoying stack level too deep errors when using the F12 restart.




Screenshots

Not necessary. I can't think of how to show the absence of an error.


Demo

Not at the moment, pretty self-explanatory.


Script

Place at the top of the script list before anything else.
Spoiler: ShowHide
Code: ruby

if Graphics.frame_count > 0
 begin
   # Prepare for transition
   Graphics.freeze
   # Make scene object (title screen)
   $scene = Scene_Title.new
   # Call main method as long as $scene is effective
   while $scene != nil
     $scene.main
   end
   # Fade out
   Graphics.transition(20)
 rescue Errno::ENOENT
   # Supplement Errno::ENOENT exception
   # If unable to open file, display message and end
   filename = $!.message.sub("No such file or directory - ", "")
   print("Unable to find file #{filename}.")
 end
 exit
end



Instructions

None needed. The script is pretty self-explanatory.


Compatibility

No known issues.


Credits and Thanks


  • ThallionDarkshine

  • CoderPuppy (my brother) for the idea (which is basically all the script is)




Author's Notes

None. Use freely, no credit necessary.
37
Resource Database / Re: [XP] Pack de AddOns RTP
October 06, 2013, 03:18:39 pm
Nice set of resources you've got here. I would definitely use these if i ever got around to working on my project.
38
Well calculus isn't even that bad either. My friend basically taught me derivatives in about 45 minutes.
40
Ok, i guess i didn't read your post fully about it. I wish my dll was as fast as white-flute's. I've tried to replicate some of the functions, but it hasn't worked well.