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Messages - tech williams

1
Welcome! / Re: I'm finally back
February 08, 2012, 02:23:15 am
Yes, I'm unknown, my ninja skills are working.  :ninja:
2
Welcome! / I'm finally back
February 07, 2012, 06:56:02 am
After alot of stupid computer troubles and starting college everything is finally routine enough for me to start messing with RPG maker again. Sucks most of the old resorces I used are gone now, but I plan on learning how to make my own so it's all good XD
3
Event Systems / At the bar event system
March 27, 2011, 05:24:56 pm
At the bar
Version: 1.0
Type: Just for fun



Introduction

This whole system was based around Blizzards walk drunk mistake script. Because the script is EXTREMELY bugged I had some issues getting the script calls in, but I found a way and it works perfectly by the looks of it. I did everything that way for a reason, but if you find an easier way to make it be my guest. Im still want to improve it so I'll update it from time to time.


Features


  • Can set your limit (When you get Drunk)
  • Can have penalty states if you over drink.
  • Its mostly done in common events so you only have to do the hard stuff once.
  • Added realism by adding a drunk and hangover state and medication to get rid of them.



Screenshots

There's a good one in the scripts original post, but other than that I'm not sure if this script can use one.


Demo

Mediafire


Instructions

the demo uses the following

  • 4 Items (2 types of alcohol, 2 medications)

  • 2 states (Not including default states)

  • 6 Common events (2 being drinks)

  • 2 Switches

  • 2 Variables



I tried using comments to explain everything but Ill explain the events here.

2 were different drinks. I may be able to simplify this, but I have beer which ads 1 drink token and Vodka which adds 4 (Instant drunk status.)
1 stops the drunk status instantly as well as shuts off blizzard's script when you use alcohol absorbers
1 was to shut down Blizzard's script. It seems that it doesn't like being with others and had unpredictable effects when I tried putting it with the other events.
1 held all of the effects of being drunk. My example was the screens colors going crazy (What happens when I'm drunk)
1 checks to see if you sobered up and will shut off the drunken status and give you a hang-over.




Credits and Thanks


  • Thanks to Blizzard for his awesome Mistake
  • I guess me for making it into a system
  • AliveDrive for sounding interested enough to make me share it.



Author's Notes

Oh, and if you have a beer when you speak to Arshes (Or somthing like that) You can give it to him and make him drunk. I also added a ghost that only attacks drunks.

I made all of the sprites except for Arshes  and the bar is from the game im making.
4
Made an entire event system based off of this script. Now you get can buy beer at the bar and if you drink more than 4 (Lightweight) the colors start messing up and the drunken state is on. May not be entirely practical considering the beer has no other effects yet, but I really want to work on it more so who knows. Thanks for posting your mistake.  :haha:
5
Event Systems / Re: Cooking/Combination Event System
March 22, 2011, 06:12:17 pm
My first question. How do you half fail at pet systems  :haha:
6
RMXP Script Database / Re: [XP] Revival Point
March 22, 2011, 12:04:42 pm
I updated it. Thanks LittleDrago.
7
Event Systems / Re: Cooking/Combination Event System
March 22, 2011, 12:02:06 am
That makes 2 of us, but the events you made look WAY easier than the ones I tried to do.  :haha: Im really good at eventing, but I tend to do it the long way.
8
RMXP Script Database / [XP] Revival Point
March 21, 2011, 02:35:04 pm
Revival point
Authors: Tech Williams
Version: 1.1
Type: Game Over Over-ride
Key Term: Title / Save / Load / GameOver Add-on



Introduction
I looked for ages for a script like this, and when I couldn't find it I decided to try my hand at scripting, so may I present to you, my very first script.

1.0- Uploaded
1.1- Moved variable configuration to the top of the script for your convenience.


Features


  • Revival points assigned to variables.

  • Option to go to title or shutdown game.




Screenshots
Spoiler: ShowHide




Demo

I doubt one is needed.


Script
This script replaces the default scene_gameover
Spoiler: ShowHide

#==============================================================================
# ** Scene_Gameover
#------------------------------------------------------------------------------
#  This class performs game over screen processing.
#------------------------------------------------------------------------------
#  Created by Tech Williams. Credit is unnecessary for such a simple script but you can say thanks if you want.
#  Make sure you set the variables below and that its valid. If the variables arn't valid the game will crash.
#==============================================================================

class Scene_Gameover
  #--------------------------------------------------------------------------
  # Configuration
  #--------------------------------------------------------------------------
  # This command respawns to a location specified by three game variables.
  # You can change which variables it looks at by modifying the numbers below.
  # At the moment, there is no error catching, so if the map ID specified in
  # said variable doesn't exist, the game will crash. Use with care!
  #--------------------------------------------------------------------------
  RESPAWN_MAP_VAR = 1
  RESPAWN_X_VAR = 2
  RESPAWN_Y_VAR = 3
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @transferring = false
   # Make game over graphic
   @sprite = Sprite.new
   @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
   # Make choice window
 #--------------------------------------------------------------------------
 # Here are the choices that will be displayed in the box that is shown on
 # the gameover screen. Just change the strings to change what the options
 # are. Bear in mind, however, that this will only change the text - it
 # won't have any effect on the command that takes place when each command
 # is selected.
 #--------------------------------------------------------------------------
   s1 = "Wake up"
   s2 = "Return to title"
   s3 = "End game"
   @choice_window = Window_Command.new(392, [s1, s2, s3])
   @choice_window.back_opacity = 160
   @choice_window.x = 320 - @choice_window.width / 2
   @choice_window.y = 308
   # Stop BGM and BGS
   $game_system.bgm_play(nil)
   $game_system.bgs_play(nil)
   # Play game over ME
   $game_system.me_play($data_system.gameover_me)
   # Execute transition
   Graphics.transition(120)
   # 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 choice window
   @choice_window.dispose
   # Dispose of game over graphic
   @sprite.bitmap.dispose
   @sprite.dispose
   # Execute transition
   Graphics.transition(20)
   # Prepare for transition
   Graphics.freeze
   # If battle test
   if $BTEST
     $scene = nil
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update command window
   @choice_window.update
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @choice_window.index
     when 0  # New game
       command_respawn
     when 1  # Continue
       command_title
     when 2  # End game
       command_shutdown
     end
   end
 end
 
 #--------------------------------------------------------------------------
 # * Command: Respawn (TO SPECIFIED LOCATION)
 #--------------------------------------------------------------------------
 def command_respawn
   #------------------------------------------------------------------------
   respawn_map_id = $game_variables[RESPAWN_MAP_VAR]
    respawn_map_x  = $game_variables[RESPAWN_X_VAR]
    respawn_map_y  = $game_variables[RESPAWN_Y_VAR]
   #------------------------------------------------------------------------
   #Lets commands like transfer player work properly
   $game_temp.in_battle = false
   #Keeps the gameover from playing repetitively.
   $game_temp.gameover = false
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade ME
   Audio.me_stop
   # Recover party
   for actor in $game_party.actors
     actor.recover_all
   end
   $game_map.setup(respawn_map_id)
   # Move player to initial position
   $game_player.moveto(respawn_map_x, respawn_map_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
   # Switch to map screen
   $scene = Scene_Map.new
 end

 #--------------------------------------------------------------------------
 # * Command: Return to title
 #--------------------------------------------------------------------------
 def command_title
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.me_fade(800)
   # Shutdown
   $scene = Scene_Title.new
 end

 #--------------------------------------------------------------------------
 # * Command: Shutdown
 #--------------------------------------------------------------------------
 def command_shutdown
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.me_fade(800)
   # Shutdown
   $scene = nil
 end
end



Instructions
Make sure you set the variables, I don't know how to make an error check so if you don't have valid points the game will crash.
This script replaces scene_gameover.


Compatibility

Well the only thing I tried it on was the default battle system


Credits and Thanks


  • brewmeister for giving me the 2 commands I couldn't find and ending my insanity :haha:

  • Me for having the patience to not delete it as soon as it didn't work.  :^_^':

  • LittleDrago for helping make my script a little easier to use.



Author's Notes

Im thinking of updates like being able to chose what way they face, an option to skip the game over screen completely and an automatic save when you die.
9
Script Troubleshooting / Re: Respon kills me
March 21, 2011, 01:30:46 pm
Yes. I love you now. I was trying to give it an abort battle command, I forgot about this one. Now I can post my first script. Now to work  on making it less laggy, or maybe its just my game. Anyway, thanks alot.
10
Event Systems / Re: Cooking/Combination Event System
March 21, 2011, 01:22:52 pm
Thx, I should be able to figure out the cookbooks and fail system easy, I just needed the script part of it.
11
Script Troubleshooting / Re: Respon kills me
March 21, 2011, 08:09:39 am
I tried this, but now Im having a problem with the transfer player command. It wont let the game load any other maps. Man, I thought this would be a simple code  :^_^':

EDIT: One thing I just realized. When the game gets the game over command does it tell the game your out of a battle? Like, if I add a command that ends a battle in scene_gameover would that work, because I notice that healing and text work just like they would in a battle, but transfer and other commands that arn't battle friendly wont.

EDIT 2:Nevermind
12
Event Systems / Re: Cooking/Combination Event System
March 21, 2011, 05:01:48 am
Sure take your time. I tried making an event cooking system but its psycho long Im just looking for a shorter one  :^_^': (wishes he knew how to script as good as he can event)
13
Event Systems / Re: Cooking/Combination Event System
March 17, 2011, 07:33:52 am
Hopefully im not reviving the dead, but you encrypted the demo so we cant see the script or how you did it.
14
Script Troubleshooting / Re: Respon kills me
March 13, 2011, 01:31:21 am
I had them killed off. I tryed figuring it out and changed the game over flag to $scene = Scene_Gameover.new and it worked, but then none of my events worked so thats out the window
15
Script Troubleshooting / Re: Respon kills me
March 13, 2011, 01:03:26 am
I have it set up so that I go to game over after death. I don't have anything evented except for the variables. How do I change it?
16
Script Troubleshooting / Re: Respon kills me
March 13, 2011, 12:47:26 am
Hopefully it's just because I'm sick, but replace what with what where?  :???:
17
Script Troubleshooting / Re: Respon kills me
March 13, 2011, 12:09:57 am
I hate being new at things, I have no idea what your talking about  :shy:
18
Script Troubleshooting / Re: Respon kills me
March 12, 2011, 11:28:16 pm
So uh, How do I fix it?  :^_^':
19
Script Troubleshooting / Respon kills me
March 12, 2011, 07:53:47 pm
Im trying to make my first script by editing scene_gameover so that I can respon to another place if the player chooses, but it seems I made a mistake somewhere and now whenever you die it shows the game over screen over and over. I don't really know why and I thought the script worked, and I couldn't find a similar script here

This is my script:
Spoiler: ShowHide

#==============================================================================
# ** Scene_Gameover
#==============================================================================

class Scene_Gameover
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @transferring = false
    # Make game over graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
    # Make choice window
  #--------------------------------------------------------------------------
  # Here are the choices that will be displayed in the box that is shown on
  # the gameover screen.
  #--------------------------------------------------------------------------
    s1 = "Wake up"
    s2 = "Return to title"
    s3 = "End game"
    @choice_window = Window_Command.new(392, [s1, s2, s3])
    @choice_window.back_opacity = 160
    @choice_window.x = 320 - @choice_window.width / 2
    @choice_window.y = 308
    # Stop BGM and BGS
    $game_system.bgm_play(nil)
    $game_system.bgs_play(nil)
    # Play game over ME
    $game_system.me_play($data_system.gameover_me)
    # Execute transition
    Graphics.transition(120)
    # 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 choice window
    @choice_window.dispose
    # Dispose of game over graphic
    @sprite.bitmap.dispose
    @sprite.dispose
    # Execute transition
    Graphics.transition(20)
    # Prepare for transition
    Graphics.freeze
    # If battle test
    if $BTEST
      $scene = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @choice_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @choice_window.index
      when 0  # New game
        command_respawn
      when 1  # Continue
        command_title
      when 2  # End game
        command_shutdown
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Command: Respawn (TO SPECIFIED LOCATION)
  #--------------------------------------------------------------------------
  # This command respawns to a location specified by three game variables.
  # You can change which variables it looks at by modifying the numbers in
  # the square brackets below.
  #--------------------------------------------------------------------------
  def command_respawn
    #------------------------------------------------------------------------
    respawn_map_id = $game_variables[1]
    respawn_map_x = $game_variables[2]
    respawn_map_y = $game_variables[3]
    #------------------------------------------------------------------------
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade ME
    Audio.me_stop
    # Recover party
    for actor in $game_party.actors
      actor.recover_all
    end
    $game_map.setup(respawn_map_id)
    # Move player to initial position
    $game_player.moveto(respawn_map_x, respawn_map_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end

  #--------------------------------------------------------------------------
  # * Command: Return to title
  #--------------------------------------------------------------------------
  def command_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.me_fade(800)
    # Shutdown
    $scene = Scene_Title.new
  end

  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
end
20
Tutorial Requests / Weapon Enhancments
March 02, 2011, 02:09:51 am
After looking obsessively I decided to ask. I want items that you find on travels to be bound to weapons. They can range anywhere from added atk to adding an element. I kinda want them to be put on the weapon at any time, but have to be taken off by another person in the game unless they have another item to extract it. Im pretty sure I can event this, but that will take hundreds of weapons and I fell it would be easier scripted.