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Topics - Stray

1
I'd need a screen-shake/trembling which occurs when the hero is beeing attacked/damaged.
The power of trembling should depend on the % of HP it took.

Thanks in advance.
2
Is there a script for pictures, making them rotate in a certain angle?

I only found this script call:
$game_screen.pictures[picture number].angle = angle

It only is shows the pic. But i want it to rotate continuously to it's new angle.
3
EDIT: It's not incompatible. Found the solution my self. I had to add a line in the Save Layout-Script:
Comment from Chaos Project Save Layout: ShowHide

Now, search for the following or similar in Scene_Title:

   @continue_enabled = false
   for i in 0..3
     if FileTest.exist?("Save#{i+1}.rxdata")
       @continue_enabled = true
     end
   end


Comment those lines and add this line:

   @continue_enabled = (0...CPSL::Save_number).any? {|i|FileTest.exist?(CPSL.make_savename(i))}




Old Stuff: ShowHide
Heretic's Animated Title Screen and Chaos Project Save Layout are incompatible. Is there a way to make it?

Following (small?) Error accurs if I try to open the Save Layout:


A short demo with the scripts in it.
Error Demo Download

Used Scripts:
Heretics Event Menu Script
CP Save Layout


4
Universal Message System
Also, there is a modification by LiTTleDRAgo. It's necessary for use with Blizz-ABS.
LiTTleDRAgo's modification: ShowHide
#==============================================================================
# Window_Message
#----------------------------------------------------
# This class was modified to override Blizz-ABS battle handling for correct
# window position display. - by LiTTleDRAgo
#==============================================================================

class Window_Message

  #--------------------------------------------------------------------------
  # Override reset_window
  #--------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window(change_opacity = true)
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # if ccoa's UMS is being used
    if $game_system.ums_mode != nil
      # call original method with parameter
      reset_window_blizzabs_later(change_opacity)
    else
      # call original method
      reset_window_blizzabs_later
    end
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end

end


There are two different modes, how the text is displayed: "ONE_LETTER_AT_A_TIME" or "ALL_AT_ONCE".
Only the "ALL_AT_ONCE"-mode works. After I've switched off Blizz-ABS, neither ingame or in the scripts, the "ONE_LETTER_AT_A_TIME"-mode is usable.
5
Script Requests / Items: Consuming in Steps
February 23, 2013, 11:23:11 am
I thought about a script, which makes a better way of consuming items.

With this script, it should be possible to consume certain items in steps. For example: A bread is completely consumed after 4 bites. Every use gives back a part of the restored HP/SP.
Instead of 12 HP at once -> 3 + 3 + 3 + 3 -> 4 times usable.
6
Pictures aren't fixed while shaking on the map with this script. How can I change this?
Vertically Shaking Screen Script: ShowHide

Code: ruby

#by Shining Advances

class Game_Screen
 attr_accessor :vertikal
end
class Spriteset_Map
 alias shake_update update
 def update
   shake_update
   if $game_screen.vertikal == true
     @viewport1.oy = $game_screen.shake
     @viewport1.ox = 0
   else
     @viewport1.ox = $game_screen.shake
     @viewport1.oy = 0
   end
 end
end


I have nearly no experience in scripting, but I guess it's a small problem.
7
This script for Moving Panoramas only uses pictures with dimensions of 640x480.
Can this script somehow be changed, that I am able to change the dimensions of the used panorama by a script call?
For example from 640x480 into 3200x500.
Parallax Background: ShowHide


#===================================================
# ■ Parallax Background - R2- Created by dubealex
#     - Moving Panoramas & More -
#===================================================
# For more infos and update, visit:
# rmxp.dubealex.com
#
# December 8, 2004
#===================================================


#===================================================
# ▼ CLASS Create_Parallax_List Begins
#===================================================
class Create_Parallax_List

def initialize
 
=begin -----------------------------------------------------------------------------------------------------
    ■ Map Parallax Background Settings:
    ---------------------------------------------------------------------------------------------------------
    ▼ DEFAULT PARALLAX SETTING FOR EACH MAP:
     
    The following list of lines defines each default parallax settings for each map using a
    parallax background. The number between square brackets is the map ID. Example:
    $map_parallax[3] will refer to the parallax settings of your map ID #3. Just copy the line
    to add more settings to all the maps using parallax. The rest will be done automatically by
    the script when you load a map in the game. This way you don't have to set full of code in
    your teleport, and you can save/load a game and it will work perfectly, as the script now
    save the parallax settings in the save file. The parallax settings and syntax is the same as in
    previous release: Parallax.new("name", direction, speed, opacity, hue)
    Read the manual and play the demo for more info and details about how to manipulate
    your parallax within the game. (It's the same way as before, but now you use the right
    map ID, so you would do $map_parallax[1].fade_out(2) to fade the parallax of map ID#2.)
=end #----------------------------------------------------------------------------------------------------
 
  $map_parallax[1]=Parallax.new("sky2", 6, 2,255,0)
  $map_parallax[2]=Parallax.new("hell1",4,2,255, 0)
 
#--- ■ END OF SETTINGS-----------------------------------------------------------------------------  

end
end
#===================================================
# ▲ CLASS Create_Parallax_List  Ends
#===================================================  


#===================================================
# ▼ CLASS Parallax Begins
#===================================================
class Parallax

attr_accessor :name, :direction, :speed, :opacity, :hue, :fade

def initialize(name, direction, speed, opacity, hue)
 @name=name
 @direction=direction
 @speed=speed
 @opacity=opacity
 @hue=hue
 @speed=speed
 @fade=fade
 
if $parallax_active==true
 $parallax_move[3]=name
 $parallax_move[4]=hue
 $parallax = Sprite.new
 $parallax.bitmap = RPG::Cache.panorama(name, hue)
 $parallax.x = 0
 $parallax.y = 0
 $parallax.z = -500
 $parallax.opacity = opacity
  if direction != 0 and speed != 0
    case direction
      when 2, 8
        if speed > 60
          speed=60
        end  
      when 4, 6
        if speed > 40
          speed=40
        end
      end  
   move(direction, speed)
 end    
end
end

#------------------------------------------------------------------------------------------------------

def erase
 $parallax_active=false
 $map_parallax[$game_map.map_id]=nil
 $parallax_fade[0]=0
 $parallax_move[0]=0
 if $parallax.nil? == false :$parallax.dispose end
 if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
 if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
 if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
 if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
end
 
#------------------------------------------------------------------------------------------------------

def fade_in(speed)
 if @speed == 0
    $parallax_direction=0
 end  
 $parallax_fade[0]=1
 $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def fade_out(speed)
 if @speed == 0
    $parallax_direction=0
 end
 $parallax_fade[0]=2
 $parallax_fade[1]=speed
end

#------------------------------------------------------------------------------------------------------

def stop_fade
 $parallax_fade[0]=0
end

#------------------------------------------------------------------------------------------------------

def fade_loop(speed)
  if @speed == 0
    $parallax_direction=0
  end
 $parallax_fade[0]=3
 $parallax_fade[1]=speed
 $parallax_fade[2]=1
end

#------------------------------------------------------------------------------------------------------

def move(direction, speed)
 $parallax_direction=direction
 $parallax_move[0]=1
 $parallax_move[1]=speed
 $parallax_move[2]=0
end
 
end
#===================================================
# ▲ CLASS Parallax Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Map Additional Code Begins
#===================================================
class Scene_Map

alias parallax_original_update update

def update
parallax_original_update
case $parallax_fade[0]
  when 1 #Fade In
    case $parallax_direction
     when 0 #Not Moving
       unless $parallax.opacity == 255
         $parallax.opacity+=$parallax_fade[1]
          $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
         $parallax_fade[0]=0
       end
     when 2 #Moving down
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_u.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
     when 6 #Moving right
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_l.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     when 4 #Moving left
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_r.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     when 8 #Moving up
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $parallax_dummy_d.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[0]=0
      end
     end
  when 2 #Fade Out
    case $parallax_direction
      when 0 #Not Moving
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 2 #Moving down
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_u.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 4 #Moving left
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_r.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 6 #Moving right
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_l.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
      when 8 #Moving up
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_d.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[0]=0
       end
     end
 when 3 #Fade Loop
   case $parallax_direction
    when 0 #Not Moving
     case $parallax_fade[2] when 1 then
      unless $parallax.opacity == 255
       $parallax.opacity+=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
      else
       $parallax_fade[2]=2
     end
   when 2
     unless $parallax.opacity == 0
       $parallax.opacity-=$parallax_fade[1]
       $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
     else
       $parallax_fade[2]=1
     end
   end
   when 2 #Moving down
      case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_u.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
    when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_u.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
    end
   when 8 #Moving up
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_d.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
   when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_d.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
   end
   when 6 #Moving right
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_l.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
    when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_l.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
   end
   when 4 #Moving left
     case $parallax_fade[2] when 1 then
       unless $parallax.opacity == 255
        $parallax.opacity+=$parallax_fade[1]
        $parallax_dummy_r.opacity+=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity+=$parallax_fade[1]
       else
        $parallax_fade[2]=2
       end
   when 2
       unless $parallax.opacity == 0
        $parallax.opacity-=$parallax_fade[1]
        $parallax_dummy_r.opacity-=$parallax_fade[1]
        $map_parallax[$game_map.map_id].opacity-=$parallax_fade[1]
       else
        $parallax_fade[2]=1
       end
    end
  end
end


case $parallax_move[0]
   when 1
   if $parallax_move[2]==0
     case $parallax_direction
     when 4
       $parallax_dummy_r = Sprite.new
       $parallax_dummy_r.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_r.x = 640
       $parallax_dummy_r.y = 0
       $parallax_dummy_r.z = -500
       $parallax_dummy_r.opacity = $parallax.opacity
     when 6
       $parallax_dummy_l = Sprite.new
       $parallax_dummy_l.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_l.x = -640
       $parallax_dummy_l.y = 0
       $parallax_dummy_l.z = -500
       $parallax_dummy_l.opacity = $parallax.opacity
     when 8
       $parallax_dummy_d = Sprite.new
       $parallax_dummy_d.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_d.x = 0
       $parallax_dummy_d.y = 480
       $parallax_dummy_d.z = -500
       $parallax_dummy_d.opacity = $parallax.opacity
     when 2
       $parallax_dummy_u = Sprite.new
       $parallax_dummy_u.bitmap = RPG::Cache.panorama($parallax_move[3], $parallax_move[4])
       $parallax_dummy_u.x = 0
       $parallax_dummy_u.y = -480
       $parallax_dummy_u.z = -500
       $parallax_dummy_u.opacity = $parallax.opacity
     end
     $parallax_move[2]=1
   end    
   
   case $parallax_direction
   when 4
     $parallax_dummy_r.x-=$parallax_move[1]
     $parallax.x-=$parallax_move[1]  
      if $parallax_dummy_r.x==0
          $parallax.x=640
      end
       if $parallax.x==0
          $parallax_dummy_r.x=640
       end
   when 6
     $parallax_dummy_l.x+=$parallax_move[1]
     $parallax.x+=$parallax_move[1]  
     if $parallax.x==640
        $parallax.x=-640
     end
     if $parallax_dummy_l.x==640
        $parallax_dummy_l.x=-640
     end
   when 8
      $parallax_dummy_d.y-=$parallax_move[1]
      $parallax.y-=$parallax_move[1]
       if $parallax_dummy_d.y==0
          $parallax.y=480
       end
       if $parallax.y==0
          $parallax_dummy_d.y=480
       end
   when 2
     $parallax_dummy_u.y+=$parallax_move[1]
     $parallax.y+=$parallax_move[1]
       if $parallax_dummy_u.y==0
          $parallax.y=-480
       end
       if $parallax.y==0
          $parallax_dummy_u.y=-480
       end    
   end
 end  
end

end
#===================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias parallax_original_write_save_data write_save_data

def write_save_data(file)
  parallax_original_write_save_data(file)
  Marshal.dump($map_parallax, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias parallax_original_read_save_data read_save_data

def read_save_data(file)
  parallax_original_read_save_data(file)
  $map_parallax      = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
   $map_parallax=[]
   $parallax_fade=[]
   $parallax_move=[]
   $parallax_direction=0
   $parallax_active=false
   Create_Parallax_List.new
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================

#===================================================
# ▼ CLASS Spriteset_Map Additional Code Begins
#===================================================
class Spriteset_Map

alias parallax_original_initialize initialize

def initialize
  parallax_original_initialize
       $parallax_active=false
       $parallax_fade[0]=0
       $parallax_move[0]=0
       if $parallax.nil? == false :$parallax.dispose end
       if $parallax_dummy_l.nil? == false :$parallax_dummy_l.dispose end
       if $parallax_dummy_r.nil? == false :$parallax_dummy_r.dispose end
       if $parallax_dummy_d.nil? == false :$parallax_dummy_d.dispose end
       if $parallax_dummy_u.nil? == false :$parallax_dummy_u.dispose end
       if $map_parallax[$game_map.map_id] != nil
          name=$map_parallax[$game_map.map_id].name
          direction=$map_parallax[$game_map.map_id].direction
          speed=$map_parallax[$game_map.map_id].speed
          opacity=$map_parallax[$game_map.map_id].opacity
          hue=$map_parallax[$game_map.map_id].hue
          $parallax_active=true
          Parallax.new(name, direction, speed,opacity,hue)
      end  
 end
end  
#===================================================
# ▲ CLASS Spriteset_Map Additional Code Ends
#===================================================

8
I need a script, where the screen is automatically scrolling to the right and let the character fail, if it is running out of the screen or remains there. Also it is important, that the hero fails only, if it gets on the left screen edge. On the right edge he should be blocked.
9
Is there a way to let the hero look to the nearest enemy while fighting?
Because taking a view steps backwards would be more logical than turning your back to the enemy.
10
If the screen tone is changed ingame by the "Change Screen Tone"-Command, the screen has an 'add' or 'subtract' effect (I'm not sure). It's this blending effect which makes the contrast of the screen higher.
But I think it looks very odd in this way.
Example: ShowHide


Left: Normal pic without any changes.
Middle: RMXP - Making everything darker + keeping the colours.
Right: How I think it looks normal + everything gets darker. RPG Maker 2k(3) works this way.

I don't find good words for it. The rmxp-version looks so... 'rusty'.
11
I need a script which makes the hero running in Blizz-ABS when you double tap a direction key.

So that's what I need. If anyone has a script or something, I'd be very thankful. :]
12
Script Requests / Script for standing/running on grassland
September 17, 2012, 12:10:12 pm
What I want to have ingame is this:

So, if the hero (or maybe even NPCs?) walks on a special kind of ground like tall grown grass,
there should be a sprite which covers the lower part of the body, like the transparency, which can be added for certain tiles.
13
I want to set the default speed of my hero "4: fast" to the default speed for running in Blizz ABS.
But the sequence of the sprites are not played fast enough for the running animation.

So he should have the same speed, but a faster changing of the sprite.

(I'm sorry for my weird english, I hope it's understandable)
14
Script Requests / Multiple Fog Layers?
September 16, 2012, 05:11:33 pm
Is there a script for multiple layers of fog?
15
Script Troubleshooting / Script: "Buy & Sell Only" Issue
September 02, 2012, 07:35:22 pm
I've got this script: http://rpgmaker.net/scripts/36/code/
It's made for shops where you can only buy or sell.

Just make an example game and try to make a shop where you only cat sell items.
Then, if you try to sell something, you'll get this message:
16
Script Requests / Pet for Blizz-ABS
August 26, 2012, 08:29:01 pm
How about a pet for Blizz-ABS which is running around and fighting automatically together with the hero?
17
I've got this strange problem with the UMS Message System... maybe it wasn't included:

The script makes it possible to show more than 4 Choices while an dialogue.
Actually this is very useful. You just have to put the choices underneath.
But you have to set the amount of choices with the script call "$game_temp.num_choices = (amount of choice-commands at once)" in the very first line of the event.
Simple Example: ShowHide


Now the issue:
You can't make new choices inside a choice. The script makes a mess out of the whole thing.
As an example, you want this to be shown: ShowHide

And this is what you see in gameplay: ShowHide


Example Project (234 KB)
If the download doesn't work please tell me.
18
There is this clone script in my example-game:
http://www.2shared.com/file/p9mWhYIH/Simulation.html

These characters are going to be some buidings later.
How do I make every single cloned event having a own variable and switch?
19
Script Requests / Typing spells for ABS
January 20, 2012, 04:16:11 pm
How about a window, that appears, if a specific key is pressed,
Where you can type in a combination or a word to attack with a specific skill?
20
Hey hey~

Is there a script, that hides specific animations which are under specific terrains? For the areas where is nothing or walls.
I need this for lights. The part of the animation, which is under the terrain/the field should be hidden.


Stray~