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Messages - Tigurus

1
I am sorry that I couldn't respond earlier and I am sorry for the bugs. These 2 scripts were my first 2 scripts I've made, so they were quite prone to bugs and I haven't had many responses.

Anyhow! Thanks KK20, I will update the menu script and the links to my other scripts on this site soon.
2
RMXP Script Database / Re: [XP] One-Player Menu
June 24, 2013, 11:51:57 am
Really? I never noticed those bugs but those are quite huge  :facepalm:

Thanks NidoKnight! I will look at it and update the script accordingly!
3
RMXP Script Database / Re: [XP] One-Player Menu
November 04, 2012, 02:32:22 pm
Update to 1.1


It's just a small update. But Important nonetheless. I am going further with this, making it feature all 4 characters instead of 1.

Changelog:
- Made small overhaul on text layout.
- Removed bug where HP and SP moved to far in windows other than menu.

Additionally, there is still a 1.01 version which involves no bars.
4
RMXP Script Database / Re: [XP] Europa Universalis 3 HUD
November 04, 2012, 02:28:24 pm
Update to 1.5


Alright! I am very proud to present to you! Europa Universalis III HUD version 1.5! This is the version like I always wanted it to be! It took a while to finish it but boy, I am happy :)

Changelog:
- Reduced some redundant code
- Introduced status icons under the HUD
- Reorganized some code for efficiency.
- Version 1.5 can be used with AND without the SDK for the first time. WhoO
5
Welcome! / Re: Howdy
January 22, 2012, 09:50:42 pm
Welcome :)  :welcome:
6
Thanks ^_^
7
RMXP Script Database / [XP] Hearts of Iron 3 Quick Menu
January 12, 2012, 03:09:55 pm
Hearts of Iron 3 Quick Menu
Authors: Tigurus
Version: 1.01
Type: Custom Title
Key Term: Custom Menu System



Introduction

I am not addicted to Paradox games at all! But anyhow, I made a quick menu. Which allows you to make presets to quickly go to a certain difficulty, scenario, bonus etc.
These presets are still hand-made with conditional branches though!




Features

- 4 Presets which can be used as difficulty or scenario's
- 3 lines for scenario descriptions
- Easy to edit scenario names & description
- Go to Quick Menu when no save game is made. Else go to normal title screen

Screenshots
Spoiler: ShowHide




Demo

Download: Demo + Script



Instructions

To install this script:
Open the Script Editor (F11)
Put a empty line under the default scripts and above main.
Copy and paste the script from the text file into the editor.
Additionally, you can copy-paste the script from the Demo on the same place.
Close the editor and enjoy!

Additional instruction:

In the Quick Menu, Use "esc" to switch windows.

Instruction: Use the config below to call your scenario's name. Leaving them
empty and deleting the "s4,3,2, 1" (regarding the amount of scenario's you 
want) to add or delete scenario's. (Line 320) #
Use a intro map with an auto-event. Use conditional branches for:
- tutorial 
- scenario1 
- scenario2 
- scenario3
- scenario4 
As condition: Call Script: "$tutorial != nil and $tutorial == true" for the 
Conditions you want to send the player in when pressing the Tutorial Button 
For the others, change to $scenario1, 2, 3 or 4. 

In main we shall have to change 


"$scene = Scene_Title.new"

to

$scene = Scene_QuickMenu.new
  for i in 0..3
    if FileTest.exist?("Save#{i+1}.rxdata")
      $scene = Scene_Title.new
    end
  end




Compatibility

This script will most likely not work with any Title Screen script. Not tested on SDK



Credits and Thanks


  • Tigurus





If you have any comments or questions, I would be glad to hear them.
8
Update to 1.4.5(.1)


I thought by myself....Let's clean this sh*t up! And so I did. From 450 Lines to 392! That's a great ".%" more efficiency! Marvelous!


Changelog:
- Reduced a lot of worthless code I forgot
- Made it more user friendly to enable and disable the Minimap and the Achievement window
- Clock Window can now use an Icon in the middle for decoration.
- Removed a bug fix which made Selwyn's Minimap stay on the HUD when minimap was disabled.

The new downloads has been added to the Project Section.
9
RMXP Script Database / Re: [XP] Europa Universalis 3 HUD
December 21, 2011, 05:13:15 pm
Quote from: LiTTleDRAgo on December 19, 2011, 10:28:32 am
can you give script only version?
because I want to take a peek before downloading

btw, why there are 2 [Normal]s?


I put a textfile in the first post. That should do it I think :)

Both [normal]'s are for actor 1 and 2. Left is for 1 and right is for 2.
I need to redo that to make it slightly more friendly looking sometime.
10
RMXP Script Database / [XP] Europa Universalis 3 HUD
December 18, 2011, 07:54:48 pm
Europa Universalis III HUD
Authors: Tigurus
Version: 1.5
Type: HUD
Key Term: Misc Add-on



Introduction

A script I made because I am addicted to this game and thought it might be nice to make for my game.



Features

- Minimap (Optional)
- Achievement Total Points (Optional)
- Adjustable Time and Date
- Location
- Logo

Screenshots
Spoiler: ShowHide




Demo

Download: Demo + Script


Script

Only downloadable through Demo for now (Will work on this)



Instructions

Post the script above main and below Scene_debug.


Compatibility

This script is likely to work with any other script with the exception of other HUD scripts or other that might use the map as overlay.
When you use the SDK scripts, you must use Version 1.4.5.1 as else the game will crash.



Credits and Thanks





The script contains 2 optional functions. A minimap and a window for G_G's total points.
These can be disabled by setting it to False. If they are set to true, you need to have their scripts installed. These can be found in either the demo or the links above in credits.

If you have any comments or questions, I would be glad to hear them.
11
RMXP Script Database / Re: [XP] One-Player Battlesystem
December 18, 2011, 07:34:34 pm
Thanks for trying it :)
And I putted ForeverZer0's Winzip download in the main post too :)
12
RMXP Script Database / Re: [XP] One-Player Menu
December 18, 2011, 07:32:12 pm
Quote from: MayuriKurotsuchi on December 12, 2011, 04:17:41 pm
I'm sorry where am I putting this?  I am very unfamiliar with RGSS >< (though I would like to learn more)


To delete the SP bars. You can go to "line 324" and delete that.
Also go to "Line 117 to 146" and delete those too.

Now it won't show the SP anymore :)
13
Advertising / gMaker.org
August 17, 2011, 05:44:31 pm
Hello everyone,

I am Tigurus and I'd like to tell you about an all-new indie game development website named: "gMaker.org"

gMaker.org was made for the sole purpose of helping beginners and those familiar with game creation a like. That is why we tried to make the site and all its features easy for anyone to access and use. Because of this, you can easily put your own project, resource, etc on the site for everyone too see and enjoy.
Also, you can easily keep control of your resources by using the control panel. Which allows you to quickly edit information, add screenshots or download files.

As a new community, we are looking to become friends with multiple communities and affiliate with other sites to help build a stronger community for all sites involved. More about that can be read on the site and we hope we shall see your project soon!
We support every engine there is in our site too! However, some forums might be created until a certain amount of use is being made for that certain engine.

You can visit the website be clicking the following link or typing the link. Whatever pleases your hunger.
Link: http://www.gMaker.org

Greetings!

~Tigurus

Additionally, I will leave with a table of features our site has to offer!

Key Features: ShowHide

Feature list:

- Manage your projects and resources with the easy to use control panel.
- Easy-to-use Approval system allows you to see exactly what you need to fix to get your content enabled.
- Once content is approved all changes made to your content will be reflected in real time.
- Abuse can easily be handled through convenient Report buttons. Content will only be disabled if Staff feels it is necessary.
- Preview option to view your content before it is approved.
- Daily Hit counter to monitor how often your content is viewed each day.
- Customized short, user friendly URL's.
- Up to 24 screen shots (or videos) per record.
- Up to 10 downloads per record at (5 MB each) with the option to easily link to external upload sites.
- All for free!

14
Sorry to bother you again Zero.
But I can't get it to show a window.
Personally, I also don't know how to continue with the script you made,  as I am still kind of a newbie in scripting.

I can't seem to summon the script and windows :(
15
Alright, thank you. :)
I will see what I can do with it.

My problem is no more as it had to do with the codes that you revamped a bit. Now I need to make it 100% suitable and hope it will work like a charm :)
So, when I get into more questions, I will let you know :)
16
Thanks, I will post everything I had here then :)
For most I did myself I looked at the existing scripts. I mostly looked at Window_Menustatus. That was a great help I'd say.

Anyhow, here's all snippits of the script I was busy with. (I know it will be horrible in your superior scripter brain)
I also show a screenshot of how I wanted it to look.

Codes: ShowHide


$j=[]
$d1=[]
$d2=[]
$cc=[]
$r=[]
$s=[]

#==============================================================================
# ** Game_Quest
#------------------------------------------------------------------------------
#  This class handles the quests.
#==============================================================================
class Game_Quest

  def initialize
    # Create actor array
    @j = []
    @d1 = []
    @d2 = []
    @cc = []
    @r = []
    @s = []
  end
 
end


Code: window Header

#==============================================================================
# ** Window_Header
#------------------------------------------------------------------------------
#  This window displays the quest name.
#==============================================================================

class Window_Header < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(178, 10, 362, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size($missionboardname).width
    self.contents.draw_text(90, 0, 320, 32, $missionboardname)
  end
end


Code: Window_list

#==============================================================================
# ** Window_List_Title
#------------------------------------------------------------------------------
#  This window displays the Title of the board
#==============================================================================

class Window_List_Title < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(30, 10, 148, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(37, 0, 76, 32, "Jobs")
  end
end


#==============================================================================
# ** Window_List
#------------------------------------------------------------------------------
#  This window displays the jobs on the board.
#==============================================================================

class Window_List < Window_Selectable

  def initialize
    super(30, 74, 148, 302)
    self.contents = Bitmap.new(width - 32, height - 32 * 32)
    refresh
    self.active = active
    self.index = 1
  end

  def refresh
    self.contents.clear
    @item_max = $j.size
    for i in 0...$j.size
      x = 64
      y = i * 32
    self.contents.draw_text(5, y, 148, 32, $j[i])
  end
end
#-------------------------------------------------------------------------------
# Cursor Update
#-------------------------------------------------------------------------------
  def update_cursor_rect
    super
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 32, self.width - 32, 32)       
    end
       
    if @index >= 0
      self.oy = 0
      self.cursor_rect.set(0, @index * 32, self.width - 32, 32)
    end
   
    if @index >= 8
      self.oy = 256
      self.cursor_rect.set(0, (@index  - 8) * 32, self.width - 32, 32)
    end
  end
end


Code: Scene jobs

class Scene_Jobs

  def main
    @window1 = Window_Header.new
    @window2 = Window_List.new
    @window3 = Window_Desc.new
    @window4 = Window_List_Title.new

# Perform a transition
  Graphics.transition

# Loop forever
  loop do

# Update graphics
  Graphics.update

# Update input
  Input.update

# Call the update method
  update

  if $scene != self
# Exit the loop
  break
  end
  end

  Graphics.freeze
  @window1.dispose
  @window2.dispose
  @window3.dispose
  @window4.dispose

  end

# The update method.
# Checks if cancel is pressed and exits this scene
  def update
    @window1.update
    @window2.update
    @window3.update
    @window4.update
   
  if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)

  $scene = Scene_Map.new
  end

  end
end



The other window is the one I've sent a in the other post.

Image: ShowHide


17
I don't feel insulted really. I am very new to scripting and to tell you the truth, someone else made the beginning (which are the arrays and windows) I just continued from there.

However, as I got more windows so I am pretty unsure if the rest of the script is good.
I will use this now though. Though, would you mind if you could look at the rest of the script I got? :/

Furthermore, if I need any help of your part of the script, I will ask in this topic and I bet I will need more help :(
(I am so bad :()
18
Alright, well, I can show the arrays if needed and the event it summons. let me see.

Array:


class Game_Quest

  def initialize
    # Create actor array
    @j = []
    @d1 = []
    @d2 = []
    @cc = []
    @r = []
    @s = []
  end
 
end


Event which summons the windows.
Note that in the same event a second can be made by changing the "0" to "1" and so on.


$missionboardname="Iron Wolf Board"
$j[0]="Bass Fishing"
$d1[0]="The camp leader wants fish"
$d2[0]="He wants Bass"
$cc[0]="Fish 10 Bass fishes"
$r[0]="Your dinner"
$s[0]=$stat
$scene = Scene_Jobs.new


I hope this is what is needed. Sorry for the convenience.
19
Hello,

I am using RMXP and I try to make a script for a friend of mine.
However, I got a problem with it showing and changing text.

I got this code:


class Window_Desc < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(178, 74, 362, 302)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(120, 0, 300, 32, $j[1].to_s )
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 64, 320, 32, "Description: " + $d1[1])
   self.contents.draw_text(0, 96, 320, 32, $d2[1].to_s())
   self.contents.draw_text(0, 128, 300, 32, "Condition:  "+$cc[1])
   self.contents.draw_text(0, 160, 300, 32, "Reward:  "$r[1])
   $stat = $game_variables[0001].to_s()

 case $game_variables[0001]
   when 0
      self.contents.font.color = normal_color
      $stat = "  Available"
   when 1
       self.contents.font.color = Color.new(255,255,0)
      $stat = "  In-Progress"
   else
       self.contents.font.color = Color.new(0,255,0)
      $stat = "  Complete"
   end  
   self.contents.draw_text(0, 192, 300, 32, "Status:"+$stat)
 end
end


and now all the "$" I can't change to the second variable on the list.
Now I have it show the second variable with the $j[1] and such.

I wonder if anyone know what to do to make sure it does works.

~Tigurus
20
Thank you :)

It took me a while to create because it had many errors but in the end. I think it now looks and works great! :D