[VX] MAWS - Modified Advanced Weather Script

Started by Agckuu Coceg, March 11, 2010, 02:58:26 am

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Agckuu Coceg

March 11, 2010, 02:58:26 am Last Edit: March 12, 2010, 03:21:41 am by Agckuu Coceg
    MAWS - Modified Advanced Weather Script VX
    Authors: Ccoa, Agckuu Coceg
    Version: 1.1
    Type: Advanced weather script system
    Key Term: Environment Add-on



    Introduction

    Hello everyone. My name is Agckuu Coceg, and I want to present my little work - an addon to the original script AWS, maded by greater scripter Ccoa.



    Features:

    What's special about it?
    I just added 33 special effects, which I found interesting and suitable for creating games of any genre.

    Version history:

    1.1


    • New green leaves effects - Blowing and swirling, Red Maple leaves (3 effects - Falling, Blowing, Swirling), Yellow leaves effects - Falling, blowing and swirling
    • Rain effects - Oil rain, Oil storm, Golden rain, Golden rain with t\l, Golden rain with t \ l, Golden storm, Acid rain, Acid rain with t \ l, Acid storm, Sepia rain, Sepia rain with t \ l, Sepia storm, Blood rain with t \ l, Blood Storm, Blood Blizzard, Realistic Storm (t \ l, shake).
    • Special effects: Flame meteors, water bombs, icy bombs, flare bombs.
    • Color Starburst effects - Starburst, uprising starburst, starburst rain, Monochrome starburst collection (3 effects - colored, uprising, rain).
    • Naturally, 20 effects made by Ccoa remains in place. Therefore, when replacing the classic AWS script for a new, nothing will change.
    • Optimization of code for the old and new effects.




    Screenshots

    Not needed. See the demo.



    Demo

    Depositfiles
    Mediafire
    Sendspace
    Box.net
    Professor Legacyblade Direct Link



    Instructions

    How to use:
    Differences between the script and this script Ccoa in principle, no. So nothing has changed. Just create a call script with the following text:
    Spoiler: ShowHide
    screen.weather (type, power, hue)


    User-defined weather user images not worked... in a while.



    Compatibility

    In principle, this script is compatible with almost all kinds of scripts. But if this script will interfere with some kind of scripts, please PM or write to me. I will try to solve the problem.



    Credits and Thanks

    Thanks to Ccoa, the great scripter, who made base for this script.
    Credit to me and Ccoa, if you use this script.



    Author's Notes

    Also interested in your ideas for adding new effects to the script. Please write in this topic about your your thoughts on this matter.

    Thanks to all, freelancering shounen from many RPG Maker forums, Agckuu Coceg. Works at the name of shounen.[/list]
    I'm not retarded, but I'm busy. Sorry for patience.



    Agckuu Coceg

    I'm not retarded, but I'm busy. Sorry for patience.


    ForeverZer0

    Good job on the script. I have found a few bugs in it, though.  The dispose method has a few problems in it.

    First off, for the @flame_meteor_bitmap, @waterbomb_bitmap, @icybomb_bitmap, and @flarebomb_bitmap all
    had an "s" at the end for some reason.

    Second, none of them uses an array for their bitmaps so the...


       for image in @flame_meteor_bitmaps
         image.dispose
       end


    ...causes an error when they are disposed. (even after the "s" is changed)

    Other than that, the script looks great. I do have a few suggestions, though.

    There is a bunch of 'for' iterators throughout the entire script (I know you your not the author of the original),
    which would perform much better if they were changed to 'each' iterators. This would be a great improvement to
    the script, and would also make it shorter and easier to read.

    For example, every time three lines of code are used for something like this:


       for image in @redmaple_leaf_bitmaps
         image.dispose
       end


    ...it could be just as easily be written as this:


    @redmaple_leaf_bitmaps.each {|image| image.dispose}


    This is a good scripting practice to get used into and it will greatly reduce the chance of any lag occuring.

    Good luck!
    I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

    Agckuu Coceg

    March 25, 2010, 10:34:26 pm #4 Last Edit: March 25, 2010, 10:38:31 pm by Agckuu Coceg
    Thanks.  ;) I'm pretty mediocre scripter and even more so in RGSS2, which I know very badly. Thank you for pointing.
    I'm not retarded, but I'm busy. Sorry for patience.


    Agckuu Coceg

    I think it is time to turn to professionals, because my head on it is no longer capable.

    In MAWS VX (in XP versions of these problems do not) there are a couple of bugs, which I am unable to solve.
    This is a bug with the system User Defined Images (it's not working and gave a error) and system changes in the size of the effects of Bubbles (there are not resizing).

    Anybody can help me in this?
    I'm not retarded, but I'm busy. Sorry for patience.


    cmzx

    Agckuu Coceg or ForeverZero, can you help me to fix this bug when you move to another map and that the script is called before ?
    I get the error "script '*MAWS script VX' line 181: NoMethodError occured. undefined mathode 'each' for nil:NilClass" but I don't know at all rgss2 or ruby and I think your script can be very usefull... More than the original so I would like to use it, but before I need to fix the problem...
    Can you give me more informations about this error ? ForeverZero said it's related to the "s" at the end of "@flame_meteor_bitmap, @waterbomb_bitmap, @icybomb_bitmap, and @flarebomb_bitmap", but I tried to remove it, or to modify the script but this bug always appears, so I need you to help me to find the solution and to explain me in details what's the problem =p

    Agckuu Coceg

    Quote from: cmzx on June 22, 2010, 10:55:35 am
    Agckuu Coceg or ForeverZero, can you help me to fix this bug when you move to another map and that the script is called before ?
    I get the error "script '*MAWS script VX' line 181: NoMethodError occured. undefined mathode 'each' for nil:NilClass" but I don't know at all rgss2 or ruby and I think your script can be very usefull... More than the original so I would like to use it, but before I need to fix the problem...
    Can you give me more informations about this error ? ForeverZero said it's related to the "s" at the end of "@flame_meteor_bitmap, @waterbomb_bitmap, @icybomb_bitmap, and @flarebomb_bitmap", but I tried to remove it, or to modify the script but this bug always appears, so I need you to help me to find the solution and to explain me in details what's the problem =p


    Oh, It is my old bug in disposes, which I forgot to fix.
    It is necessary to replace the dispose method in the script with this.

    Spoiler: ShowHide
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        for sprite in @sprites
          sprite.dispose
        end
        @rain_bitmap.dispose
        @storm_bitmap.dispose
        @snow_bitmap.dispose
        @hail_bitmap.dispose
        @petal_bitmap.dispose
        @blood_rain_bitmap.dispose
        @oil_rain_bitmap.dispose
        @golden_rain_bitmap.dispose
        @golden_storm_bitmap.dispose
        @acid_rain_bitmap.dispose
        @acid_storm_bitmap.dispose
        @sepia_rain_bitmap.dispose
        @sepia_storm_bitmap.dispose
        @blood_storm_bitmap.dispose
        @bloodblizz_bitmap.dispose
        @meteor_bitmap.dispose
        @flame_meteor_bitmap.dispose
        @waterbomb_bitmap.dispose
        @icybomb_bitmap.dispose
        @flarebomb_bitmap.dispose
        for image in @autumn_leaf_bitmaps
          image.dispose
        end
        for image in @green_leaf_bitmaps
          image.dispose
        end
        for image in @yellow_leaf_bitmaps
          image.dispose
        end
        for image in @redmaple_leaf_bitmaps
          image.dispose
        end
        for image in @rose_bitmaps
          image.dispose
        end
        for image in @feather_bitmaps
          image.dispose
        end
        for image in @sparkle_bitmaps
          image.dispose
        end
        for image in @starburst_bitmaps
          image.dispose
        end
        for image in @monostarburst_bitmaps
          image.dispose
        end
        for image in @user_bitmaps
          image.dispose
        end
        $WEATHER_UPDATE = true
      end


    I'm not retarded, but I'm busy. Sorry for patience.


    ForeverZer0

    Quote from: Agckuu Coceg on June 23, 2010, 10:17:37 am
    Quote from: cmzx on June 22, 2010, 10:55:35 am
    Agckuu Coceg or ForeverZero, can you help me to fix this bug when you move to another map and that the script is called before ?
    I get the error "script '*MAWS script VX' line 181: NoMethodError occured. undefined mathode 'each' for nil:NilClass" but I don't know at all rgss2 or ruby and I think your script can be very usefull... More than the original so I would like to use it, but before I need to fix the problem...
    Can you give me more informations about this error ? ForeverZero said it's related to the "s" at the end of "@flame_meteor_bitmap, @waterbomb_bitmap, @icybomb_bitmap, and @flarebomb_bitmap", but I tried to remove it, or to modify the script but this bug always appears, so I need you to help me to find the solution and to explain me in details what's the problem =p


    Oh, It is my old bug in disposes, which I forgot to fix.
    It is necessary to replace the dispose method in the script with this.

    Spoiler: ShowHide
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        for sprite in @sprites
          sprite.dispose
        end
        @rain_bitmap.dispose
        @storm_bitmap.dispose
        @snow_bitmap.dispose
        @hail_bitmap.dispose
        @petal_bitmap.dispose
        @blood_rain_bitmap.dispose
        @oil_rain_bitmap.dispose
        @golden_rain_bitmap.dispose
        @golden_storm_bitmap.dispose
        @acid_rain_bitmap.dispose
        @acid_storm_bitmap.dispose
        @sepia_rain_bitmap.dispose
        @sepia_storm_bitmap.dispose
        @blood_storm_bitmap.dispose
        @bloodblizz_bitmap.dispose
        @meteor_bitmap.dispose
        @flame_meteor_bitmap.dispose
        @waterbomb_bitmap.dispose
        @icybomb_bitmap.dispose
        @flarebomb_bitmap.dispose
        for image in @autumn_leaf_bitmaps
          image.dispose
        end
        for image in @green_leaf_bitmaps
          image.dispose
        end
        for image in @yellow_leaf_bitmaps
          image.dispose
        end
        for image in @redmaple_leaf_bitmaps
          image.dispose
        end
        for image in @rose_bitmaps
          image.dispose
        end
        for image in @feather_bitmaps
          image.dispose
        end
        for image in @sparkle_bitmaps
          image.dispose
        end
        for image in @starburst_bitmaps
          image.dispose
        end
        for image in @monostarburst_bitmaps
          image.dispose
        end
        for image in @user_bitmaps
          image.dispose
        end
        $WEATHER_UPDATE = true
      end





    To make the above fix a little more efficient and clean looking, change all the lines that follow this pattern:
        for image in @sparkle_bitmaps
          image.dispose
        end


    ...to something like this....

    @sparkle_bitmaps.each {|image| image.dispose}


    Just use that pattern for all the lines that begin with "for image in..."
    I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

    cmzx

    Yeah ! Great script, thanks to you Agc and zero, I love you =p That's work fine now, and the effects are really beautiful ! You're are greats scripters, if I need help for something else (a script mainly), i'll ask to you ^^ 

    (sorry for my bad english =s )

    Agckuu Coceg

    Quote from: cmzx on June 27, 2010, 03:22:43 am
    Yeah ! Great script, thanks to you Agc and zero, I love you =p That's work fine now, and the effects are really beautiful ! You're are greats scripters, if I need help for something else (a script mainly), i'll ask to you ^^ 

    (sorry for my bad english =s )


    Believe me, before to the "GREAT" I still to far...
    And as for the English - do not worry, I'm also suffered by this.
    I'm not retarded, but I'm busy. Sorry for patience.


    mattfriends

    It would be great if you make it in XP too.

    WhiteRose


    ForeverZer0

    Quote from: WhiteRose on August 03, 2010, 01:22:55 pm
    Quote from: mattfriends on August 03, 2010, 03:57:34 am
    It would be great if you make it in XP too.


    You didn't actually look, did you?
    http://forum.chaos-project.com/index.php/topic,5710


    Yeah, the original script was for XP, this is the version adpated to VX  :roll:
    I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

    Agckuu Coceg

    Quote from: mattfriends on August 03, 2010, 03:57:34 am
    It would be great if you make it in XP too.


    On the VX I made a version much worse than XP... Since it is difficult to work resample Forever Zero methods with my rickety knowledge of RGSS2.
    I'm not retarded, but I'm busy. Sorry for patience.