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Zeriab

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Everything posted by Zeriab

  1. Are you talking about the automatic copyright or have you actually registered your copyright? Not that it really matters. People still have to get your consent for copying what you have the copyright for unless it falls under fair use. ^_^ I wish you luck with your project and hope you'll be able to get some dedicated crew members :3 *hugs*
  2. You are right D: It must have been a mistake. It has indeed been a while *hugs*
  3. Links have been fixed. Thanks for alerting me to the issue ^_^ @Derek: I am glad you like it :3 @Nisage: Thanks for providing a link @Agckuu_Coceg: Here are what you'll have to change (I hope I haven't missed anything) *Window_Base line 20-21 Window_Questbook: @column_max has to correspond to how many quests will fit in one column. (Line 26) draw_icon method will have to be modified (line 68-74) update_cursor_rect will have to be modified (line 123-125) top_row will have to be modified (line 134) top_row= will have to be modified (line 141-144) page_row_max will have to be modified (line 149-154) Good luck *hugs* - Zeriab
  4. Sorry for the very slow response. That's good to hear Polraudio :3 @Agckuu_Coceg: There is no easy way of doing that. I have not made the sizes dynamic so one will have to deal with a lot of math. Sorry :(
  5. *hugs Sionysus welcome* It's nice to see you again ^^ You probably don't remember since I wasn't very active at rpgm though. *hugs*
  6. I have already the installation. Now it's just a question of cleaning up and deciding whether I want the 32-bit or 64-bit version. Note that Windows 7 may work even if Vista don't. @Polradio: Your version line is not right. I remember using Windows 3.11 back in the MS-DOS age Here is the windows history presenting at Microsoft's website: http://www.microsoft.com/windows/WinHistoryDesktop.mspx It's only up to 2003, for further versions I suggest looking at wikipedia: http://en.wikipedia.org/wiki/Windows#Timeline_of_releases *hugs*
  7. Welcome to RMXP Unlimited I hope you will enjoy your stay :D
  8. Thanks Marked :3 You both may learn something form this list: http://www.rmxpunlimited.net/forums/index.php?showtopic=3330 Making cutscenes is hard work. There are some parts which can be difficult, but mainly it's just tedious. You have to test a million times tweaking and tweaking. (Yeah, I don't like it) You just got to keep at it. And ask if you get stuck ^_^ *hugs*
  9. I wish you the best of luck with your exams :D
  10. Hi polraudio. I didn't notice your comment before =o

  11. As long as an event is triggered and running the player will not be able to move. The only exception being parallel processes. You can also have a parallel process event which sets the player's move route to 'wait X amount of frames'. One solution would be to add an event on Autorun which waits until the cutscene is over before the triggering conditions are changed. (Or the map is changed)
  12. Hey all! I made a list of what I considered important points in event or points which could take a long time to discover on your own. (If you discover it at all) I know that I would personally have loved such a list when I started. The list if for XP. Feel free to add any points you believe are important. I have surely missed a couple. Set Move Route overrides previous move route for the player or given event Set Move Route and Player Touch Wait for Move's Completion issue New Event Tab cancels Move Route Reluctance of events moving onto other events Tileset events and Through Parallel/Autorun events loops Common events on parallel trigger restart on map change Force action does not work on turn 0 in battles Defending actor + force action Self-switches in common events 'This event' in common events Set Move Route overrides previous move route for the player or given event I have seen a lot of support questions regarding which is due to this. A typical cause are evented dash systems. You have to set a move route to change the speed of the player. You can for example set a move route for the player to do something in a cutscene. The dash system then sets a new move route for the player and the player stops after one step or so. The same holds for any events. Note that each event has their own move route (or none). Note that events and the player don't have to have a move route. This is important for the following issue: Set Move Route and Player Touch If you have a passable event on Player Touch trigger, the event will NOT trigger if the player walks over the tile using a Set Move Route. If the player stops on the tile the event will trigger, but it will not trigger if the player continues. You can fix this by setting the event trigger to Event Touch. Wait for Move's Completion issue Its wait until the player and no event have a move route. If you set a move route for an event which is on repeat action, then it never ends. This can cause the game to practically freeze. As a general rule don't use Wait for Move's Completion. It can lead to hard-to-spot freezes which in the worst case can appear to happen randomly. New Event Tab cancels Move Route Let's say you have an event with two tabs, each with the same character. The condition on the second tab is not true (so the first tab is 'active'). You have another event that executes a "Set Move Route" on this character event. The character starts moving across the screen. If the condition on the second tab becomes true while the character is in the middle of the move route, the move route will be cancelled and he will stop walking. Reluctance of events moving onto other events An event will not move onto a tile occupied by another event unless either of them has Through ON. (Or both) The same holds for the player. The player basically treated as an event when other events move around. Tileset events and Through The passability settings are ignored for events which has Through ON. The same holds for the player. Tileset events are interesting in this regard because they can turn impassable tiles to passable tiles. Let's say you have a tileset event which turn an impassable tile into being passable. If we set Through ON for the event then its passability settings will be ignored. Yes, the passable tile will now not be passable anymore. It is something to keep in mind. Especially for bridges that will be built some time into the game. If you events to be able to cross the bridge without having Through ON then you must make the tiles underneath passable and use blocking events for when the bridge is out. Let the pages displaying the bridges have Through ON. Parallel/Autorun events loops When a parallel or autorun event has finished processing it will be processed again (next frame in case of parallel events). Typical issues happens when you use event commands which takes several frames to complete. For example showing an animation or moving an event or the player with a parallel event. Only the first few frames are shown over and over with the show animation and only the first move command is considered. The solution simple to change the condition so that it doesn't loop after it has finished processing the event, which can be done by erasing the event or changing the page. Or in terms of common events, turning off the triggering switch. In this aspect the Exit Event Processing command may lead to confusion since it ends the processing of the event. You may therefore get unwanted loops. Just change the conditions before the exit event processing command. Common events on parallel trigger restart on map change A typical case where this is a problem is if you want to have an invisible time running across maps. If you have a Wait 999 frames event command, then it'll start over each time you transfer to a new map. (A solution for this is to wait say 4 frames, add to a variable and Exit Event processing if the variable is not over some value (conditional branch)) Force action does not work on turn 0 in battles You can for example not have an item which causes on of the actor to attack immediately, nor can you have the monsters attack immediately. (I.e. before you can run away) You can mimick it with animations and deal damage, but it's very tedious. Defending actor + force action This may not be an issue, but it's worth noting. Let's say you set Actor 2 to defend and have a force action which causes Actor 2 to attack in Normal sequence. (Let's say the force action is in a common event triggered by the skill of Actor 3) If Actor 2 acts before Actor 3 then Actor 2 will not attack when Actor 3 acts, but Actor 2 will not defend anymore. This means more damage for monsters attacking Actor 2 after Actor 3 has acted. Self-switches in common events I have wrote a tutorial about this matter ~ http://www.rmxpunlimited.net/forums/index.php?showtopic=2167 'This event' in common events It refers to the map event calling that common event (either directly or indirectly) If there's not a map event calling that common event then the event command has no effect. Special Thanks Animus Kipe Regi Shaz *hugs* - Zeriab
  13. Yes I'm here too ^_^ My scripting tutorial is really only aimed at teaching one very specific area, e.g. regular expressions. It's not the best for general scripting. I feel bad for hi-jacking this topic, so let's discuss this elsewhere (pm for example) if you wish to continue. @Petros: If you want help with any of my scripts feel free to contact me ^_^ *hugs*
  14. It sounds to me like they are trying to remove the commercial advantage stores can get from 'illegally' selling mature video games to minors. If that indeed is the idea then the size of the fines makes perfectly sense. You must be able to hurt the stores financially to have any effect. If they can earn more than what it can cost them they will just continue. I am all for the fines if they are aimed at preventing an 'illegal' unfair advantage.
  15. I had totally forgotten about my first script (Gamos) XD You can find it (here) and see an application of it (here). I give you permission to use any of my level designs. I naturally cannot give exclusivity. I wish you the best of luck with your game. *hugs* - Zeriab
  16. You nailed my motivation for making this script :D I wasn't able to remove completely (i.e. pressing F12 does nothing), so that's why I made a pause script.
  17. Disabling it during transitions would have the effect of the game restarting, so that's not really a viable solution. Cutting the transition short on the other hand works well. That is a good idea ^_^ I have updated the first post with the new version. If you are interested in using another button to pause with then you can use this script: #============================================================================== # ** Pause with image #------------------------------------------------------------------------------ # Zeriab # Version 1.0 # 2009-05-23 (Year-Month-Day) #------------------------------------------------------------------------------ # * Description : # # This script changes the functionality of pressing F12 during the game # from resetting the game to (un)pausing the game. A picture is displayed # while the game is paused. (Having a picture is optional) #------------------------------------------------------------------------------ # * License : # # Copyright (C) 2009 Zeriab # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Lesser Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Lesser Public License for more details. # # For the full license see <http://www.gnu.org/licenses/> # The GNU General Public License: http://www.gnu.org/licenses/gpl.txt # The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt #------------------------------------------------------------------------------ # * Compatibility : # # Is most likely not compatible with other pause scripts. #------------------------------------------------------------------------------ # * Instructions : # # Place this script anywhere above main. # The image file 'pause' present in Graphics/Pictures is used. # Note: No picture is shown if there is no 'pause' in Graphics/Pictures. #============================================================================== #============================================================================= # ** Module Input #============================================================================= module Input class << self PAUSE_BUTTON = F6 #------------------------------------------------------------------------- # * Aliases Graphics.update and Graphics.transition #------------------------------------------------------------------------- unless self.method_defined?(:zeriab_pause_update) alias_method(:zeriab_pause_update, :update) end def update(*args) zeriab_pause_update(*args) return unless trigger?(PAUSE_BUTTON) # Store frame count frame_count = Graphics.frame_count # Show pause image @sprite = Sprite.new @sprite.z = 9999 begin @sprite.bitmap = RPG::Cache.picture('pause') rescue @sprite.bitmap = Bitmap.new(32,32) end # Update once so the trigger doesn't count. zeriab_pause_update(*args) # Update until trigger while !trigger?(PAUSE_BUTTON) zeriab_pause_update(*args) Graphics.update end # Dispose pause image @sprite.dispose # Set proper frame count Graphics.frame_count = frame_count end end end Notice the PAUSE_BUTTON = F6. You can change it to any of the buttons specified in under the Input module in the help-file. *hugs* - Zeriab
  18. I am glad you like and I am glad to be back (although I unfortunately won't be very active) The method I am using for preventing resets does not work in VX. I.e. it's not just a syntax problem, it's the methodology which doesn't work in VX. I am not saying it's impossible make a script which pauses rather than resets on F12 in VX, I just don't know how. The reason I made this script is because I believe that F12 pausing is preferable over resetting the game. You can pause the game anywhere independent of what's going on except during transitions. Pressing F12 during a transition causes the transition to restart. *hugs*
  19. F12 Pause with image script Version: 1.1 Author: Zeriab Date: 2009-05-25 Description This script changes the functionality of the F12 button so it toggles pause on and off instead of resetting the game. It displays an image while paused. Screenshots Instructions Copy+paste the script into the script editor. (Unsure? See this tutorial) Import picture named pause to Graphics/Pictures. You can use the example picture below for trying it out. Script #============================================================================== # ** Pausing with F12 #------------------------------------------------------------------------------ # Zeriab # Version 1.1 # 2009-05-25 (Year-Month-Day) #------------------------------------------------------------------------------ # * Version History : # # Version 1.0 -------------------------------------------------- (2009-05-22) # - First release # # Version 1.1 -------------------------------------------------- (2009-05-25) # - The pause image now appears immediately when F12 is pressed. # - Transitions are cut short rather than restarted when F12 is pressed. #------------------------------------------------------------------------------ # * Description : # # This script changes the functionality of pressing F12 during the game # from resetting the game to (un)pausing the game. A picture is displayed # while the game is paused. (Having a picture is optional) #------------------------------------------------------------------------------ # * License : # # Copyright (C) 2009 Zeriab # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Lesser Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Lesser Public License for more details. # # For the full license see <http://www.gnu.org/licenses/> # The GNU General Public License: http://www.gnu.org/licenses/gpl.txt # The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt #------------------------------------------------------------------------------ # * Compatibility : # # Is most likely not compatible with other F12 prevention scripts. #------------------------------------------------------------------------------ # * Instructions : # # Place this script anywhere above main. # The image file 'pause' present in Graphics/Pictures is used. # Note: No picture is shown if there is no 'pause' in Graphics/Pictures. #============================================================================== #============================================================================= # ** Reset class (because it won't be defined until F12 is pressed otherwise) #============================================================================= class Reset < Exception end #============================================================================= # ** Module Graphics #============================================================================= module Graphics class << self #------------------------------------------------------------------------- # * Aliases Graphics.update and Graphics.transition #------------------------------------------------------------------------- unless self.method_defined?(:zeriab_f12_pause_update) alias_method(:zeriab_f12_pause_update, :update) alias_method(:zeriab_f12_pause_transition, :transition) end #------------------------------------------------------------------------- # Change the update method so F12 toggles pause #------------------------------------------------------------------------- def update(*args) # Try to update normally begin zeriab_f12_pause_update(*args) return rescue Reset # Do nothing end # F12 has been pressed done = false # Store frame count frame_count = Graphics.frame_count # Show pause image @sprite = Sprite.new @sprite.z = 9999 begin @sprite.bitmap = RPG::Cache.picture('pause') rescue @sprite.bitmap = Bitmap.new(32,32) end # Keep trying to do the update while !done begin zeriab_f12_pause_update(*args) done = true rescue Reset # Do Nothing end end # F12 has been released, update until it is pressed again while done begin zeriab_f12_pause_update(*args) rescue Reset done = false end end # F12 has been pressed, keep trying to update while !done begin zeriab_f12_pause_update(*args) done = true rescue Reset # Do nothing end end # F12 has been released, dispose pause image @sprite.dispose # Set proper frame count Graphics.frame_count = frame_count end #------------------------------------------------------------------------- # Changes the transition so it is cut short if F12 is pressed #------------------------------------------------------------------------- def transition(*args) done = false # Keep trying to do the transition while !done begin zeriab_f12_pause_transition(*args) done = true rescue Reset # Set transition length to 0 frames. args[0] = 0 end end end end end Credit Credits goes to Zeriab for writing the script and making the Paused picture. Known Compatibility Issues Will most like not work together with other scripts changing the functionality of the F12 button. Author's Notes Thanks goes to sixdd for suggesting pause toggling and showing a pause image. Thanks goes to Kiriashi for inspiration on cutting the transitions short. You can use the pause image and modify it any way you like. You don't have to provide credits or anything. If F12 is pressed during a transition the transition is cut short. Note that it does NOT work on VX. Terms and Conditions LGPL This program is free software: you can redistribute it and/or modifyit under the terms of the GNU Lesser Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser Public License for more details. For the full license see <http://www.gnu.org/licenses/> The GNU General Public License: http://www.gnu.org/licenses/gpl.txt The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
  20. You are saying that it can only hold scripts which has less than 64 000 characters? How will you tackle scripts with more characters? Many battle systems use more characters for example.
  21. Thanks Kiriashi ^_^ I believe that some people learn much better when they can try the theory in practice which I have tried to provide in form of exercises.
  22. I am glad you like it ^^ I made it more for demonstrating an actual practical use of the scheduler rather than for making an auto-save script where I chose to use the Scheduler. Feel free to modify it in any way you want and just ask if you need help. *hugs* - Zeriab
  23. Here is an example of how you can use the script. It will auto-save the game to the first slot every 180 seconds or 3 minutes although the first time it will auto-save after 2 minutes. RMXP Version: class Game_Temp unless self.method_defined?(:scheduler) attr_writer :map_scheduler def map_scheduler @map_scheduler ||= Scheduler.new end end unless self.method_defined?(:zeriab_autosave_game_temp_initialize) alias zeriab_autosave_game_temp_initialize :initialize def initialize zeriab_autosave_game_temp_initialize map_scheduler.schedule_recurring(120 * Graphics.frame_rate, 180 * Graphics.frame_rate, Proc.new {s = Scene_Save.save(0)}) end end end class Scene_Map unless self.method_defined?(:zeriab_autosave_scene_map_update) alias zeriab_autosave_scene_map_update :update def update $game_temp.map_scheduler.update zeriab_autosave_scene_map_update end end end class Scene_Save def self.save(file_index) save_obj = self.new file = File.open(save_obj.make_filename(file_index), "wb") save_obj.write_save_data(file) file.close end end RMVX version: class Game_Temp unless self.method_defined?(:scheduler) attr_writer :map_scheduler def map_scheduler @map_scheduler ||= Scheduler.new end end unless self.method_defined?(:zeriab_autosave_game_temp_initialize) alias zeriab_autosave_game_temp_initialize :initialize def initialize zeriab_autosave_game_temp_initialize map_scheduler.schedule_recurring(120 * Graphics.frame_rate, 180 * Graphics.frame_rate, Proc.new {s = Scene_File.save(0)}) end end end class Scene_Map < Scene_Base unless self.method_defined?(:zeriab_autosave_scene_map_update) alias zeriab_autosave_scene_map_update :update def update $game_temp.map_scheduler.update zeriab_autosave_scene_map_update end end end class Scene_File < Scene_Base def self.save(file_index) save_obj = self.new(true, false, false) file = File.open(save_obj.make_filename(file_index), "wb") save_obj.write_save_data(file) file.close end end *hugs* - Zeriab
  24. Quest Book Version: 1.2 Introduction This is a fairly heavy quest book which provides an overview over a number of quests represented by pictures. Each of the quests can be selected and a window with quest specific details will be shown. (The pictures are 80x80) Features Quests can have any number of parts. (Only the text for the current part is shown) The quest book can be applied to a game in progress since whether quests are solved or not depends on variables, switches or a combination of them. Solved quests kept and can be shown. The opacity of background of the quest book can be changed and a picture can be shown behind it accordingly to a variable. Screenshots Demo QuestBook version 1.2 (rar) Script I really suggest the demo rather than the script since it also contains example pictures. I have included them for people who just want to take a look at the script. Quest Book Script Here is the example usage of the script used in the demo: (I would suggest placing it in a different section) Installation Insert the script just above main. (Like so many other scripts) Insert just below the script a new section. This section will be were you configure the script. Create quests and such. Instructions I will try an experiment here. Instead of written a big wall of text explaining everything I want to know where my explanation should be in-depth and where it should be more shallow. I.e. where should I focus. Please look at the example usage of the script. What is for you the most confusing parts? Will you be able to modify the quests? Will you be able to add another quest? Will you be able to add/remove a quest part? Is it clear how the Quest_Criteria works? Do you understand the top part where you configure the background? How do you add/remove another background picture? How do you change the opacity of the quest book? The path? Can you figure out how to modify, add and remove the actual picture files? (You should probably download the demo for this) This is a case of help me become better at helping you. I am sorry for the inconvenience. Compatibility If you are using exotic save systems Credits and Thanks Credits goes to Zeriab Special thanks goes to Indinera who requested the script for the game Laxius Force I would like to thank everyone using their time to try and use my system. I would like to thank everyone reading this topic. Thanks. Terms and Conditions Author's Notes This script were designed for a game so the visualization is very fixed. I would be delighted if you report any bug, errors or issues you find. In fact I would be delighted if you took the time and replied even if you have nothing to report. Suggestions are more than welcome And finally: ENJOY! - Zeriab
  25. Zeriab

    Open Book

    Good work Chief ^_^ There is unfortunately problems with the light. It looks as if you have simply mirrored the page, but the light won't be symmetric unless it comes directly towards the book in which case the middle is far to dark. If you only look at one page it looks nice with how the light comes in so I suggest you decide whether the light should come from the right or the left and then alter the page which doesn't work. Keep it up *hugs* - Zeriab
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