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Everything posted by brewmeister
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If it's not menu based, how does the interface work?
- 3 replies
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- crafting
- item creation
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(and 4 more)
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Scripts are part of the program's default database. Not part of the RTP. The RTP is Graphics & Audio If anyone had bothered to read the license agreements for both the program & the RTP, it should be pretty clear that you can use the program & the RTP to make a commercial game. That includes scripts, and everything else in the database. The only stipulation made in the license(s) is that in order to use the RTP or program for commercial games, you must have a legally purchased & "Registered" copy of the program
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Demo: http://hbgames.org/user_files/diag_drawbridge.exe The 2 water tiles on layer 2 are Passable. I inserted a specific tile from the autotile by right-clicking on the autotile, selecting the specific tile I wanted, then OK, then Shift-Click on the map to place the tile. The tile on layer 3, part of the wall, is also a passable tile. By making the bridge "Through" when it's open, you don't need to make the player "Through", so he won't walk anywhere he's not supposed to. Be Well
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I did a demo of this a while back... http://hbgames.org/user_files/Slide_On_Ice.exe This one's all done with events. I thought I saw a script for this somewhere too. Check the usual haunts...
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Dynamic Lighting Effects
brewmeister replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
Kell, take a look at these... http://www.hbgames.org/forums/viewtopic.php?f=155&t=74395 http://www.hbgames.org/forums/viewtopic.php?f=11&t=74494 First one is a discussion on 'subtractive' lighting & how to implement it Second one is the script that resulted from said discussion. Might give you some insight / ideas... Be Well -
Player has no graphic after being transfered.
brewmeister replied to FranklinX's question in Support
1) is this happening in both RMXP & RMVX (your post icon) 2) It would be really helpful if you posted, at least a screendump of the cutscene event. More helpful if you posted a demo of the project, since there could be something extraneous to the cutscene that's causing the problem. -
<scratches head> There is no "Time" in the default shop menu... :unsure: This will remove the number selection, and force it to '1' Insert above Main in the ▼ Materials section #============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Update Buy Item Selection #-------------------------------------------------------------------------- def update_buy_selection @status_window.item = @buy_window.item if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item number = $game_party.item_number(@item) if @item == nil or @item.price > $game_party.gold or number == 99 Sound.play_buzzer else Sound.play_decision $game_party.lose_gold(@item.price) $game_party.gain_item(@item, 1) @gold_window.refresh @buy_window.refresh @status_window.refresh end end end #-------------------------------------------------------------------------- # * Update Sell Item Selection #-------------------------------------------------------------------------- def update_sell_selection if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil @help_window.set_text("") elsif Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.price == 0 Sound.play_buzzer else Sound.play_decision $game_party.gain_gold(@item.price / 2) $game_party.lose_item(@item, 1) @gold_window.refresh @sell_window.refresh @status_window.refresh end end end end
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Enemies don't have a class, therefor no class_id You could add the property to the Game_Enemy class class Game_Enemy attr_reader :class_id alias enemy_class_init initialize def initialize enemy_class_init @class_id = 1 end Set @class_id to whichever class you want the enemies to use. Create an extra class in the database if necessary.
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I've used SVN with others to manage a 'team' project. But honestly, unless you have a large team I think it's overkill. If you plan your project, and divide the work so you're not stepping on each others toes, it's not too hard to do manually. Knowing a few little facts/tricks makes it pretty easy... 1) You can manually 'patch' by copying a single .rxdata file. e.g. your partner adds a few enemies to his database. He just sends you the Enemies.rxdata file, you drop it in your \Data folder & continue. You can also do the same thing with maps. The only caveat is you need an empty map in your project to hold the space for the new map. 2) A lot of people seem to overlook the fact that you can open multiple sessions of RMXP, and copy/paste just about anything between them. In the above example, what if you have also added enemies to the database? Open 2nd session of RMXP, drop your partner's Enemies.rxdata file into a new project, open both databases, "Change Maximum" to open slots for the new enemies, and copy/paste between them to make them match. In this case, I would recommend moving your new enemies to the bottom of the list in your copy of the project, and pasting your partners using the same object numbers he used. Then update your Troops & Battle calls accordingly. Obviously, planning ahead & assigning specific numbers to each developer will avoid the 'overlap' problem and make updating easier. 3) If you're both going to work on maps & events, make sure you also assign ranges of variables & switches too, so you're not using the same ones. 4) One thing I've done it the past for larger projects is layout the database ahead of time in Excel http://www.box.net/shared/flrhydyxs4 This saves a lot of rearranging, and keeps the database nice & neat.
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Right-Click on "Span" --> "What's this?" Moment: Repeat while Conditions continue to be met
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I just happened to have this handy. (someone else requested it a while back) class Scene_Gameover def create_gameover_graphic @sprite = Sprite.new name = "GameOver#{$game_variables[3].to_s}" @sprite.bitmap = Cache.system(name) end end Insert above main, in the ▼ Materials section change the "3" to the game variable you want to use rename your default gameover image GameOver0.png, and subsequent images GameOver1.png, etc.. set the variable in-game to correspond with the suffix in the filename.
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comment out line 58 in Window_Skill # self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
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Just update your desktop to 1.04. The error message should read "...different version...", or "...newer version..."
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Have you checked out: http://www.rpgrevolution.com/forums/index.php?showtopic=47454 ?
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12 yr. old humor... <_< It's the only way I can think of to 'accurately' represent a light source. Rather than "adding white" to an image, a light should really "subtract black", otherwise a bright light washes out the image instead of making it clearer. This was the issue that Star started the whole 'gang-bang' with. the only other way I can think of would be to write a 'dodge' effect for the sprite (in addition to 'normal', 'add' or 'subtract') Then maybe the sprite would have the correct effect on the underlying image. If you want to combine this with day/night, where the 'darkness' is applied with an overlying image, then you're back to subtracting the inverse of the light from the overlay. Another thought would be to add light methods to the Tone class. But I think that would end up being the same as what we are trying, just on a different object. Be Well
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If you don't mind waiting a little while, a few of us are 'gang-banging' a day-night-light script here... http://www.hbgames.org/forums/viewtopic.php?f=155&t=74395 It doesn't have 'flickering' or 'shadows' in the requirements as of now, but suggestions & ideas are welcome. We're using 'subtraction' images to make 'light' holes in the night darkness, so you can affect the brightness that way.
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Here's a demo of how to use a variable as a timer. You will still need to do a few things like: close the door, turn off the "Unlock Room" switch for a 1 night rent, and whatever you want to do when the "Fine" variable has a value. (obviously you can't pay a fine if you can't pay your rent) Parallel process runs 20 times per second, so I set the "Rent Timer" variable to 200 (~10 seconds) just to test. The "Rent Room" switch just turns on the parallel common event that decrements the Rent Timer variable, and processes the action when you run out of gold. http://www.hbgames.org/user_files/tenoukii_rent_system.exe If you choose "Weekly" and wait 10 seconds, hit X for menu you'll see the gold drop by 5G, after another 10 seconds, you'll see the message from the common event, "You lose your room. Not enough Gold"
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Simple example: Event page 1) Trigger: Autorun @>Control Timer: Startup (0 min. 10 sec) @>Control Self Switch: A = ON Page 2) Condition: Self Switch A is ON, Trigger: Parallel Process @>Conditional Branch: Timer 0 min 0 sec or less @>Text: Timer ended. Do your stuff here @>Control Self Switch: B = ON : Branch End Page 3) Condition: Self Switch B is ON, Trigger: Action Button Depending on the complexity of your "scene" (I assume you meant 'cutscene') on Page 2 you might set Self Switch B, and go to page 3 with "Autorun" again to control the cutscene, then set Self-Switch C & go to page 4 to halt everything. You can set the timer in one event, and check it in another (or several others) if need be. Experiment with it. The important thing is to only set the timer once. (change pages right after setting timer) Be Well
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Item Crafting script[RMXP]
brewmeister replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
Kell, nice job. :clap: I like this script. It's well documented, and well scripted. I glanced through the script once & understood how it worked. What's the reason for allowing L/R switch between recipe & material window?? Just to see the descriptions of the ingredients? One thing I've noticed many of the crafting scripts don't do is account for non-consumable items. (tools: Hammer, Pot, Anvil, Needle, etc...) So I made this massive enhancement to allow your script to use non-consumable items. if $data_items[recipe[i][1]].consumable ##BREW $game_party.lose_item(recipe[i][1], recipe[i][2]) end ##BREW Now if an item is set to "Consumable:No", it won't be subtracted. Be Well -
in the draw_map method, look for these 2 lines... if tile_id >= 384 if tile_id >= 48 and tile_id < 384 and change them to... if tile_id >= 384 and level < 2 if tile_id >= 48 and tile_id < 384 and level < 2
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Nice. I would have totally cheated & just made the status window transparent & drawn 4 dummy windows beneath it... 2 Errors: Line 63: Graphics.transition(20, "Graphics/Transitions/trans_grass") Should probably be just... Graphics.transition and line 217: if $game_party.actors[@status_window.index].restriction >= 2 should be... if $game_party.actors[@status_index].restriction >= 2 Be Well
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You could rewrite Game_System.bgm_play to search through subfolders. The problem is you wouldn't be able to select any of the files from RMXP. (from event commands, map details, or the database) You would have to use script calls to set every BGM. More trouble than it's worth. Ooops! There's an echo in here :biggrin_002:
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from the help document... Help -> Contents -> RGSS Reference Manual -> Standard Library -> Built-in Classes -> Object -> IO -> File File.rename(from, to) Renames file, moving it to a different directory as required. If a file already exists at the destination, it is overwritten. Returns 0 when file movement is successful; when it fails, throws an Errno::EXXX exception. It's already built in. The root folder is your game folder, so if your file is in the game folder... File.rename("myfile.txt", "renamed.txt") If it's in the Data folder, for example... File.rename("Data\\myfile.txt", "Data\\renamed.txt")
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http://www.hbgames.org/forums/viewtopic.php?p=827298#p827298
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I have a script that adds the ability to use control characters (\v[n], \N[n], \C[n]) in your Item, Class, Skill, etc... names & descriptions. Just like you can in "Show Text" messages So if your skill description was "Heal the entire party. Used: \V[100]" It would insert the value of game variable 100 However, you couldn't keep track by individual actor. It will always show variable 100. If your skills are specific to a single actor, this would work.