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Everything posted by Moonpearl
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I get your points but i'm sorry, even a non-caterpillar system in which each member follows the next feels terribly unnatural to me. Following the leader is okay in the extent that he's the only one to move on his own, it seems logical to go after the one who's moving and who decides where to go. If you're in a group where you know there's ony a single person who knows the way while the others remain still, why would you go after another arbitrary person - and above all, always the same? Anyways I can understand that game designers/players might want to have things that way, so I'll consider it for future releases. Thanks for your positive thoughts, I felt like releasing a non-caterpillar system had became sorta a holy mission lately.
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Poorly written scripts get more views because the topics are updated often, since there are many problems to report... Maybe I should leave errors and bugs on purpose...
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How about some sort of showcase, like there already is for pictures? I have seen other sites which summarize latest script submissions on their homepage, somewhat like a blog, and found that an interesting feature (even though there are only useless scripts there :p). Maybe there could be a set of boxes with the new script's name, a summary of the main features, and a screenshot as a thunmbnail to illustrate, just to keep people informed.
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If you'd like to have your party members show on the map and follow you, and... you think caterpillars make your party look like a bunch of perfect idiots you'd like to interact with them you'd like to take control of them you'd like to program different responses according to the map you're navigating Then Moonpearl's Party Follow script is exactly what you need. Features Natural movement - party members automatically turn to the player, and follow him only when he walks away. Interaction - your party members are perfectly regular events which you can program through the eventing system like any others. Thus, copies on each map may exhibit a different behavior. Share control - you may have the player switch from their current leader to any party members, for example to program different responses from objects according to which party member is being controlled. Auto place party members - automatically warp party members behind the player whenever transferring to a different map. Easy to use - fully interfaced with the eventing system - control everything using only variables and switches, no script calls or edits required whatsoever. Download See my blog entry.
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Well, that's the point. A video game is no novel either. I've known video games with very good stories and poor gameplay, and never finished them (especially since it's so easy to find spoilers if you really want to know the end nowadays).
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I don't use RTP because they don't match a style I like, but in the end it's just about graphics. A video game is not a painting, the most important feature for them is to be fun. Make a fun, interesting game with RTP and I'll definitely play it (perhaps to the end if it's really good in a gameplay perspective). Make a terrible, uninteresting game with gorgeous graphics and I won't even look past the first scenes - so all of your drawing/spriting/mapping work would have ended up being for nothing.
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Moonpearl's Animated Custom Menu System
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
As my faithful followers already know, it's been a while since I wrote the v2.00 for the Animated CMS. Back then I said it would take a while for me to update all themes to match this new version's specifications. Well I was damn right, it has taken a while. :P But now everything's up and working, and ready to work with my latest contribution, the Script Manager. Also, I made four different demos for each theme, since they don't include the script anymore, but rather read it from the Script Manager, and thus work with the exact same copy. Guess they will serve as demos for the Script Manager as well. ;) Happy downloading and customizing... ACMS's true followers shall notice the few improvements I added to each theme... -
If I understand what you mean by 'modding' correctly, yes it does. Script can be located both in the shared folder and the project folder. Whenever loading files from the shared folders, the manager checks the project folder for copies of those same file, and loads them instead if they exist, which allows for local modifications without altering the shared copy. Also, any scripts found in the local scripts folder is automatically loaded. Besides, making your own scripts available for use with the Script Manager is easy as 1-2-3, you just have to copy them as .RB files to a new folder and load them from there.
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You're welcome.
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Absolutely, except for the Array#sample method definition stuff which should be put inside the script editor. Exactly. As long as you make a new array each time, you can sample it as many times as you like. ForeverZer0's suggestion is a different solution, maybe a more elegant one, which does exactly the same as my sampling (that is, pick an element from the array at random, then delete it from the array). The reason I use the sample method is that it's supposed to be included in Ruby, only RMXP's Ruby version is too old for that. So what I do adding a sample method is merely catch up with modern versions of Ruby.
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I'm not sure I get what you mean. This script is intended for developers. If you want to release your project to people who don't use the Script Manager, and more generally who don't give a damn about game-making and RMXP, you just have to make a copy of all shared scripts into the project's Scripts folder. Well, shared scripts won't be encrypted, that's all.
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Thanks JonBon, I'm pretty satisfied myself even though I made it mainly for my own use. I agree it might be a bit complicated to understand but I could not come up with any better way to put it yet; As to your question, I believe there's virtually no difference in the performances, because it's still about reading Ruby scripts. If there should be any differences, it should be at the time the scripts are loaded, that is when the game is launched. As far as I'm concerned, I didn't experience any significant slowdown whenever launching a project bundled with the Script Manager. Tell me what you think as soon as you've tried it.
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I can't think of a fast and clean way to do this with events, however using scripts you can try this: # Adds a new method to sample an item from an array, put in an entry anywhere in the script editor class Array def sample! i = rand(self.size) return self.delete_at(i) end end # Code to execute whenever randomizing the item's position # Sets an array of possible chest numbers chests = [1, 2, 3, 4, 5] # Picks a chest number and remove it from the array $game_variables[A] = chests.sample! $game_variables[b] = chests.sample! Replace A and B with variables ID, in which you wish to put the chest number that contains the key/power-up. Then set the events as follows: Conditional branch: if Variable #A == <chest number> Give Item: Key Exit Event Processing Branch end Conditional branch: if Variable #B == <chest number> Give Item: Power-up Exit Event Processing Branch end Changing the chest number for each event. This way you ensure the same chest number cannot be drawn twice.
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If, just like me, you want to share scripts between several projects, or have common scripts you'd be able to use in all of them at once, then the Script Manager is exactly what you need. Instead of copying script entries to your projects' script editor over and over again, you can put them into Ruby files on your hard disk, and the Script Manager will load them from there. Benefits No need to make a copy of your scripts for each project No need to update each project manually when modifying scripts - just update the shared copy No need to add/remove dozens of entries to install/uninstall scripts - ideal for debugging compatibility issues You can edit scripts with your favorite text editor and use them directly in your projects Duplicate instances of existing scripts in the project folder will override the shared copy - allowing for local modifications without altering the shared copy The manager can trace errors back to external scripts and tell you which file and line caused it Screenshots Sample Script Manager for the new Animated Custom Menu System demo As you can see, all scripts have been removed from the editor and put in a shared folder as Ruby files instead. The project now only contains info as to which scripts from the shared folder should be loaded. Donwload Get full detail (including download link) at my blog.
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Never mind that, actually, it's me messing things up.
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Lately I've experienced something very frustrating: some RMXP project of mine would crash, leaving no error message, which leaves me unable to locate the problem. What's even more strange about it is that it occurs when running scripts known to work properly otherwise - the only difference is that I'm trying to read them from .RB files rather than put them directly in the script efitor. Evertyhing works fine with this system otherwise, although some problems while loading .RB files are not reported and thus cause them not to be loaded entirely, but I think i'm through with this kind of bugs now, especially since they produced normal errors I was able to extrapolate from. The .RB files are perfect copies of their script editor entries counterpart, I double-checked that several times. So, I was wondering if anyone had also experienced such inconvenience, and/or had any clue about what would cause it and what could be done about it. In case this provides any relevant information, I've experienced this on two occasions so far: while using my Animated Custom Menu System, when pressing C to select an item/skill and switch to the target selection in the item/skill scene, and when entering my improved load/save menu. Everything works fine when removing the Window_Target script (which replaces the default target window with rotating widgets) in the former case, and the Scene_File script (which overrides Scene_Save and Scene_Load with as single scene which serves for both) in the latter.
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[RMXP] Module.RPG::BaseItem
Moonpearl replied to Bigace360's topic in Archived RPG Maker XP Scripts (RGSS1)
Well, you certainly had your own idea regarding a specific use for this script that was my question. Unless you wrote it out of mere boredom? -
[RMXP] Module.RPG::BaseItem
Moonpearl replied to Bigace360's topic in Archived RPG Maker XP Scripts (RGSS1)
What's the purpose of this script? -
You're welcome.
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That was my point actually.
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Well I suggest you try everything else about RMXP first and get to the CBS only in the end.
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Well you'd better have quite a good idea of what you expect your CBS to be, because this is not something you throw yourself into randomly. A CBS is maybe the most difficult thing to do with RMXP, especially since the default system is definitely not meant to be modified.
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MCI Audio Module [XP][VX][VXA]
Moonpearl replied to ForeverZer0's topic in Archived RPG Maker XP Scripts (RGSS1)
I have a bug to report. When I start your demo, BGM does not play in the title and map scenes. It plays only when called from the jukebox (then keeps on playing correctly even after leaving the menu). Any ideas why this happens? -
MCI Audio Module [XP][VX][VXA]
Moonpearl replied to ForeverZer0's topic in Archived RPG Maker XP Scripts (RGSS1)
Sweet! I was looking for a way to have RGSS play MIDI files using my system's device, because I have a SoundFont mapped to it so that the music sounds better. With your script, it works just fine! All of the RTP's original music suddenly sounds way better. Guess I'll have to write a tutorial on how to map a SoundFont to the system device right away.