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Thallion

Member
  • Content Count

    47
  • Joined

  • Last visited

1 Follower

About Thallion

  • Rank
    Member
  • Birthday 12/03/1997

Other

  • Referer
    Google

Contact Methods

  • Website URL
    http://jeremyyoung1.kodingen.com

Profile Information

  • Gender
    Male
  • Interests
    RMXP, Swimming, Programming/Scripting

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Good
  • Class Title
    Programmer / Scripter
  • Project(s)
    Spawn of Darkness
  1. I never really use the scroll to top button as is. I would rather just use either Home or End.
  2. Yeah, it can get complicated when you start to consider how to make the same code do the same thing in multiple browsers.
  3. I actually use IE, but the only reason why is that the computers at my school only have IE, and all the programs reset every time you log on.
  4. @Bob, do you actually have a good web design class at your high school? At mine we're using a version of dreamweaver from years ago and we're getting a newer, but still obsolete version for next year. They don't teach us anything about css.
  5. Go down to the part where it says: def self.transitions(enemy_id) To change the effect for any monster(s), use this template: when ENEMY_ID then return [] Insert the different transitions you want that monster to use in between the square brackets.
  6. Oh, and I finished the Battler Transition script so you can assign different transitions to each monster so now you might want to get the new version.
  7. Here's a script I made to do it. You can change the transition based on what troop of enemies you're fighting. module Transition_Config def self.transition_args(troop_id) case troop_id # input the arguments for the transition for each troop id # # in this example configuration, the transition for the troop with the id # of 1 will take 40 frames and will use the transition '001-Blind01' # # the arguments are: # [duration, transition_graphic_path] when 1 then return [40, 'Graphics\\Transitions\\001-Blind01'] when 3 then return [40, 'Graphics\\Transitions\\002-Blind02'] else return [20] end end end module Graphics class << self alias tdks_unique_trans transition end def self.transition(*args) if $scene.is_a?(Scene_Battle) args = Transition_Config.transition_args($game_temp.battle_troop_id) end self.tdks_unique_trans(*args) end end
  8. What do you mean with creating skill effects. Like, making special skill effects not possible with the default engine? If so, then can help.
  9. Thallion

    Party Swapping?

    forum.chaos-project.com/index.php/topic,116.0.html edit: darn it. bigace beat me to it
  10. Sorry, I forgot to have it use the fog's color tone from the map. I updated the script with the fixed version.
  11. Hey darkness, I just added a few more transitions to the script, so you might want to get the new version. Also, if you want me to add any specific transition, then just request it here of on chaos project.
  12. In RMXP, there are special types of variables called switches. These can be either on or off. I am basically letting you use a switch to control whether the script is enabled. First, go in the script where it says: ENABLED_SCRIPT_ID = 51 Change 51 to the id of whatever switch you want to use to control whether the script is enabled. Now, to enable / disable the script from an event, put in a Control Switches action. Change the switch # to what you changed 51 to. If you turn the switch on, the script will be enabled, else it will be disabled.
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