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Thallion

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Everything posted by Thallion

  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.
  13. Alright, I'll make a variable to use to enable or disable the fog in the battle scene. I'll fix it once I get home from school. Edit: I added in a config option to choose which switch to determine whether to use fogs on the battle scene. Script updated.
  14. Just in case you actually wanted this, I made a script for it. module Fog_Config # the id of the switch that determines whether or not to display the fog in the battle scene ENABLED_SWITCH_ID = 51 end class Spriteset_Battle alias tdks_battle_fog_init initialize def initialize tdks_battle_fog_init @fog = Plane.new(@viewport1) @fog.bitmap = $scene.fog @fog.ox, @fog.oy, @fog.zoom_x, @fog.zoom_y, @fog.opacity, @fog.blend_type, @fog.tone, @fog.color, @fog_sx, @fog_sy = *$scene.fog_settings @fog.z = 1000 @fog.visible = $game_switches[Fog_Config::ENABLED_SWITCH_ID] end alias tdks_battle_fog_update update def update tdks_battle_fog_update @fog.ox -= @fog_sx / 8.0 if @fog @fog.oy -= @fog_sy / 8.0 if @fog end end class Spriteset_Map attr_reader :fog end class Scene_Battle attr_reader :fog, :fog_settings alias tdks_battle_fog_init initialize def initialize(*args) tdks_battle_fog_init(*args) tmp = $scene.spriteset.fog @fog = tmp.bitmap.clone @fog_settings = [tmp.ox, tmp.oy, tmp.zoom_x, tmp.zoom_y, tmp.opacity, tmp.blend_type, tmp.tone.clone, tmp.color.clone, $game_map.fog_sx, $game_map.fog_sy] end end class Scene_Map attr_reader :spriteset end
  15. Just a quick update on the progress of this project. I am almost ready to release version 1.0 of RGSS Addon. I have successfully ported most of the code to a dll to speed it up and have created corresponding ruby functions.
  16. Your index is either too small or too large: post a screenie of your code.
  17. Actually, I think the demo has my own custom version of MAWS, which is a modified version of FZer0's weather script.
  18. Yes, it's pretty easy. $game_party.actors[i].name.indexOf(some_string) != -1 Put this in a conditional branch, replacing i with the zero-based index of the actor whose name you want to check and some_string with the string to check for.
  19. Dynamic Weather and Time System Version 1.0 Author Thallion Release Date 8.4.2012 Platform RPG Maker XP Introduction This script changes the screen tint to correspond with the current game time. It also dynamically changes the weather, complete with sound and screen tint. Features Changes screen tone dynamically with time of day and weather Generates random weather, including several fogs Turn off weather on certain maps by a tag in the map's name Script See demo for the script. Customization You can change the length of each minute (in seconds), as well as the gap in-between weather changes. You can also specify whether or not to show the clock. Compatibility Compatible with MAWS. No compatibility issues known. Screenshot DEMO https://rapidshare.c...eather_Demo.exe Instructions Just copy the weather script over from the demo to your project and set up the configuration. To turn on or off random weather (replace true with false to turn off): $weather.rand_weather = true $weather.update To change the varience of weather: $weather.varience = To change the base time between weather changes: $weather.base = To change the second equivalent of one minute realtime: $weather.min_equiv = FAQ None so far. Credits Use freely, no credits necessary.
  20. Oh, most of my trouble was in my code to seperate the text of the dialog into lines. I made it so you could have different text for different scenarios. However, I like most of your code better than how I tried to do it.
  21. It's not my script, diagostimo should get credit. For what it's worth, I fixed the error... And then saw ForeverZer0's post telling me how. Btw, ForeverZer0, I was just putting in the loop to stop anything else from updating while the window was up. And zahraa, was the scene_end command window still in front of the dialog?
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