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Everything posted by Punk
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Both of them are mine. The title skip script was just a simple edit of Scene_Title. ;)
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The most useful rmxp forum you've been to.
Punk replied to Marked's topic in General Game Development
I don't like RMXP.org anymore and the members, particularly 4-8 members of my forum want to gather up and kill it. RMXP.net was always my favorite site and .org used to be my favorite site. I know I'm going to get funny looks because they're the same community with a different name and look but back when RMXP.net was around, everything was a-ok in my opinion. RMXP.net was the first forum I've ever joined and I loved it there. I know it sounds a little funny but if you were in my shoes, I think you'd understand. Anyway, most inspiring and useful forum around? RMXP.net when it was around. ;) -
Are you really tired of not seeing your character because (s)he blends in with the map? 3 Common Events 3 Variables 2 Switches Download this Create two switches. Name the 1st "Arrow System" Name the 2nd "Arrow Display" Now do the first common event. Name it "coordinates" Make the trigger parallel process Condition switch: Arrow System Do this: @>Control Variable: [0001: X] = Player's Screen X @>Control Variable: [0002: Y] = Player's Screen Y @>Control Variable: [0003: A Variable] = 60 @>Control Variable: [0002: Y] -= Variable [0003: A Variable] This adjusts the coordinates of the picture. Next Make another common event, name it "Button" (Or whatever you want.) Trigger: Parallel Process Conditional Switch: Arrow System @>Conditional Branch: Script: Input.trigger?(Input::L) @>>Conditional Branch: Switch: [0002: Arrow Display] == OFF @>>>Control Switches: [0002: Arrow Display] == ON @>>Else @>>>Conditional Branch: Switch: [0002: Arrow Display] == ON @>>>>Control Switches: [0002: Arrow Display] == OFF @>>>Branch End @>>Branch End @>Branch End Lastly, make a new common event. Name it "Arrow Pictures." Trigger: Parallel Process Conditional Branch: Arrow System @>Conditional Branch: Switch: [Arrow Display] == ON @>>Show Picture: 1, 'Arrow', Center, Variable [0001][0002]), (100%, 100%) @>Branch End @>Conditional Branch: Switch: [Arrow Display] == OFF @>>Erase Picture: 1 @>Branch End Screenshots: The forest! Where am I? Oh, there I am... Any questions, comments about this system?
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THIS WAS MY VERY FIRST "SCRIPT". I WAS A NOOB BUT STILL IT SEEMS TO WORK WONDERS ON SOME MEMBERS. What to do Requires - A few switches - A copy of your project - A copy of your project (Probably has to keep the old maps and switches that was used in the other project.) How to do it For game disc 1 - Create a switch that is restricted to this game 1 game 2 thing - Place this on any event and activate the switch - Create a copy of your project For game disc 2 - On the copy of your project, there's a little bit of scripting involved here. Go to class scene_title and do this On line 37, find and remove s1 = "New Game" change s2 = "Continue" s3 = "Exit" to s1 = "Continue" s2 = "Exit" find @command_window = Window_Command.new(192, [s1, s2, s3]) and change it to @command_window = Window_Command.new(192, [s1, s2]) find @command_window.disable_item(1) and change to @command_window.disable_item(0) that's it. - (This was me being a bit of a noob on rmxp.) On the copy of your project, put a condition on every dungeon/map/stage that you made like if this switch isn't activated, the player cannot play this. (Just in case they're being cheaters.) Here's how it works. When the player saves his/her file on the first project (Not the copied one), make sure you tell the player to transfer or copy that file to the copied project. Screenies I no longer have the demo for this script/system. You have to ask someone else.
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RED GREEN BLUE BRIGHTNESS SYSTEM Requires 1 Switch 4 Variables 5 Common Events (1 maybe if you merged them all) 4 picture slots Author's Note: I made 5 common events instead of one big common event because like Serenade said. Organization reasons. :ph34r: What you will need to download for this system. Functions: It adjusts the colors and brightness to your screen. RED Common Event: Red Trigger: Parallel Condition Switch: RGB & Brightness @>Conditional Branch: Variable [Red] == 0 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 0 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 1 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 17 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 2 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 34 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 3 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 51 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 4 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 68 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 5 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 85 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 6 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 102 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 7 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 119 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 8 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 136 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 9 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 153 Blending: Add @>>Branch End @>Conditional Branch: Variable [Red] == 10 @>>Show Picture: 47, 'red', Upper Left, (0,0) Opacity: 170 Blending: Add @>>Branch End GREEN Common Event: Green Trigger: Parallel Condition Switch: RGB & Brightness @>Conditional Branch: Variable [Green] == 0 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 0 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 1 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 17 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 2 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 34 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 3 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 51 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 4 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 68 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 5 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 85 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 6 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 102 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 7 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 119 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 8 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 136 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 9 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 153 Blending: Add @>>Branch End @>Conditional Branch: Variable [Green] == 10 @>>Show Picture: 48, 'Green', Upper Left, (0,0) Opacity: 170 Blending: Add @>>Branch End BLUE Common Event: Blue Trigger: Parallel Condition Switch: RGB & Brightness @>Conditional Branch: Variable [Blue] == 0 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 0 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 1 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 17 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 2 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 34 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 3 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 51 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 4 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 68 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 5 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 85 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 6 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 102 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 7 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 119 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 8 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 136 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 9 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 153 Blending: Add @>>Branch End @>Conditional Branch: Variable [Blue] == 10 @>>Show Picture: 49, 'Blue', Upper Left, (0,0) Opacity: 170 Blending: Add @>>Branch End BRIGHTNESS Common Event: Brightness Trigger: Parallel Condition Switch: RGB & Brightness @>Conditional Branch: Variable [Brightness] == 10 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 0 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 9 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 17 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 8 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 34 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 7 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 51 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 6 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 68 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 5 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 85 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 4 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 102 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 3 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 119 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 2 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 136 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 1 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 153 Blending: Normal @>>Branch End @>Conditional Branch: Variable [Brightness] == 0 @>>Show Picture: 50, 'Black', Upper Left, (0,0) Opacity: 170 Blending: Normal @>>Branch End BOUNDARIES Common Event: Boundaries Trigger: Parallel Condition Switch: RGB & Brightness @>Conditional Branch: Variable [Red] Less or equal to -1 @>>Control Variables: [Red] = 0 @>>Branch End @>Conditional Branch: Variable [Red] Great or equal to 11 @>>Control Variables: [Red] = 10 @>>Branch End @>Conditional Branch: Variable [Green] Less or equal to -1 @>>Control Variables: [Green] = 0 @>>Branch End @>Conditional Branch: Variable [Green] Great or equal to 11 @>>Control Variables: [Green] = 10 @>>Branch End @>Conditional Branch: Variable [Blue] Less or equal to -1 @>>Control Variables: [Blue] = 0 @>>Branch End @>Conditional Branch: Variable [Blue] Great or equal to 11 @>>Control Variables: [Blue] = 10 @>>Branch End @>Conditional Branch: Variable [Brightness] Less or equal to -1 @>>Control Variables: [Brightness] = 0 @>>Branch End @>Conditional Branch: Variable [Brightness] Great or equal to 11 @>>Control Variables: [Brightness] = 10 @>>Branch End (Demo coming soon.)
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It will skip the title screen. Useful if you want to make your own title screen, intros and more. Replace all of Scene_Title with this. #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new end end If you would like to know how to go to Scene_Load, here's the code for how to call up Scene_Load. $scene = Scene_Load.new