TDS'S PROFILE
TDS
1074
Open for scripting commissions, RGSS2 and RGSS3 only.
Also looking for a script tester and general person to bounce ideas off of related to scripts and the features/settings in them.
Also looking for a script tester and general person to bounce ideas off of related to scripts and the features/settings in them.
Why the HELL did VX and Ace get rid of the select tool? WHY!?
Select tool? Is that the one that allows you to select parts of the map to copy somewhere else in the map?
I think you can still do that by right clicking then selecting the area you want to copy.
I think you can still do that by right clicking then selecting the area you want to copy.
FFXII_Early_HUD_Concept.png
I think the HUD looks nice, but it would probably be too big on the default resolution of VX Ace with 4 characters.
I made an example.
And here is for 3 characters.

I made an example.

And here is for 3 characters.

pata pata pata pon
Pon Pon Pon
Pon Pata Pon
Pon Pon Pon
Pata Pon Pon
Pon Pon Pon
Don Don Chaka
Pon Pon Pon
Pon-Pon Pon Pon Pon
pata pata pata pon
pata pata pata pon
RM Scene: You either retire a hero or you lurk long enough to see yourself become the villain
And I shall reap your virgins with a deluge of fire and destruction, for no king shall stand at my height or power forevermore!
Virgin women. We had a problem before with the whole evil empire and virgin snatching and we basically ended up with a pony convention in 2 hours.
Virgin women. We had a problem before with the whole evil empire and virgin snatching and we basically ended up with a pony convention in 2 hours.
How do people in the community handle negativity?
For anybody who is lost here is what all the hoopla is about.
http://rpgmaker.net/games/4899/blog/9739/
And I stand by my comment. You are an annoying person whose attitude made me regret even helping you. And let me be clear, I have no problem editing or fixing a script when I've offered to help, since any script is going to have problems, but the way you reply felt off and condescending to me and I won't bother explaining to you why you are annoying in any more detail, as I've dealt with people like you before and it just ends in an endless loop of evasion and self defense that never ends.
http://rpgmaker.net/games/4899/blog/9739/
And I stand by my comment. You are an annoying person whose attitude made me regret even helping you. And let me be clear, I have no problem editing or fixing a script when I've offered to help, since any script is going to have problems, but the way you reply felt off and condescending to me and I won't bother explaining to you why you are annoying in any more detail, as I've dealt with people like you before and it just ends in an endless loop of evasion and self defense that never ends.
[ACE] Disabling certain default functions
You have to comment out the line, not the whole segment to remove the drawing of the item number.
As for the fading of the window parts, sadly I think those are part of the hidden class. The best solution in that case would be to create sprites you can manipulate to replace them in the window class.
#============================================================================== # ** Window_ItemList #------------------------------------------------------------------------------ # This window displays a list of party items on the item screen. #============================================================================== class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # * Draw Number of Items #-------------------------------------------------------------------------- def draw_item_number(rect, item) # draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2) end end
As for the fading of the window parts, sadly I think those are part of the hidden class. The best solution in that case would be to create sprites you can manipulate to replace them in the window class.
I am seeking a script!
I'll be honest, and I rarely say this, but you're somewhat annoying to help out and I'm starting to regret doing so.
As for drawing it comes from "Take or To take", it would take the name from there based on the results of the text match. And yes it would be possible to draw the name from a filename provided it has some special tags.
Just add the following at the start of the name of the image and it will take the name from there.
As for drawing it comes from "Take or To take", it would take the name from there based on the results of the text match. And yes it would be possible to draw the name from a filename provided it has some special tags.
Just add the following at the start of the name of the image and it will take the name from there.
[ANIM]NAME [ANIM]Test.png
#============================================================================== # ** TDS #------------------------------------------------------------------------------ # A module containing TDS data structures, mostly script settings. #============================================================================== module TDS #============================================================================ # ** Animated_Battlebacks #---------------------------------------------------------------------------- # This Module animated battleback settings #============================================================================ module Animated_Battlebacks #-------------------------------------------------------------------------- # * Constants (Settings) #-------------------------------------------------------------------------- Battlebacks = { "Test" => [ [:battleback1, ["Cobblestones1"], 5], [:battleback1, ["Cobblestones2"], 5], [:battleback1, ["Cobblestones3"], 5], [:battleback1, ["Cobblestones4"], 5], ], :test => [ ], } end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within the # Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2 alias tds_markusT_animated_battlebacks_spriteset_battle_update update #-------------------------------------------------------------------------- # * Free #-------------------------------------------------------------------------- def dispose(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block) # Run Original Method dispose_animated_battleback end #-------------------------------------------------------------------------- # * Create Battle Background (Wall) Sprite #-------------------------------------------------------------------------- def create_battleback2(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block) # Create Animated Battleback create_animated_battleback end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args, &block) # Update Animated Battleback Sprite update_animated_battleback # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block) end #-------------------------------------------------------------------------- # * Create Animated Battle Background Sprite #-------------------------------------------------------------------------- def create_animated_battleback # If Battleback Name is not nil and has Animated Flag if !$game_map.battleback1_name.nil? and $game_map.battleback1_name.include?("[ANIM]") # Get Animated Battleback Name name = $game_map.battleback1_name.gsub(/\[Anim\]/i, "") # Set Animated Battleback Name $game_map.set_animated_battleback(name) end # If Battleback Name is not nil and has Animated Flag if !$game_map.battleback2_name.nil? and $game_map.battleback2_name.include?("[ANIM]") # Get Animated Battleback Name name = $game_map.battleback2_name.gsub(/\[Anim\]/i, "") # Set Animated Battleback Name $game_map.set_animated_battleback(name) end # Return if not using animated Battleback return if !$game_map.use_animated_battleback? # Create Animated Battleback Sprite @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, $game_map.animated_battleback_name) @animated_battleback_sprite.z = 1 # Increase Background Sprites Z Value @back1_sprite.z = 2 ; @back2_sprite.z = 3 # Set Background Sprites Visibility to false @back1_sprite.visible = @back2_sprite.visible = false end #-------------------------------------------------------------------------- # * Update Animated Battle Background Sprite #-------------------------------------------------------------------------- def update_animated_battleback # Return if Animated Battleback Sprite is nil return if @animated_battleback_sprite.nil? # Update Animated Battleback Sprite @animated_battleback_sprite.update end #-------------------------------------------------------------------------- # * Dispose of Animated Battleback #-------------------------------------------------------------------------- def dispose_animated_battleback # Return if Animated Battleback Sprite is nil or disposed return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed? # Dispose of Animated Battleback Sprite @animated_battleback_sprite.dispose end end #============================================================================== # ** Sprite_Animated_Battleback #------------------------------------------------------------------------------ # This sprite is used to display animated battleback images. #============================================================================== class Sprite_Animated_Battleback < Sprite #-------------------------------------------------------------------------- # * Object Initialization # name : Animated battleback name #-------------------------------------------------------------------------- def initialize(viewport, name) super(viewport) # Get Battleback Settings settings = TDS::Animated_Battlebacks::Battlebacks[name] # Return if Settings are nil or empty return if settings.nil? or settings.empty? # Initialize Bitmap Settings @bitmap_settings = settings.collect {|s| [find_bitmap(s), s.at(2)]} # Initialize Cycle Bitmap Settings @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = [] # Set Bitmap self.bitmap = @bitmap_settings.first.at(0) end #-------------------------------------------------------------------------- # * Free #-------------------------------------------------------------------------- def dispose ; super end #-------------------------------------------------------------------------- # * Find Bitmap #-------------------------------------------------------------------------- def find_bitmap(settings) case settings.at(0) when :bitmap ; return Bitmap.new(*settings.at(1)) else ; return Cache.method(settings.at(0)).call(*settings.at(1)).dup end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Return if Bitmap Settings is nil or empty return if @bitmap_settings.nil? or @bitmap_settings.empty? # Decrease Bitmap Counter @bitmap_counter -= 1 # If Bitmap Counter is 0 or less if @bitmap_counter <= 0 # Increase Bitmap Index @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size # Set Self Bitmap self.bitmap = @bitmap_settings.at(@bitmap_index).first # Set Bitmap Counter @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1) end end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias tds_markusT_animated_battlebacks_game_map_setup_battleback setup_battleback #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :animated_battleback_name # animated battle background name #-------------------------------------------------------------------------- # * Set Animated Battleback #-------------------------------------------------------------------------- def set_animated_battleback(name) ; @animated_battleback_name = name end #-------------------------------------------------------------------------- # * Determine if Animated Battleback should be used #-------------------------------------------------------------------------- def use_animated_battleback? ; !@animated_battleback_name.nil? end #-------------------------------------------------------------------------- # * Set Up Battle Background #-------------------------------------------------------------------------- def setup_battleback(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_game_map_setup_battleback(*args, &block) # Match Text for Animated Battleback @map.note[/<ABB: (.+)>/i] # Set Aniamted Battleback Name @animated_battleback_name = $1.nil? ? nil : $1.strip end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Set or Remove Animated Battleback # depth : nest depth #-------------------------------------------------------------------------- def set_animated_battleback(name) ; $game_map.set_animated_battleback(name) end def remove_animated_battleback ; $game_map.set_animated_battleback(nil) end end
I am seeking a script!
To set the animated battleback of a map you can add this to the map notes and it will draw the name from there.
Like this:
<ABB: NAME_HERE>
Like this:
<ABB: Test>
#============================================================================== # ** TDS #------------------------------------------------------------------------------ # A module containing TDS data structures, mostly script settings. #============================================================================== module TDS #============================================================================ # ** Animated_Battlebacks #---------------------------------------------------------------------------- # This Module animated battleback settings #============================================================================ module Animated_Battlebacks #-------------------------------------------------------------------------- # * Constants (Settings) #-------------------------------------------------------------------------- Battlebacks = { "Test" => [ [:battleback1, ["Cobblestones1"], 10], [:battleback1, ["Cobblestones2"], 10], [:battleback1, ["Cobblestones3"], 10], [:battleback1, ["Cobblestones4"], 10], ], :test => [ ], } end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within the # Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias tds_markusT_animated_battlebacks_spriteset_battle_dispose dispose alias tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2 create_battleback2 alias tds_markusT_animated_battlebacks_spriteset_battle_update update #-------------------------------------------------------------------------- # * Free #-------------------------------------------------------------------------- def dispose(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_dispose(*args, &block) # Run Original Method dispose_animated_battleback end #-------------------------------------------------------------------------- # * Create Battle Background (Wall) Sprite #-------------------------------------------------------------------------- def create_battleback2(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_create_battleback2(*args, &block) # Create Animated Battleback create_animated_battleback end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args, &block) # Update Animated Battleback Sprite update_animated_battleback # Run Original Method tds_markusT_animated_battlebacks_spriteset_battle_update(*args, &block) end #-------------------------------------------------------------------------- # * Create Animated Battle Background Sprite #-------------------------------------------------------------------------- def create_animated_battleback # Return if not using animated Battleback return if !$game_map.use_animated_battleback? # Create Animated Battleback Sprite @animated_battleback_sprite = Sprite_Animated_Battleback.new(@viewport1, $game_map.animated_battleback_name) @animated_battleback_sprite.z = 1 # Increase Background Sprites Z Value @back1_sprite.z = 2 ; @back2_sprite.z = 3 # Set Background Sprites Visibility to false @back1_sprite.visible = @back2_sprite.visible = false end #-------------------------------------------------------------------------- # * Update Animated Battle Background Sprite #-------------------------------------------------------------------------- def update_animated_battleback # Return if Animated Battleback Sprite is nil return if @animated_battleback_sprite.nil? # Update Animated Battleback Sprite @animated_battleback_sprite.update end #-------------------------------------------------------------------------- # * Dispose of Animated Battleback #-------------------------------------------------------------------------- def dispose_animated_battleback # Return if Animated Battleback Sprite is nil or disposed return if @animated_battleback_sprite.nil? or @animated_battleback_sprite.disposed? # Dispose of Animated Battleback Sprite @animated_battleback_sprite.dispose end end #============================================================================== # ** Sprite_Animated_Battleback #------------------------------------------------------------------------------ # This sprite is used to display animated battleback images. #============================================================================== class Sprite_Animated_Battleback < Sprite #-------------------------------------------------------------------------- # * Object Initialization # name : Animated battleback name #-------------------------------------------------------------------------- def initialize(viewport, name) super(viewport) # Get Battleback Settings settings = TDS::Animated_Battlebacks::Battlebacks[name] # Return if Settings are nil or empty return if settings.nil? or settings.empty? # Initialize Bitmap Settings @bitmap_settings = settings.collect {|s| [find_bitmap(s), s.at(2)]} # Initialize Cycle Bitmap Settings @bitmap_counter = @bitmap_settings.first.at(1) ; @bitmap_index = 0 ; @bitmaps = [] # Set Bitmap self.bitmap = @bitmap_settings.first.at(0) end #-------------------------------------------------------------------------- # * Free #-------------------------------------------------------------------------- def dispose ; super end #-------------------------------------------------------------------------- # * Find Bitmap #-------------------------------------------------------------------------- def find_bitmap(settings) case settings.at(0) when :bitmap ; return Bitmap.new(*settings.at(1)) else ; return Cache.method(settings.at(0)).call(*settings.at(1)).dup end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Return if Bitmap Settings is nil or empty return if @bitmap_settings.nil? or @bitmap_settings.empty? # Decrease Bitmap Counter @bitmap_counter -= 1 # If Bitmap Counter is 0 or less if @bitmap_counter <= 0 # Increase Bitmap Index @bitmap_index = (@bitmap_index + 1) % @bitmap_settings.size # Set Self Bitmap self.bitmap = @bitmap_settings.at(@bitmap_index).first # Set Bitmap Counter @bitmap_counter = @bitmap_settings.at(@bitmap_index).at(1) end end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias tds_markusT_animated_battlebacks_game_map_setup_battleback setup_battleback #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :animated_battleback_name # animated battle background name #-------------------------------------------------------------------------- # * Set Animated Battleback #-------------------------------------------------------------------------- def set_animated_battleback(name) ; @animated_battleback_name = name end #-------------------------------------------------------------------------- # * Determine if Animated Battleback should be used #-------------------------------------------------------------------------- def use_animated_battleback? ; !@animated_battleback_name.nil? end #-------------------------------------------------------------------------- # * Set Up Battle Background #-------------------------------------------------------------------------- def setup_battleback(*args, &block) # Run Original Method tds_markusT_animated_battlebacks_game_map_setup_battleback(*args, &block) # Match Text for Animated Battleback @map.note[/<ABB: (.+)>/i] # Set Aniamted Battleback Name @animated_battleback_name = $1.nil? ? nil : $1.strip end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Set or Remove Animated Battleback # depth : nest depth #-------------------------------------------------------------------------- def set_animated_battleback(name) ; $game_map.set_animated_battleback(name) end def remove_animated_battleback ; $game_map.set_animated_battleback(nil) end end










