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[RMVX ACE] TRIHAN'S SCRIPT-O-TRON!

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author=Trihan
Lib, did you want it to have a variable for each character so you could have some people with 1 item use, some 3 etc. or just a general variable that determines it for everyone?

Damn, that's a good idea, actually. Though I did only want one variable, if possible.
Thank you and sorry for the trouble. >.<;
Is this offer still on the table? I don't need any big scripts made from scratch, but I'd like two scripts looked at and tweaked a tad!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
The robot is still working away, yes. He's got a big workload just now so his processing time is a little longer than usual, but tell him your request and I'll see what I can do.
How many more scripts before my gi-normous game-building paid commission script comes across your table? :P
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I haven't forgotten about that; I'll be in touch soon. :P
Trihan , if your still at it , is there any chance you could do a compatibility patch between two scripts ?

the two scripts are :
http://himeworks.com/2013/11/synchronized-battlers/

and this script that was written for me by another scriptwriter , it just doesn't seem right to bother him again after he was nice enough to write it as fast as he did:

http://pastebin.com/igzV8hCU

i cant seem to get them to work together ,no matter what i do, please please please tell me it is possible .
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I'll have a look when I get a chance, Cazz.
Great thanks, hope you can manage to get them working :)

**EDIT** Actually sorry to say this , but i was wrong it is a different script that is incompatible, and i figured it out and since it wasnt a necessary one i just removed it ,m thanks though ,and sorry if i interrupted you any :)
If you could make a script that would give some better control to pictures that would be neat. The only thing I really need is to be able to animate them while they are moving. I spent hours yesterday doing that shit manually for a simple 30 second animation of something flying across the screen. Zooming+moving+animating is impossible unless you spend hours on every single event. Never doing that again.
I tried asking this before, but I never get very far. I'll ask here, I suppose!

author=Quote
So I came across a cool script that simulates a menu based world map, similar to what you might see in FFXII or Tactics Ogre. The link is below, and it has a demo as well.

http://www.rpgmakervxace.net/topic/19934-lune-world-map-templeton-mod/

The script itself;
http://pastebin.com/R9mTszdL

It's very cool, but I think it could be tweaked and optimized a little bit. Some support I think would be a good addition, and that I personally need;

-The customization of the 'shop' menu. Not all locations have a shop, and this feature isn't exactly a must have for all games. A possibility to turn it into something else?

-The ability to 'remember' the menu position on the map relative to where you left from. For example, if I'm at 'Dark Woods', halfway through the game, (so let's say, 16 locations downwards in the menu) when I leave and go back to the map screen, I have to press down 16ish times again to go to a similar area. Many maps in games like this have the cursor be where you were when you last were on the map.

-The actual 'movement' is a bit wobbly and jerky. What causes this? Also, the location cursors (the icons used to signify places on the map) are only showing up 'one a time' for me. As in, I pick one location, and the other icons disappear other than the one that's currently highlighted. How can ALL the icons for all available areas show up at the same time?


I'd be super grateful if any of these could be resolved!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I'll see what I can do guys, though I'm pretty busy with the IGMC right now.
Wow Trihan, you're super nice to lend your script-o-tron out there. Mad props to you, man.

I was gonna ask if a script that made enemy events move only when the player moved, like a Roguelike game, would be hard to do, but your script-o-tron seems to have a lot on its plate, so it's aight ^^;
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