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> Sky's Decoration System(Updated), been a long time coming, Now fixed
Rating 5 V
Sky00Valentine
post Jul 15 2010, 12:17 AM
Post #1


Cold Fire
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Type: Coder
Alignment: Neutral Good




Sky's Decoration System Version 1.1
Created By Sky00Valentine


Introduction
Well in my time here on the forum I have always wanted this type of system. Before becoming a scripter I even requested such a system. Now
I finally have made this script that many people may have been looking for.

Features

CODE
Features :
Version 1.0 - (July 14th, 2010)
- Full Wall Decoration Compatibility.
- Floor Tiles
* Graphics that are larger than 1 tile will
only work if they are able to be walked
over. (meaning things like tables won't
work unless you don't mind being able to
walk over it.) So you can use them but
it will just look like a glitch in your
game
- Currently unable to place one event on top
of the other.
- Currently Doors are unable to be placed with
a 100% glitch look as they could be place
high up on a wall.
- In decoration menu you can preview what the
decoration will look like.
- Because of this being event clones if you
make a decoration event with stuff to do
the decoration will also do that when
activated.
Version 1.1 - (July 15th, 2010)
- Bug fixes
*Maps not saving decorations fixed.


Updates

Version 1.1
Fixed the saving decoration bug. Now you can freely leave the decorated room.

Screenshots

System Screens
Spoiler:




Wall Map
Spoiler:


Event Map
Spoiler:


Item Database
Spoiler:


How to use

Event Cloning Script
You need this graphic place it in characters folder
name it $model_cursor


CODE
Instructions & Installation
---------------------------
- Get Flipelyflips Event Cloning Script, place under materials

- Get $model_cursor.png(located in demo)

- Place this script under Event Cloning Script

- Edit MAP_ID hash by placing in all map_id's you want to have
decoration mode. (This should only include inside maps.) As I did
not make this for outside so there may be some glitches.

- Edit Event Map, change it to the map id where you will store all of
your decoration evetns.

- Edit Wall_Map, change it to the map id where you will store all of
your wall tiles.(This is so you can place items on walls.

- Edit the three Buttons to be which buttons you want to press
to do the given function. By default they will be the A
key to enter into edit mode, S to change from Placement to Removal mode
and Vice-Versa, X key to go into the decoration Menu, and Enter
or Z key to place or remove a decoration. (X key is the only one not
customizable)

- To setup your items go to your item notebox and place this
Decoration:event_id: where event id is the event you want
to be placed on the map when using that decoration/item.
You will need that item in your party's inventory in order
to place that decoration in placement mode.
You will lose 1 of that item each time you place 1 of that
decoration. And you will gain 1 each time you remove a
decoration from the map.
Also you must put this in an items notebox as well,
<WALL> if you want that decoration to be placed
on the wall, and <FLOOR> if you want it to be placed on
the floor.

- Make sure you have created the event map and the wall map.
Following the model.

- Make sure on the Event Map your first event is a blank event
no graphic and priority is set to same as characters.


Demo

MediaFire

Hotfile

Script

Sorry bout the removal but we're back

Spoiler:
CODE
#===========================================================================
#
# Sky's Room Decoration System(Upgraded Event Cloning by Flipelyflip)
# Version 1.1
# July 8th, 2010 Started
# July 14th, 2010 Completed
#
#===========================================================================
#
# Features :
#    Version 1.0 - (July 14th, 2010)
#       - Full Wall Decoration Compatibility.
#       - Floor Tiles
#         * Graphics that are larger than 1 tile will
#           only work if they are able to be walked
#           over. (meaning things like tables won't
#           work unless you don't mind being able to
#           walk over it.) So you can use them but
#           it will just look like a glitch in your
#           game
#       - Currently unable to place one event on top
#         of the other.
#       - Currently Doors are unable to be placed with
#         a 100% glitch look as they could be place
#         high up on a wall.
#       - In decoration menu you can preview what the
#         decoration will look like.
#       - Because of this being event clones if you
#         make a decoration event with stuff to do
#         the decoration will also do that when
#         activated.
#    Version 1.1 - (July 15th, 2010)
#       - Bug fixes
#         *Maps not saving decorations fixed.
#          
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
#    Flipelyflip :for creating the original event clone script
#
#===========================================================================
#
# Terms of Use
# ------------
#
#     Crediting Rpgmakervx.net and FlipelyFlip
#     is the only thing I ask. However feel free
#     to credit Sky00Valentine if you see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#  
#    - Adding Full Functioning Floor tiles including Tables.
#    - Adding in more ways for setup including but not limited to
#      Hash Mode, which will be you editting the hash instead of
#      item noteboxes.
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# - Get Flipelyflips Event Cloning Script, place under materials
#
# - Get $model_cursor.png(located in demo)
#
# - Place this script under Event Cloning Script
#
# - Edit MAP_ID hash by placing in all map_id's you want to have
#   decoration mode.  (This should only include inside maps.)  As I did
#   not make this for outside so there may be some glitches.
#
# - Edit Event Map, change it to the map id where you will store all of
#   your decoration evetns.
#
# - Edit Wall_Map, change it to the map id where you will store all of
#   your wall tiles.(This is so you can place items on walls.
#
# - Edit the three Buttons to be which buttons you want to press
#   to do the given function. By default they will be the A
#   key to enter into edit mode, S to change from Placement to Removal mode
#   and Vice-Versa, X key to go into the decoration Menu, and Enter
#   or Z key to place or remove a decoration. (X key is the only one not
#   customizable)
#
# - To setup your items go to your item notebox and place this
#   Decoration:event_id:  where event id is the event you want
#   to be placed on the map when using that decoration/item.
#   You will need that item in your party's inventory in order
#   to place that decoration in placement mode.
#   You will lose 1 of that item each time you place 1 of that
#   decoration.  And you will gain 1 each time you remove a
#   decoration from the map.
#   Also you must put this in an items notebox as well,
#   <WALL> if you want that decoration to be placed
#   on the wall, and <FLOOR> if you want it to be placed on
#   the floor.
#
# - Make sure you have created the event map and the wall map.
#   Following the model.
#
# - Make sure on the Event Map your first event is a blank event
#   no graphic and priority is set to same as characters.
#
#===========================================================================
#
# Compatibility & Bugs
# --------------------
# - Through aliasing this script should be 100% Compatible with
#   any script.
#
#============================================================================

module Sky
  module Decor
    MAP_ID = [4,5] # all map id's that you can Enter Decoration Mode on.
#example MAP_ID = [3,5,6]  Can only decorate maps 3,5, and 6

    Event_Map = 2 #Map ID of the stored events map.
#you store all decoration events on this map

    Wall_Map = 1 #Map ID of your wall tiles map.
#you store all you wall tiles here on this map.
    
    Button0 = Input::X #The button you want to press to enter decoration mode
    Button1 = Input::C #The button you want to press to place/remove decorations
    Button2 = Input::Y #The button you want to press to change to place or remove mode.
    
  end
end
        
class Game_Event
  attr_accessor :event
  attr_accessor :through
  attr_accessor :d_tag
  attr_accessor :item
  attr_accessor :pages
  
  alias graphic_initialize initialize
  def initialize(map_id, event, cg = false)
    @cg = cg
    graphic_initialize(map_id,event)
  end
    
  alias graphic_setup setup
  def setup(new_page)
    if @cg
      graphic_setup(new_page)
      @tile_id = 0
      @character_name = $game_party.members[0].character_name
      @character_index = $game_party.members[0].character_index
      @walk_anime = false
      @step_anime = false
      @direction = $game_player.direction
    else
      graphic_setup(new_page)
    end
    @d_tag = nil
    @item = nil
  end
  
  alias dont_begin start
  def start
    dont_begin unless $game_map.edit_mode?
  end
end

class Game_Character
  alias stop_movement turn_toward_player
  def turn_toward_player
    unless $game_map.edit_mode?
      stop_movement
    end
  end
end

class Game_Interpreter
  def return_event
    event = $game_map.events
    return event == nil ? nil : event[@event_id]
  end
end

class Game_Party
  attr_accessor :previous_character
  attr_accessor :previous_index
  attr_accessor :last_decoration
  
  alias previous_initialize initialize
  def initialize
    previous_initialize
    @previous_character = nil
    @previous_index = nil
    @last_decoration = 0
  end
  
  def set_previous(name,index)
    @previous_character = name
    @previous_index = index
  end
  
end

class Game_Map
  attr_accessor :transfers
  attr_accessor :changed_tiles
  attr_accessor :current_d_event_id
  attr_accessor :d_type
  
  alias edit_mode_initialize initialize
  def initialize
    @current_d_event_id = 0
    @editing = false
    @placement = true
    @blocking_events = []
    @c_through = []
    @changed_tiles = {}
    edit_mode_initialize
  end
  
  alias new_setup setup
  def setup(map_id)
    new_setup(map_id)
    @new_events = {}
    if $resaved_maps.include?(@map_id)
      @new_events = $resaved_maps[@map_id]
      @new_events = {} if @new_events == nil
      new_event_setup
    end
  end
  
  def new_event_setup
    for i in @new_events.keys
      @events[i] = Game_Event.new(@map_id, @new_events[i][0])
      @events[i].moveto(@new_events[i][1], @new_events[i][2])
      @events[i].d_tag = @new_events[i][3]
      @events[i].item = @new_events[i][4]
    end
  end
  
  def add_new(event_id,cevent,x,y,d_tag,item)
    @new_events[event_id] = [cevent,x,y,d_tag,item]
    $resaved_maps[@map_id] = @new_events
  end
  
  alias block_transfers_setup setup_events
  def setup_events
    block_transfers_setup
    @transfers = []
    for i in @map.events.keys
      if @map.events[i].name == "transfer"
        @transfers.push(i)
      end
    end
  end
  
  def return_location(x,y,direction)
    @return_to_x = x
    @return_to_y = y
    @return_direction = direction
  end
  
  def return_to
    $game_player.set_direction(@return_direction)
    $game_player.moveto(@return_to_x,@return_to_y)
  end
  
  def delete_event(event_id)
    if @events[event_id].item != nil
      $game_party.gain_item($data_items[@events[event_id].item], 1)
    end
    @events.delete(event_id)
    @new_events.delete(event_id)
    $scene = Scene_Map.new
  end
  
  def blocking_events
    return @blocking_events
  end
  
  def edit_mode(switch)
    @previous_mode = @editing
    @editing = switch
    if @previous_mode != @editing and not @editing
      placement_mode(true)
    end
  end
  
  def edit_mode?
    return @editing
  end
  
  def placement_mode?
    return @placement
  end
  
  def placement_mode(mode)
    @previous_mode = @placement
    @placement = mode
    if @previous_mode != @placement and not @placement
      @c_through = []
    end
    if not @placement
      for i in @events.keys
        if not @events[i].through
          @c_through.push(i)
          @events[i].through = true
        end
      end
    else
      for i in @events.keys
        if @c_through.include?(i)
          @events[i].through = false
        end
      end
    end
  end
  
  def change_passibility(map_id,x,y)
    nmap = load_data(sprintf("Data/Map%03d.rvdata",map_id))
    tile_id = nmap.data[x,y,0]
    @changed_tiles[tile_id] = @passages[tile_id] if @passages[tile_id] != 0x00
    @passages[tile_id] = 0x00
  end
  
  def restore_passage
    for i in @changed_tiles.keys
      @passages[i] = 0x01
    end
    refresh
  end
  
  def add_event(map_id,id,x,y,cg=false)
    s = 1
    (1..@events.size + 1).each{|s|break unless @events.keys.include?(s)}
    map = load_data(sprintf("Data/Map%03d.rvdata", map_id))
    ev = map.events[id]
    ev.id = s
    if events_xy(x, y).empty? or (events_xy(x,y)[0].event.name == "transfer" and events_xy(x,y).size == 1)
      if cg
        @events[s] = Game_Event.new(@map_id,ev,true)
        @blocking_events.push(@events[s].id)
      else
        @events[s] = Game_Event.new(@map_id, ev)
        @events[s].d_tag = 1 unless @transfers.include?(@events[s].id)
        @events[s].item = $game_party.last_decoration unless @transfers.include?(@events[s].id)
        $game_party.lose_item($data_items[@events[s].item], 1) unless @transfers.include?(@events[s].id)
      end
      @events[s].moveto(x, y)
      add_new(s,ev,x,y,@events[s].d_tag,@events[s].item)
    return @events[s].id
    end
  end
end

class Scene_Map
  
  alias new_window start
  def start
    new_window
    unless $cd == nil or $cd.disposed?
      $cd.dispose
    end
    if $game_map.edit_mode?
      update_current_decoration_window
    end
  end
  
  def update_current_decoration_window
    $cd = Window_Base.new(0,0,190,88) if $cd == nil or $cd.disposed?
    $cd.contents.clear
    $cd.opacity = 100
    if $game_party.last_decoration > 0
      decoration = "#{$data_items[$game_party.last_decoration].name}"
    else
      decoration = "None selected"
    end
    if $game_map.placement_mode?
      mode = "Placement Mode"
    else
      mode = "Removal Mode"
      if $game_map.events_xy($game_player.x,$game_player.y).size > 0 and $game_map.events_xy($game_player.x,
          $game_player.y)[0].item != nil
        decoration = $data_items[$game_map.events_xy($game_player.x,
          $game_player.y)[0].item].name
      else
        decoration = ""
      end
    end
    $cd.contents.draw_text(0,0,158,24,mode,1)
    $cd.contents.draw_text(0,32,158,24,decoration,1)
  end
  
  alias extra_event_update update
  def update
    extra_event_update
    unless $game_message.visible
      if Sky::Decor::MAP_ID.include?($game_map.map_id)
        if Input.trigger?(Sky::Decor::Button0)
          if $game_map.edit_mode?
            $game_party.members[0].set_graphic($game_party.previous_character,
              $game_party.previous_index,$game_party.members[0].face_name,
              $game_party.members[0].face_index)
            for i in 0...$game_map.blocking_events.size
              $game_map.delete_event($game_map.blocking_events[i])
            end
            $game_map.blocking_events.clear
            $game_map.restore_passage
            $game_map.return_to
            $game_map.edit_mode(false)
          else
            $game_map.add_event(Sky::Decor::Event_Map,1,$game_player.x,$game_player.y,true)
            $game_map.return_location($game_player.x,$game_player.y,$game_player.direction)
            $scene = Scene_Map.new
            $game_party.set_previous($game_party.members[0].character_name,$game_party.members[0].character_index)
            $game_party.members[0].set_graphic("$Model Cursor",0,$game_party.members[0].face_name,$game_party.members[0].face_index)
            for i in 0...$game_map.transfers.size
              enew_x = $game_map.events[$game_map.transfers[i]].event.x
              enew_y = $game_map.events[$game_map.transfers[i]].event.y
              $game_map.blocking_events.push($game_map.add_event(Sky::Decor::Event_Map,1,enew_x,enew_y))
            end
            mapp = load_data(sprintf("Data/Map%03d.rvdata", Sky::Decor::Wall_Map))
            for i in 0...mapp.width
              unless i % 4 == 0
                for a in 0...mapp.height
                  unless a % 4 == 0
                    $game_map.change_passibility(Sky::Decor::Wall_Map,i,a)
                  end
                end
              end
            end
            $game_map.edit_mode(true)
            update_current_decoration_window
          end
          $game_player.refresh
        elsif Input.trigger?(Sky::Decor::Button2)
          if $game_map.edit_mode?
            if $game_map.placement_mode?
              $game_map.placement_mode(false)
              $cd.contents.clear unless $cd == nil or $cd.disposed?
              update_current_decoration_window
            else
              $game_map.placement_mode(true)
              $cd.contents.clear unless $cd == nil or $cd.disposed?
              update_current_decoration_window
            end
          end
        elsif Input.trigger?(Sky::Decor::Button1)
          if $game_map.edit_mode?
            if $game_map.placement_mode?
              enew_x = $game_player.x
              enew_y = $game_player.y
              tile_id = $game_map.data[enew_x,enew_y,0]
                unless not $game_party.has_item?($data_items[$game_party.last_decoration]) or $game_map.current_d_event_id == 0
                  if $game_map.changed_tiles.include?(tile_id)
                    $game_map.add_event(Sky::Decor::Event_Map,($game_map.current_d_event_id),
                      enew_x,enew_y) if $game_map.d_type == "Wall"
                  else
                    $game_map.add_event(Sky::Decor::Event_Map,($game_map.current_d_event_id),
                      enew_x,enew_y) if $game_map.d_type == "Floor"
                  end
                end
              $scene = Scene_Map.new
            else
              event = $game_map.events_xy($game_player.x,$game_player.y)
              unless event == nil or event.size == 0
                $game_map.delete_event(event[event.size - 1].id) unless event[event.size - 1].d_tag == nil
              end
            end
          end
        end
        if $game_map.edit_mode?
          update_current_decoration_window
        end
      end
    end
    if not $game_party.has_item?($data_items[$game_party.last_decoration])
      $game_party.last_decoration = 0
    end
  end
  
  alias insert_decoration_menu call_menu
  def call_menu
    unless $game_map.edit_mode?
      insert_decoration_menu
    else
      $game_temp.next_scene = nil
      $cd.opacity = 0 unless $cd == nil or $cd.disposed?
      $cd.contents_opacity = 0 unless $cd == nil or $cd.disposed?
      $scene = Scene_Decoration_Menu.new
    end
  end
end

class Window_Decoration < Window_Selectable
  attr_accessor :data
  def initialize
    super(0,0,240,416)
    self.index = 0
    refresh
  end
  
  def item
    return @data[self.index]
  end
  
  def decoration(item)
    return if item == nil
    notes = item.note
    notes.each_line{|x| return x[11,x.rindex(':') - 11]}
  end
  
  def type(item)
    return if item == nil
    notes = item.note
    notes.each_line{|x|
    if x.include?("<WALL>")
      return "Wall"
    elsif x.include?("<FLOOR>")
      return "Floor"
    end
      }
  end
  
  def refresh
    @data = []
    for item in $game_party.items
      next unless include?(item)
      @data.push(item)
      if item.id == $game_party.last_decoration
        self.index = @data.size - 1
      end
    end
    @data.push(nil) if @data.size == 0
    @item_max = @data.size
    width = 0
    for i in @data
      break if i == nil
      new_width = self.contents.text_size("#{i.name}         ").width
      width = new_width if new_width > width
    end
    self.width = [240, width].max
    self.height = [page_row_max * WLH,@item_max * WLH].min + 32
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  
  def include?(item)
    return false if item == nil
    notes = item.note
    notes.each_line{|x| return true if x.include?("Decoration:")}
    return false
  end
  
  def draw_item(index)
    rect = item_rect(index)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      self.contents.draw_text(rect, sprintf(":%2d", number), 2)
    else
      rect.width -= 4
      self.contents.draw_text(rect,"- None -",1)
    end
  end
end

class Scene_Decoration_Menu < Scene_Base
  def start
    @viewport = Viewport.new(0,0,544,416)
    create_menu_background
    @decoration = Window_Decoration.new
    @image = Window_Base.new(340,0,206,180)
    image_update unless @decoration.item == nil
    @previous_selection = 0
  end
  
  def tileset_bitmap(tile_id)
    set_number = tile_id / 256
    return Cache.system("TileB") if set_number == 0
    return Cache.system("TileC") if set_number == 1
    return Cache.system("TileD") if set_number == 2
    return Cache.system("TileE") if set_number == 3
    return nil
  end
  
  def update
    @decoration.update
    @image.update
    if Input.trigger?(Input::B)
      dispose
    elsif Input.trigger?(Input::C)
      $game_party.last_decoration = @decoration.item.id unless @decoration.item == nil
      $game_map.current_d_event_id = @decoration.decoration(@decoration.item).to_i
      $game_map.d_type = @decoration.type(@decoration.item)
      dispose
    elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or (@previous_selection != @decoration.index)
      unless @decoration.item == nil
        unless @image.disposed?
          image_update
        end
      end
      @previous_selection = @decoration.index
    end
  end
  
  def image_update
    @image.contents.clear
    event_id = @decoration.decoration(@decoration.item).to_i
    emap = load_data(sprintf("Data/Map%03d.rvdata",Sky::Decor::Event_Map))
    tile_id = emap.events[event_id].pages[0].graphic.tile_id
    if emap.events[event_id].pages[0].graphic.tile_id == 0
      name = emap.events[event_id].pages[0].graphic.character_name
      index = emap.events[event_id].pages[0].graphic.character_index
      bitmap = Cache.character(name)
      sign = name[/^[\!\$]./]
      if sign != nil and sign.include?('$')
        @cw = bitmap.width / 3
        @ch = bitmap.height / 4
      else
        @cw = bitmap.width / 12
        @ch = bitmap.height / 8
      end
      n = index
      x = (@image.contents.width / 2) - (@cw / 2)
      y = (@image.contents.height / 2) - (@ch / 2)
      src_rect = Rect.new((n%4*3+1)*@cw, (n/4*4)*@ch, @cw, @ch)
      @image.contents.blt(x, y, bitmap, src_rect)
    else
      bitmap = tileset_bitmap(tile_id)
      sx = (tile_id / 128 % 2 * 8 + tile_id % 8) * 32;
      sy = tile_id % 256 / 8 % 16 * 32;
      src_rect = Rect.new(sx, sy, 32, 32)
      x = (@image.contents.width / 2) - (32 / 2)
      y = (@image.contents.height / 2) - (32 / 2)
      @image.contents.blt(x,y,bitmap,src_rect)
    end
  end
  def dispose
    @decoration.dispose
    @image.dispose
    $scene = Scene_Map.new
  end
end

class Scene_File
  
  alias place_data write_save_data
  def write_save_data(file)
    place_data(file)
    Marshal.dump($resaved_maps,         file)
  end
  
  alias get_data read_save_data
  def read_save_data(file)
    get_data(file)
    $resaved_maps       = Marshal.load(file)
  end
  
end

class Scene_Title
  alias new_array command_new_game
  def command_new_game
    $resaved_maps = {}
    new_array
  end
end


FAQ

Will update as necessary

Bugs & Compatability

No known bugs atm please let me know.

Should be compatible with all other scripts as most is aliased.

Credit
Sky00Valentine for making the script
FlipelyFlip for making the event cloning script I used to start
here

Extra notes

This post has been edited by Sky00Valentine: Jul 17 2010, 07:20 PM


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Shadonn
post Jul 15 2010, 12:32 AM
Post #2


Jerk In A Box
Group Icon


Type: Writer
Alignment: Lawful Good




O.O wow. This will be very nice. So this would be good for people who want to..let's say decorate their house. If so then that would make furniture shops much more easier.
Great job friend smile.gif


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Sky00Valentine
post Jul 15 2010, 12:41 AM
Post #3


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




Yeah thanks. I still have things to figure out for this to be 100% complete, but I have other duties like releasing/fixing my other scripts.


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Shadonn
post Jul 15 2010, 01:07 AM
Post #4


Jerk In A Box
Group Icon


Type: Writer
Alignment: Lawful Good




Ah well I'm in no rush. Still it's a great idea in my opinion.


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rexilia
post Jul 15 2010, 03:29 AM
Post #5



Group Icon


Type: Designer
Alignment: Unaligned




Wow! Now thats an awesome script here. 5 stars.


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new
post Jul 15 2010, 03:50 AM
Post #6



Group Icon


Type: Designer
Alignment: Chaotic Evil




this is just so cool. its like the one in pokemon where you get to design your room or secret base =p. very useful.


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download here
(Ask before using a bar from someone's sig -Touchfuzzy)
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Shadonn
post Jul 15 2010, 03:51 AM
Post #7


Jerk In A Box
Group Icon


Type: Writer
Alignment: Lawful Good




After downloading your demo and seeing the capabilities of this thing I must say this is a moment in which I would jump up and down and scream like a little schoolgirl.
Pure awesomness. For my project I was working out a way to event this but I must say I was rather limited. You have now broadened that horizon significantly.
Thank you. smile.gif Great script.


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lazer511
post Jul 15 2010, 04:13 AM
Post #8


Super Faggot
Group Icon


Type: Writer
Alignment: Chaotic Evil




Sky, sky, sky what am I going to do with you. Surpassing your peers. Tsk Tsk cool.gif Keep it up I'm definetely gonna use
this since my char attends a Knight Academy smile.gif


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Shadonn
post Jul 15 2010, 05:38 AM
Post #9


Jerk In A Box
Group Icon


Type: Writer
Alignment: Lawful Good




Sky I got a suggestion for perhaps a future update. I noticed that your limited to only using one event tile. So let's say you want your character to get themselves a bed then how would you do this? I tried to add an extra number in the notes tab but it didn't work. Would it be possible to say tag two decorations together for placement? It just looks weird with the character having to buy two different parts of a bed. If it's something that can't be implemented then I understand. It's still an awesome script.


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Sky00Valentine
post Jul 15 2010, 07:47 AM
Post #10


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




@all I am glad you all like it. Its kind of limited I know but it takes time to think of the... 'formulas?' So until I figure them out I cant make that possible.


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Peva
post Jul 15 2010, 08:18 AM
Post #11


Also racism
Group Icon


Type: Designer
Alignment: Neutral Good




I just jizzed a little. This is exactly what I want! Can you make it that one event NEEDS to be there?

Wait, forget that. what is the point of the wall tiles map? Why don't you make it that you can modify you wall tiles too?


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Sky00Valentine
post Jul 15 2010, 08:38 AM
Post #12


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (Peva @ Jul 15 2010, 04:18 AM) *
I just jizzed a little. This is exactly what I want! Can you make it that one event NEEDS to be there?

Wait, forget that. what is the point of the wall tiles map? Why don't you make it that you can modify you wall tiles too?


The Wall tiles are there so that when using the script you can move the cursor on the wall tiles. You can add more wall tiles if you need. But if you don't you could make all 9 sets of wall tiles the same tiles. But I would say for the best result it is better to those 9 sets at least. They are all of the normal wall tiles.
Also what do you mean one event needs to be there can you elaborate?


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Peva
post Jul 15 2010, 08:57 AM
Post #13


Also racism
Group Icon


Type: Designer
Alignment: Neutral Good




Ignore that. I understand now. This is intense, btw.


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Celianna
post Jul 15 2010, 09:25 AM
Post #14



Group Icon


Type: Artist
Alignment: Chaotic Evil




This looks really cool, I'm gonna try this out. I always wanted a housing system.

Hey I just tried to download the demo, but MF says it's been removed.
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FlipelyFlip
post Jul 15 2010, 12:11 PM
Post #15


Arr teh Pirate
Group Icon


Type: Musician
Alignment: Neutral Good




I was just looking something in script section and found this script. then I wanted to know how it works and I read my nick in ther and wonderd. reloaded the page and yeah, hell there was my name again xD

never thought, that my Event Cloning Script would be usefull for this xD

I'm now downloading the demo and will test it (=

edit: yeah it's pretty awesome! I like it, but I have no use for it^^"

~ flipely

This post has been edited by FlipelyFlip: Jul 15 2010, 12:57 PM
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Sky00Valentine
post Jul 15 2010, 05:10 PM
Post #16


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (Celianna @ Jul 15 2010, 05:25 AM) *
This looks really cool, I'm gonna try this out. I always wanted a housing system.

Hey I just tried to download the demo, but MF says it's been removed.


Hmm. I don't know why I guess I can try uploading it somewhere else as well.
(It still shows up in Mediafire.)


QUOTE (FlipelyFlip @ Jul 15 2010, 08:11 AM) *
I was just looking something in script section and found this script. then I wanted to know how it works and I read my nick in ther and wonderd. reloaded the page and yeah, hell there was my name again xD

never thought, that my Event Cloning Script would be usefull for this xD

I'm now downloading the demo and will test it (=

edit: yeah it's pretty awesome! I like it, but I have no use for it^^"

~ flipely


Yeah I was gonna try to make a script like yours, one day, but when yours came out I already new what I wanted to do. And this was it. Your script is nice and without one like it I wouldn't dare have tried this script without it.


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Peva
post Jul 15 2010, 05:14 PM
Post #17


Also racism
Group Icon


Type: Designer
Alignment: Neutral Good




What dies flipeyflips script do?


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Sky00Valentine
post Jul 15 2010, 05:27 PM
Post #18


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




It copies events.


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Peva
post Jul 15 2010, 05:28 PM
Post #19


Also racism
Group Icon


Type: Designer
Alignment: Neutral Good




Is it neccasary?


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Sky00Valentine
post Jul 15 2010, 05:36 PM
Post #20


Cold Fire
Group Icon


Type: Coder
Alignment: Neutral Good




You cant use this script without it. I can't steal scripts. But I can incorporate them into mine as long as the author hasn't forbidden it.


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