Vlue

Early Adopter
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About Vlue

  • Rank
    Talent Extraordinaire
  • Birthday 10/06/1989

Contact Methods

  • MSN hi_shirareru@hotmail.com
  • Website URL http://sumptuaryspade.tumblr.com/

Profile Information

  • Gender Male
  • Location Canada
  • Interests Games and computers
  • Primarily Uses RMVX Ace
  • First Language English

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  1. Dear Vlue!

    Im use your plug for RPGMMV - GameTime.

    Little question about tint values ("You may edit the tint values, but you will have to open up the plugin in a text editor and edit the values in there.")

    How i can read this value: [-68,-68,0,68]?

    Its no HEX (like a #000000) and no CMYK percents, and no RGA additive...

     

    I am confused )))))))

    Best regards, PTS

  2. Vlue's Plugin Collection

      Odd, didn't know null got normally passed around in there. Fixed! ...probably. I'm sure. (1.3d) http://daimonioustails.weebly.com/recipe-crafting-mv.html
  3. Vlue's Plugin Collection

      Okay, down the list: -Changed the quest journal so both category and list window are not active at the same time (fixing the 5+ category bug) -Added info in the help file to explain expScale - what it does is modify the exp gained by that percentage times the difference in player level and quest level (i.e questLevel 10, playerLevel 5, expScale 10 : (10-5)*10=50% increase in exp) -You can now append a number to the end of the plugin command quest call and if that quest is present on the initial list it will focus on that one -Added a Failed quest category -New plugin command to alter the max value of an objective: quest max # # # -You could already get the current value of an objective (thats quite needed, i wouldnt leave it out D:) with the script call: this.obj(questId, objId)  -You can now get the max value of an objective with a similar script call: this.objMax(questId, objId)   -You can now supply a name for a recipe with name:recipeName -Yes, oddly enough materials didn't use the built in drawItemName function... fixed -Padding issues fixed, as well as scrolling windows added for recipes with 8+ materials   In addition: -Error messages added to certain quest plugin commands to tell if quest/objective not found (objective ids start at value 0 - also clarified in help) -Added 'recipe' items to Recipe Crafting, these items grant a single recipe as long as they are in the inventory. Set via notetag.   http://daimonioustails.weebly.com/recipe-crafting-mv.html http://daimonioustails.weebly.com/quest-system-mv.html
  4. Vlue's Plugin Collection

    So she does! Uh, hi hi! Me here, the one who likes to hide (I swear you don't all scare me, no no D: ). Weekend's coming up and with no plans for it, I think it's time to knock out a bunch of plugin/script work. Reply (quote) this post (so it sends me an email notification), or comment on the site, or message the page on fb, I don't care what method as long as it sends me an email notification, with any issues, bugs, feature requests, etc. and I'll work through as much of them as I can while I can. Or if there's not much, just work on converting old scripts to plugins, still have a big list of that... Uh, anyways. Yah. Do that. Also hiii.
  5. Vlue's Complete Plugin Page

      Did you change questId to the id of the quest? (Example: $gameParty.quests[1].accepted(); )   In addition to all:  I'll be going over Quest and Recipe soon and fixing the saving probems as well as adding error handling so you all know what's going wrong D:
  6. Vlue's Complete Plugin Page

      There is none. If you attempted to download the example project, a lot of programs will automatically reject/warn about unknown/uncommon executable files (like the neccesary Game.exe of any project). Anything else is merely text/js files.
  7. Vlue's Complete Plugin Page

      It's on the to do list
  8. Vlue's Complete Plugin Page

      Whoops.. haha..
  9.   Hmm, I can't try it out, but if you pause the tint process, before the map transfer command, it should work. (The map notes should work that is)
  10.   That'd be my script. To alter lighting yourself with AGT and the patch, you'll need to pause the tinting process of Advanced Game Time before you do any lighting calls. The script call is: GameTime.pause_tint(true) And when you want to go back to the automatic tinting, same call just with false instead.   The Notint tag isn't neccesary if you do it that way, it just keeps the specific map's tint/lighting clear.
  11. Advanced Game Time

      Ssh, I'm not actually here but...  You are looking for DEFAULT_TIMELAPSE around line 145. In addition you can manipulate the variable defined by TIMELAPSE_VARIABLE (just below the above) to change the speed of time in game.
  12. Advanced Game Time

    Hmm, tested it now and it seems work fine: http://pastebin.com/bXXaZhpQ
  13. Advanced Game Time

      Try it now (new version)
  14. Advanced Game Time

    Well, if you insist.. you're crazy. But I went through the script and did find something that would do that. Try it now: http://pastebin.com/bXXaZhpQ (With BATTLE_TINT still false)
  15. Advanced Game Time

      Method number 3 is what you want. You need to switch it around though, pause the tint first then change it. What pause tint does is not lock the current tint in but instead stops the auto-tint process based on time. When you do this, make sure you aren't using the Notint comment as well, that locks the map tint in at 0,0,0,0. For the battle thing, KHAS lighting doesn't work in battle, so it reverts to default, just disable BATTLE_TINT in customization. Once you leave the cave you merely have to do a GameTime.pause_tint(false) and the tint will return.