Yappy Monoxide
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  • So my computer just crashed while Rpg maker was open......god I hope everything is ok. :(
    GoodSelf
    GoodSelf
    I hope so too! Make sure to create a backup every day!
    Yappy Monoxide
    Yappy Monoxide
    I thankfully had a script that backed up my data every playtest just in case. Right now I am copying all of my files to a new project as this trick helped me save my game multiple times.
    Vance Raehart
    Vance Raehart
    I'm getting a new computer hopefully this week, so I can transfer everything over from this 5 year old laptop
    God help me i'm going to have to learn how to convert a mv plugin to ruby. :dizzy:
    PixelHeart
    PixelHeart
    Cant read it =< ....have any idea what the terms are?
    Yappy Monoxide
    Yappy Monoxide
    Why is there no converter online...ugh..
    Yappy Monoxide
    Yappy Monoxide
    Here's the script in text form:



    Spoiler



    //=============================================================================
    // MOG_CharShatterEffect.js
    //=============================================================================


    /*:
     * @plugindesc (v1.0) Cria o efeito de shatter nos sprites dos characters.
     * @author Moghunter
     *
     *
     * @help  
     * =============================================================================
     * +++ MOG - Char Shatter Effect (v1.0) +++
     * By Moghunter 
     * https://atelierrgss.wordpress.com/
     * =============================================================================
     * Cria o efeito de shatter nos sprites dos characters.
     *
     * =============================================================================
     * PLUGIN COMMAND
     * =============================================================================
     * Para ativar o efeito de Shatter use esse comando através do Plugin Command.
     *
     * shatter_event_id : EVENT_ID : MODE : X : Y
     *
     * EVENT_ID = ID do evento do mapa.
     * MODE - Tipo de animação;
     *      0 - Normal
     *      1 - Random
     *      2 - Gravity
     * X - Velocidade do shatter na horizontal.
     * Y - Velocidade do shatter na vertical.
     *
     */


    //=============================================================================
    // ** PLUGIN PARAMETERS
    //=============================================================================
      var Imported = Imported || {};
      Imported.MOG_CharShatterEffects = true;
      var Moghunter = Moghunter || {}; 


       Moghunter.parameters = PluginManager.parameters('MOG_CharShatterEffect');


    //=============================================================================
    // ** Game Character Base
    //=============================================================================


    //==============================
    // * Initialize
    //==============================
    var _mog_chaShatter_gchar_initMembers = Game_CharacterBase.prototype.initMembers;
    Game_CharacterBase.prototype.initMembers = function() {
        _mog_chaShatter_gchar_initMembers.call(this);
        this._shatter = [false,[],false,0,0,1];
    };


    //=============================================================================
    // ** Game_Interpreter
    //=============================================================================    


    //==============================
    // * PluginCommand
    //==============================
    var __mog_charShatter_pluginCommand = Game_Interpreter.prototype.pluginCommand
    Game_Interpreter.prototype.pluginCommand = function(command, args) {
        __mog_charShatter_pluginCommand.call(this,command, args)
        this.checkEventsCharShatter(command, args);
        return true;
    };


    //==============================
    // * checkEventsCharShatter
    //==============================
    Game_Interpreter.prototype.checkEventsCharShatter = function(command, args) {
        var shatterType = -1;
        var event_id = 0;    
        if (command === "shatter_event_id")  {
            event_id = Number(args[1]);
            m = Number(args[3]);
            x = Number(args[5]);
            y = Number(args[7]);
        };
        if (event_id > 0) {
            $gameMap.events().forEach(function(event) {
            if (event.eventId() === event_id) {
                event._shatter = [true,[],true,x,y,m];
            };
            }, this);    
        };
    };


    //=============================================================================
    // ** Sprite Character
    //=============================================================================


    //==============================
    // * Update
    //==============================
    var _mog_charShatter_update = Sprite_Character.prototype.update;
    Sprite_Character.prototype.update = function() {
        _mog_charShatter_update.call(this);
        if (this._character && this._character._shatter[0]) {this.updateShatterEffect()};
    };


    //==============================
    // * Update Shatter Effect
    //==============================
    Sprite_Character.prototype.updateShatterEffect = function() {
        if (!this._shatterField) {this.createShatterField()};
        if (!this._shatterSprites || this._character._shatter[2]) {this.createShatterSprites()};
        for (var i = 0; i < this._shatterSprites.length; i++) {
            this.updateShatterSprites(this._shatterSprites,i);

            if (this._shatterSprites
    .opacity === 0) {

                this._shatterField.removeChild(this._shatterSprites
    );

            };


        };


        this.setFrame(0,0,0,0);


    };





    //==============================


    // * create Shatter Field


    //==============================


    Sprite_Character.prototype.createShatterField = function() {


         this._shatterField = new Sprite();


         this.addChild(this._shatterField);


    };





    //==============================


    // * remove Shatter Sprites


    //==============================


    Sprite_Character.prototype.removeShatterSprites = function() {


         for (var i = 0; i < this._shatterSprites.length; i++) {


              this._shatterField.removeChild(this._shatterSprites
    );

              this._shatterSprites
    .bitmap = null;

              this._shatterSprites
    = null;

              this._character._shatter[1]
    = null;

         };


         this._shatterSprites = null;


    };





    //==============================


    // * create Shatter Sprites


    //==============================


    Sprite_Character.prototype.createShatterSprites = function() {


        this._character._shatter[2] = false;


        if (this._shatterSprites) {this.removeShatterSprites()};


        this._character._priorityType = 2


        this._character._through = true;


        this._shatterSprites = [];


        this._shatterType = this._character._shatter[5];


        var frag_size = 5  


        var pw = this.patternWidth();


        var ph = this.patternHeight();


        var maxw = Math.floor((pw / frag_size) * (ph / frag_size));


        if (this._tileId > 0) {


            var sx = (Math.floor(this._tileId / 128) % 2 * 8 + this._tileId % 8) * pw;


            var sy = Math.floor(this._tileId % 256 / 8) % 16 * ph;        


        } else {


            var sx = (this.characterBlockX() + this.characterPatternX()) * pw;


            var sy = (this.characterBlockY() + this.characterPatternY()) * ph;


        };


        for (var i = 0; i < maxw; i++) {


             this._shatterSprites
    = new Sprite(this.bitmap);

             var l = Math.floor((frag_size * i) / pw);


             var x =  (frag_size * i) - (l * pw);


             var y = Math.floor((l * frag_size));


             var y3 = Math.floor((l * frag_size));


             if (y >= ph - frag_size) {y = ph - frag_size};


             var sx2 = sx + x


             var sy2 = Math.floor(sy + y)


             this._shatterSprites
    .x = x;

             this._shatterSprites
    .y = y;

             this._shatterSprites
    .setFrame(sx2,sy2,frag_size,frag_size);

             this._shatterField.addChild(this._shatterSprites
    );

             this._shatterSprites
    .an = [0,0,0];

             if (!this._character._shatter[1]
    ) {

                this.setShatterAnimation(i) 


             } else {


                this.loadShatterData(i);


             };         


        };


        this._shatterField.x = -this.width / 2;


        this._shatterField.y = -this.height;


    };





    //==============================


    // * set Shatter Animation


    //==============================


    Sprite_Character.prototype.setShatterAnimation = function(i) {


        this._character._shatter[1]
    = [];

        var x = this._character._shatter[3];


        var y = this._character._shatter[4];


        if (this._character._shatter[5] === 1) {


            var sx = Math.random() * Math.abs(x) + 0.1;


            var sy = Math.random() * Math.abs(y) + 0.1;


            var r = Math.randomInt(2);


            sx = r === 0 ? sx : -sx;


            var r = Math.randomInt(2);


            sy = r === 0 ? sy : -sy;        


        } else if (this._character._shatter[5] === 2) {    


            var sx = Math.random() * Math.abs(x) + 0.1;


            var sy = Math.random() * Math.abs(y) + 0.1;


            var r = Math.randomInt(2);


            sx = r === 0 ? sx : -sx;


        } else {


            var sx = Math.random() * Math.abs(x) + 0.1;


            var sy = Math.random() * Math.abs(y) + 0.1;


            sx = this._character._shatter[3] >= 0 ? sx : -sx;


            sy = this._character._shatter[4] >= 0 ? sy : -sy;


        };


        this._shatterSprites
    .sx = sx;

        this._shatterSprites
    .sy = sy;

        this._shatterSprites
    .op = (Math.random() * 2) + 1.0;

        this._shatterSprites
    .sc = 0;

        this._shatterSprites
    .rt = 0;

    };





    //==============================


    // * Load Shatter Data


    //==============================


    Sprite_Character.prototype.loadShatterData = function(i) {


        this._shatterSprites
    .x = this._character._shatter[1].x;

        this._shatterSprites
    .y = this._character._shatter[1].y;

        this._shatterSprites
    .scale.x = this._character._shatter[1].scaleX;

        this._shatterSprites
    .scale.y = this._character._shatter[1].scaleY;

        this._shatterSprites
    .sc = this._character._shatter[1].sc;    

        this._shatterSprites
    .rotation = this._character._shatter[1].rotation;

        this._shatterSprites
    .opacity = this._character._shatter[1].opacity;

        this._shatterSprites
    .sx = this._character._shatter[1].sx;

        this._shatterSprites
    .sy = this._character._shatter[1].sy;

        this._shatterSprites
    .op = this._character._shatter[1].op;

        this._shatterSprites
    .rt = this._character._shatter[1].rt;

        this._shatterSprites
    .an = this._character._shatter[1].an;

    };





    //==============================


    // * Update Shatter Sprites


    //==============================


    Sprite_Character.prototype.updateShatterSprites = function(sprite,index) {


        sprite.an[0]++;


        if (this._character._shatter[5] === 2) {


            if (sprite.an[0] < 60) {


              sprite.x += sprite.sx;


              sprite.y -= sprite.sy;


            } else if (sprite.an[0] < 450) {


              sprite.x += sprite.sx;


              sprite.y += sprite.sy * 1.2;        


            };


        } else {


          sprite.x += sprite.sx;


          sprite.y += sprite.sy;


        };


        sprite.opacity -= sprite.op;


        sprite.scale.x += sprite.sc;


        sprite.scale.y += sprite.sc;


        sprite.rotation += sprite.rt;


    };





    //==============================


    // * Save Shatter Data


    //==============================


    Sprite_Character.prototype.saveShatterData = function(sprite,index) {


        this._character._shatter[1] = [];


        for (var i = 0; i < this._shatterSprites.length; i++) {


            var sprite = this._shatterSprites


            this._character._shatter[1]
    = {};

            this._character._shatter[1]
    .x = sprite.x;

            this._character._shatter[1]
    .y = sprite.y;

            this._character._shatter[1]
    .scaleX = sprite.scale.x;

            this._character._shatter[1]
    .scaleY = sprite.scale.y;        

            this._character._shatter[1]
    .opacity = sprite.opacity;

            this._character._shatter[1]
    .sx = sprite.sx;

            this._character._shatter[1]
    .sy = sprite.sy;

            this._character._shatter[1]
    .op = sprite.op;

            this._character._shatter[1]
    .sc = sprite.sc;

            this._character._shatter[1]
    .rotation = sprite.rotation;

            this._character._shatter[1]
    .an = sprite.an;

        };


    };





    //=============================================================================


    // ** Scene Map


    //=============================================================================





    //==============================


    // * Terminate


    //==============================
    • Like
    Reactions: 1 person
    taarna23
    taarna23
    The image you chose represents frustration at best and stress at worst. Perhaps you simply need to choose beter words.


    ...and avoid the site entirely at April Fool's if you have no sense of humour.
    Yappy Monoxide
    Yappy Monoxide
    Ok I will choose *Beter* words.
    Gin
    Gin
    When that happens to me I´m like:


    OH me goshhh! What is thissss??! :o




    And then I´m like:


    OH NOOOOOOOOO! There it is AGAINNN!!! :o






    Spoiler



    ...And AGAIN!!! :popcorn:






    Spoiler



    Annnndddd.... again! :unsure:





    What sort of witchcraft is this??? :dizzy:
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That moment when you realize your game size without the sound is 51.1 MB.... But with it (unoptimized as it is) it's 156 MB.... I guess it's time to do a bit of sound optimizing. :kaoswt: Also I learned that deployed for Windows it's 308MB... Apparently MV adds a pretty hefty helping of stuff on deployment. :kaoback:
I wanna try making my game into an app because that sounds cool but I am so lost on how to :kaocry:
I found some tutorial but they all seem to use an older android studio(2.3.3)? I think the current version is 4.0.1?
is there an updated tutorial or do I need to find a way to get 2.3.3.?
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I hope Turkey and Greece can settle on the resources dispute peacefully.

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