Recovering Lost Scripts

GethN7

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I forgot to mention that I updated the Repository massively.
I also want to thank @Roninator2 for just sending me a new batch of script archives, I put them on _To Reorder folder for now.
I also included High Resolution DLL fixes if by any chance you find my ghost DLL and want to use it.
I have copies of most of RPG Maker Source's stuff (that is free), including demos of most of their scripts, was wondering if you'd like to keep copies in your archives.

I also am something of a packrat and tend to have spare copies of other stuff, so if can send me a list of missing stuff, I might be able to fill in some holes in your missing scripts collection.
 

Archeia

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I have copies of most of RPG Maker Source's stuff (that is free), including demos of most of their scripts, was wondering if you'd like to keep copies in your archives.

I also am something of a packrat and tend to have spare copies of other stuff, so if can send me a list of missing stuff, I might be able to fill in some holes in your missing scripts collection.
I don't know how many stuff I'm missing to be honest. Rorinator did give us the source scripts but not the demos if you have them?
 

dreamfall887

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Thank you so much, Archeia! :smile:
 

Roninator2

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including demos of most of their scripts
The only demo's I'm aware of for RPG Maker Source is the paid for scripts Effectus and Invenio. That's the only ones I have. I don't recall ever seeing demo's for the other scripts.
 

GethN7

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I don't know how many stuff I'm missing to be honest. Rorinator did give us the source scripts but not the demos if you have them?
The only demo's I'm aware of for RPG Maker Source is the paid for scripts Effectus and Invenio. That's the only ones I have. I don't recall ever seeing demo's for the other scripts.
Actually, checked, the site had demos of some of the free scripts included in the free downloads, like Smooth Cursor, Menu Scrollbars, and similar.

I have basically every script I ever got from there, paid and free, saved (including the ones that had demos), and even saved some of the windows skins that were released.

If it's acceptable, I can post a link to a folder where to acquire all this files from my MEGA account here if anyone would like, I'd merely like to offer all the legal to share free stuff to Archeia as a secondary backup, as I have copies of Invenio and Effectus too, but those I had to pay for.
 

Roninator2

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saved some of the windows skins that were released
Ah yes, I have the invenio windowskin as well, but not any others. So the demos for the free stuff can be provided to @Archeia, but the effectus and invenio should not be shared. I had a discussion with Archeia exactly about that. The site may be down, but the files are still copyrighted.
 

GethN7

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Ah yes, I have the invenio windowskin as well, but not any others. So the demos for the free stuff can be provided to @Archeia, but the effectus and invenio should not be shared. I had a discussion with Archeia exactly about that. The site may be down, but the files are still copyrighted.
Agreed wholeheartedly on that.

I'll need to take some time to arrange everything, I tend to be a bit scattershot on saving things, but I do have basically everything RPGMakerSource released, and once I prune out the non-free materials, I'll upload it to my MEGA account and post a link with the key here.
 

GethN7

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I don't know how many stuff I'm missing to be honest. Rorinator did give us the source scripts but not the demos if you have them?

https://mega.nz/#F!AMEFWKDK!8D_mqMtXkMJllECxPjV9cA

Enclosed is a link to a folder with all known free RPGMakerSource materials, including windowskins and demos of free scripts, and since I saw AwesomeCool's scripts seem to have vanished, I have also included a copy of those that should be updated to their latest versions from their last released Master Demo.

Edit: Added all Mr. Bubble scripts to link.
 
Last edited:

Theguysayshi

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@Roninator2
I'm terribly sorry, but I have no idea what you mean by that...

I searched for a file/folder named R to Z and didn't see anything.

I'm not sure what you mean by "_to_reorder link" either. Is the file there or is it not?
 

Theguysayshi

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Found it! Thank you so so much!
 

Roninator2

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This script is not lost, but it looks to be severely messed up.
Does anyone have a clean copy of this?
Fomar0153 Front view battle system
Restaff May 2012 release (but looks like June to me)
http://blog.rpgmakerweb.com/wp-content/uploads/2012/06/FomarFrontView-BattleSystem.txt

I don't need it at the moment, but I'm going through my scripts and cleaning up. That's when I found this issue.

*EDDIT - Nevermind, Found a copy of the script in my restaff 2012 compliation
Code:
=begin
Front View Battle System
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
Allows you to have front view battlers for the party.
----------------------
Instructions
----------------------
By default an actor's battler will be the same as his name.
You can use notetags to set an alternate default:
<battler_name Ralph2>
Also during the game if you need to change a battler then call:
$game_actors[x].battler_name = "New Name"

You can also edit the icons and descriptions used by the actor command window
to do this edit the values in the Module FrontView at the top of the scripts.
----------------------
Known bugs
----------------------
None
=end

module ReStaff
 
  module FrontView
    
    # Edit the icons that display for commands here
    ACTOR_COMMAND_ICONS = {}
    ACTOR_COMMAND_ICONS['Attack'] = 147
    ACTOR_COMMAND_ICONS['Guard'] = 160
    ACTOR_COMMAND_ICONS['Items'] = 192
    ACTOR_COMMAND_ICONS['Special'] = 143
    ACTOR_COMMAND_ICONS['Magic'] = 112
    
    # Edit the descriptions that display for commands here
    ACTOR_COMMAND_DESC = {}
    ACTOR_COMMAND_DESC['Attack'] = "Attack your foes using your weapon."
    ACTOR_COMMAND_DESC['Guard'] = "Defend against attacks from your foes."
    ACTOR_COMMAND_DESC['Items'] = "Use items you have collected on your journey."
    ACTOR_COMMAND_DESC['Special'] = "Unleash your special attacks. Uses TP."
    ACTOR_COMMAND_DESC['Magic'] = "Unleach your magical abilities. Uses MP."
    
    def self.get_icon(command)
      if ACTOR_COMMAND_ICONS[command].nil?
        return 0
      else
        return ACTOR_COMMAND_ICONS[command]
      end
    end
    
    def self.get_desc(command)
      if ACTOR_COMMAND_DESC[command].nil?
        return command
      else
        return ACTOR_COMMAND_DESC[command]
      end
    end
    
  end
end

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * New attr_accessor battler_name
  #--------------------------------------------------------------------------
  attr_accessor:battler_name
  #--------------------------------------------------------------------------
  # * Aliases Setup
  #--------------------------------------------------------------------------
  alias restaff_frontview_setup setup
  def setup(actor_id)
    restaff_frontview_setup(actor_id)
    @battler_name = actor.battler_name
  end
  #--------------------------------------------------------------------------
  # * Rewrites use_sprite?
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # * New Method screen_x
  #--------------------------------------------------------------------------
  def screen_x
    return (index+1) * (Graphics.width/($game_party.battle_members.size+1))
  end
  #--------------------------------------------------------------------------
  # * New Method screen_y
  #--------------------------------------------------------------------------
  def screen_y
    return Graphics.height
  end
  #--------------------------------------------------------------------------
  # * New Method screen_z
  #--------------------------------------------------------------------------
  def screen_z
    return 100
  end
end

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Rewrites create_actors
  #--------------------------------------------------------------------------
  def create_actors
    @actor_sprites = $game_party.battle_members.reverse.collect do |actor|
      Sprite_Battler.new(@viewport1, actor)
    end
  end
end

class RPG::Actor < RPG::BaseItem
  def battler_name
    if @battler_name.nil?
      if @note =~ /<battler_name (.*)>/i
        @battler_name = $1
      else
        @battler_name = @name
      end
    end
    @battler_name
  end
end


class Window_PartyCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 2
  end
end

class Window_ActorHorzCommand < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    self.openness = 0
    deactivate
    @actor = nil
    @last_index = -1
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 128
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 2
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    return unless @actor
    add_attack_command
    add_skill_commands
    add_guard_command
    add_item_command
  end
  #--------------------------------------------------------------------------
  # * Add Attack Command to List
  #--------------------------------------------------------------------------
  def add_attack_command
    add_command(Vocab::attack, :attack, @actor.attack_usable?)
  end
  #--------------------------------------------------------------------------
  # * Add Skill Command to List
  #--------------------------------------------------------------------------
  def add_skill_commands
    @actor.added_skill_types.sort.each do |stype_id|
      name = $data_system.skill_types[stype_id]
      add_command(name, :skill, true, stype_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Add Guard Command to List
  #--------------------------------------------------------------------------
  def add_guard_command
    add_command(Vocab::guard, :guard, @actor.guard_usable?)
  end
  #--------------------------------------------------------------------------
  # * Add Item Command to List
  #--------------------------------------------------------------------------
  def add_item_command
    add_command(Vocab::item, :item)
  end
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(actor)
    @actor = actor
    clear_command_list
    make_command_list
    refresh
    select(0)
    activate
    open
    @help_window.show
  end
  #--------------------------------------------------------------------------
  # * Calculate Height of Window Contents
  #--------------------------------------------------------------------------
  def contents_height
    item_height * 2
  end
  #--------------------------------------------------------------------------
  # * Get Number of Columns
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Get the space inbetween the columns
  #--------------------------------------------------------------------------
  def spacing
    return 4
  end
  #--------------------------------------------------------------------------
  # * Icons commands
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    draw_icon(ReStaff::FrontView.get_icon(command_name(index)), rect.x, rect.y)
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(ReStaff::FrontView.get_desc(command_name(index)))
  end
  #--------------------------------------------------------------------------
  # * Draw the current action
  #--------------------------------------------------------------------------
  def refresh
    super
    return unless @list[index]
    self.contents.font.size = 18
    draw_text(ox,line_height, 104, line_height, command_name(index), 1)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    if @last_index != @index
      refresh
      @last_index = @index
    end
  end
end

class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias restaff_frontview_initialize initialize
  def initialize
    restaff_frontview_initialize
    contents.font.size = 16
  end
  #--------------------------------------------------------------------------
  # * Spacing Between Actors
  #--------------------------------------------------------------------------
  def spacing
    return 4
  end
  #--------------------------------------------------------------------------
  # * Sets the maximum columns
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Set the item height
  #--------------------------------------------------------------------------
  def item_height
    line_height * 2
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    draw_text(x, y+8, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(x, y + 8, width, actor.hp, actor.mhp,
      hp_color(actor), normal_color)
  end
  #--------------------------------------------------------------------------
  # * Draw MP
  #--------------------------------------------------------------------------
  def draw_actor_mp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    draw_text(x, y+8, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(x, y + 8, width, actor.mp, actor.mmp,
      mp_color(actor), normal_color)
  end
  #--------------------------------------------------------------------------
  # * Draw TP
  #--------------------------------------------------------------------------
  def draw_actor_tp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
    change_color(system_color)
    draw_text(x, y+8, 30, line_height, Vocab::tp_a)
    change_color(tp_color(actor))
    draw_text(x + width - 42, y + 8, 42, line_height, actor.tp.to_i, 2)
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 2
  end
  #--------------------------------------------------------------------------
  # * Get Gauge Area Rectangle
  #--------------------------------------------------------------------------
  def gauge_area_rect(index)
    rect = item_rect_for_text(index)
    rect.x += 2
    rect.width -= 4
    rect
  end
  #--------------------------------------------------------------------------
  # * Draw Basic Area
  #--------------------------------------------------------------------------
  def draw_basic_area(rect, actor)
    draw_actor_name(actor, rect.x, rect.y - 4, 66)
    draw_actor_icons(actor, rect.x + 66, rect.y, 24)
  end
  #--------------------------------------------------------------------------
  # * Draw Gauge Area (with TP)
  #--------------------------------------------------------------------------
  def draw_gauge_area_with_tp(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
    draw_actor_mp(actor, rect.x + 0, rect.y + line_height, rect.width/2)
    draw_actor_tp(actor, rect.x + rect.width/2, rect.y + line_height, rect.width/2)
  end
  #--------------------------------------------------------------------------
  # * Draw Gauge Area (without TP)
  #--------------------------------------------------------------------------
  def draw_gauge_area_without_tp(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
    draw_actor_mp(actor, rect.x + 0,  rect.y + line_height, rect.width)
  end
end

class Window_BattleEnemy < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization *
  #     info_viewport : Viewport for displaying information
  #--------------------------------------------------------------------------
  def initialize(info_viewport)
    super(0, info_viewport.rect.y, window_width, fitting_height(2)) # just this line that was edited
    refresh
    self.visible = false
    @info_viewport = info_viewport
  end
end

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Actor Commands Window
  #--------------------------------------------------------------------------
  def create_actor_command_window
    @actor_command_window = Window_ActorHorzCommand.new
    @actor_command_window.viewport = @info_viewport
    @actor_command_window.set_handler(:attack, method(:command_attack))
    @actor_command_window.set_handler(:skill,  method(:command_skill))
    @actor_command_window.set_handler(:guard,  method(:command_guard))
    @actor_command_window.set_handler(:item,   method(:command_item))
    @actor_command_window.set_handler(:cancel, method(:prior_command))
    @actor_command_window.x = Graphics.width
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Selection
  #--------------------------------------------------------------------------
  alias restaff_frontview_start_party_command_selection start_party_command_selection
  def start_party_command_selection
    @help_window.hide
    restaff_frontview_start_party_command_selection
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  alias restaff_frontview_start_actor_command_selection start_actor_command_selection
  def start_actor_command_selection
    @actor_command_window.help_window = @help_window unless @actor_command_window.help_window
    @help_window.show
    restaff_frontview_start_actor_command_selection
  end
  #--------------------------------------------------------------------------
  # * [Attack] Command
  #--------------------------------------------------------------------------
  alias restaff_frontview_command_attack command_attack
  def command_attack
    @help_window.hide
    restaff_frontview_command_attack
  end
  #--------------------------------------------------------------------------
  # * [Guard] Command
  #--------------------------------------------------------------------------
  alias restaff_frontview_command_guard command_guard
  def command_guard
    @help_window.hide
    restaff_frontview_command_guard
  end
  #--------------------------------------------------------------------------
  # * Enemy [Cancel]
  #--------------------------------------------------------------------------
  alias restaff_frontview_on_enemy_cancel on_enemy_cancel
  def on_enemy_cancel
    restaff_frontview_on_enemy_cancel
    if @actor_command_window.current_symbol == :attack
      @help_window.show
    end
  end
  #--------------------------------------------------------------------------
  # * Skill [Cancel]
  #--------------------------------------------------------------------------
  alias restaff_frontview_on_skill_cancel on_skill_cancel
  def on_skill_cancel
    restaff_frontview_on_skill_cancel
    @help_window.show
  end
  #--------------------------------------------------------------------------
  # * Item [Cancel]
  #--------------------------------------------------------------------------
  alias restaff_frontview_on_item_cancel on_item_cancel
  def on_item_cancel
    restaff_frontview_on_item_cancel
    @help_window.show
  end
  #--------------------------------------------------------------------------
  # * Create Skill Window
  #--------------------------------------------------------------------------
  def create_skill_window
    @skill_window = Window_HorzSkillList.new(@help_window, @info_viewport)
    @skill_window.set_handler(:ok,     method(:on_skill_ok))
    @skill_window.set_handler(:cancel, method(:on_skill_cancel))
    @skill_window.x = Graphics.width - @skill_window.width
    @skill_window.y = Graphics.height - @skill_window.height
  end
  #--------------------------------------------------------------------------
  # * Create Item Window
  #--------------------------------------------------------------------------
  def create_item_window
    @item_window = Window_HorzItemList.new(@help_window, @info_viewport)
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @item_window.x = Graphics.width - @item_window.width
    @item_window.y = Graphics.height - @item_window.height
  end
end

class Window_HorzList < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x,y)
    super(x, y)
    deactivate
    @last_index = -1
    self.back_opacity = 255
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 128
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 2
  end
  #--------------------------------------------------------------------------
  # * Calculate Height of Window Contents
  #--------------------------------------------------------------------------
  def contents_height
    item_height * 2
  end
  #--------------------------------------------------------------------------
  # * Get Number of Columns
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Get the space inbetween the columns
  #--------------------------------------------------------------------------
  def spacing
    return 4
  end
  #--------------------------------------------------------------------------
  # * Icons commands
  #--------------------------------------------------------------------------
  def draw_item(index)
    return if @list[index].nil?
    rect = item_rect(index)
    draw_icon(@list[index].icon_index, rect.x, rect.y)
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    return if @list[index].nil?
    @help_window.set_text(@list[index].description)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    if @last_index != @index
      refresh
      @last_index = @index
    end
  end
  #--------------------------------------------------------------------------
  # * Get Command Data of Selection Item
  #--------------------------------------------------------------------------
  def current_data
    nil
  end
  #--------------------------------------------------------------------------
  # * Show Window
  #--------------------------------------------------------------------------
  def show
    select(0)
    @help_window.show
    super
  end
  #--------------------------------------------------------------------------
  # * Hide Window
  #--------------------------------------------------------------------------
  def hide
    @help_window.hide
    super
  end
  #--------------------------------------------------------------------------
  # * Set Leading Digits - BUGFIX
  #--------------------------------------------------------------------------
  def top_col=(col)
    col = 0 if col < 0
    col = item_max - (col_max - 1) if col > item_max - 1
    self.ox = col * (item_width + spacing)
  end
end

class Window_HorzItemList < Window_HorzList
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     info_viewport : Viewport for displaying information
  #--------------------------------------------------------------------------
  def initialize(help_window, info_viewport)
    super(0,100)
    self.visible = false
    @help_window = help_window
    @info_viewport = info_viewport
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    @list = $game_party.all_items.select {|item| include?(item) }
    @list.push(nil) if include?(nil)
  end
  #--------------------------------------------------------------------------
  # * Include in Item List?
  #--------------------------------------------------------------------------
  def include?(item)
    $game_party.usable?(item)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Selection Item
  #--------------------------------------------------------------------------
  def current_item_enabled?
    enable?(@list[index])
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Selection Item
  #--------------------------------------------------------------------------
  def item
    return @list[index]
  end
  #--------------------------------------------------------------------------
  # * Draw the current action
  #--------------------------------------------------------------------------
  def refresh
    super
    return unless @list[index]
    self.contents.font.size = 18
    draw_text(ox,line_height, 104, line_height, @list[index].name, 0)
    draw_text(ox,line_height, 104, line_height, sprintf(":%2d", $game_party.item_number(@list[index])), 2)
  end
  #--------------------------------------------------------------------------
  # * Display in Enabled State?
  #--------------------------------------------------------------------------
  def enable?(item)
    $game_party.usable?(item)
  end
end

class Window_HorzSkillList < Window_HorzList
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     info_viewport : Viewport for displaying information
  #--------------------------------------------------------------------------
  def initialize(help_window, info_viewport)
    super(0,100)
    self.visible = false
    @help_window = help_window
    @info_viewport = info_viewport
    @actor = nil
    @stype_id = 0
  end
  #--------------------------------------------------------------------------
  # * Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
    self.ox = 0
  end
  #--------------------------------------------------------------------------
  # * Set Skill Type ID
  #--------------------------------------------------------------------------
  def stype_id=(stype_id)
    return if @stype_id == stype_id
    @stype_id = stype_id
    refresh
    self.ox = 0
  end
  #--------------------------------------------------------------------------
  # * Get Skill
  #--------------------------------------------------------------------------
  def item
    @list && index >= 0 ? @list[index] : nil
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    @list = @actor ? @actor.skills.select {|skill| include?(skill) } : []
  end
  #--------------------------------------------------------------------------
  # * Include in Skill List?
  #--------------------------------------------------------------------------
  def include?(item)
    item && item.stype_id == @stype_id
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Selection Item
  #--------------------------------------------------------------------------
  def current_item_enabled?
    enable?(@list[index])
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Selection Item
  #--------------------------------------------------------------------------
  def item
    return @list[index]
  end
  #--------------------------------------------------------------------------
  # * Draw the current action
  #--------------------------------------------------------------------------
  def refresh
    super
    return unless @list[index]
    self.contents.font.size = 18
    draw_item_name(@list[index], ox, line_height, enable?(@list[index]))
    if @actor.skill_tp_cost(@list[index]) > 0
      change_color(tp_cost_color, enable?(@list[index]))
      draw_text(ox,line_height, 104, line_height, @actor.skill_tp_cost(@list[index]), 2)
    elsif @actor.skill_mp_cost(@list[index]) > 0
      change_color(mp_cost_color, enable?(@list[index]))
      draw_text(ox,line_height, 104, line_height, @actor.skill_mp_cost(@list[index]), 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Display Skill in Active State?
  #--------------------------------------------------------------------------
  def enable?(item)
    @actor && @actor.usable?(item)
  end
end
 
Last edited:

ZirconStorms

VX & VX Ace Scripts
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On the neverending quest to recover PK8's old work.
Self Data files (VX Ace) in the rar folder taken from: https://forums.rpgmakerweb.com/index.php?threads/the-self-data-suite-support-thread.42500/

Pictures under Characters (woratana port)
https://forums.rpgmakerweb.com/index.php?threads/this-is-solved-please-close.105589/
Code:
=begin

 Picture Below Characters Ace
 by Woratana
 Port by PK8
 Created: 2/22/2009
 Ported: 4/25/2012
 Modified: 4/25/2012
 ──────────────────────────────────────────────────────────────────────────────
 ■ Table of Contents
   ○ Introduction & Description                    - Line 17-18
   ○ Features                                      - Line 20-22
   ○ Methods Aliased                               - Line 24-26
   ○ Thanks                                        - Line 28-29
   ○ Changelog                                     - Line 31-33
 ──────────────────────────────────────────────────────────────────────────────
 ■ Introduction & Description
   Show pictures above the tiles but underneath the characters on the map.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Features
   o Set which pictures would appear under the characters.
   o The selected pictures will appear above tiles but below characters.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Methods Aliased
   o Spriteset_Map.create_pictures
   o Sprite_Picture.update
 ──────────────────────────────────────────────────────────────────────────────
 ■ Thanks
   Woratana for making the script this was ported from.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Changelog (MM/DD/YYYY)
   v1    (2/22/2009) - Initial release.
   v1 Ace(4/25/2012) - Ported to Ace.

=end

#===============================================================================
# * Configuration
#===============================================================================
module Picture_Below
  ID_From = 15  # Set from which picture IDs will appear under the characters.
  ID_To   = 20  # Set which picture ID this stops at.
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc.
#  It's used within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  unless method_defined?(:wora_picbelow_create_pictures)
    alias_method(:wora_picbelow_create_pictures, :create_pictures)
  end
  #--------------------------------------------------------------------------
  # * Create Picture Sprite
  #--------------------------------------------------------------------------
  def create_pictures
    wora_picbelow_create_pictures
    for i in Picture_Below::ID_From..Picture_Below::ID_To
      # Create picture below player in viewport1.
      @picture_sprites[i] = Sprite_Picture.new(@viewport1,
        $game_map.screen.pictures[i])
    end
  end
end

#==============================================================================
# ** Sprite_Picture
#------------------------------------------------------------------------------
#  This sprite is used to display the picture.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Picture < Sprite
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  unless method_defined?(:wora_picbelow_update)
    alias_method(:wora_picbelow_update, :update)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    wora_picbelow_update
    self.z = $game_player.screen_z - 1 if (@picture.number >=
      Picture_Below::ID_From and @picture.number <= Picture_Below::ID_To)
  end
end
 

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Zeriab

Huggins!
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Archeia, the great RPG Maker librarian <3
 

Oddball

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Can anyone access @Victor Sant 's website? I've been struggling and I don't know if my net is that bad or his site is missing.
I have his base engine and ATB scripts in some abandoned project. I'll sort through them when i have time

edit: Do you need moon auto-states? I'm certain i still have that one somewhere. I also have a script that affects how TP works in battle. need one of those?
 
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GreenBanana

Active Chain and Combo Input Skills plugin
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Making sure people's hard work doesn't evaporate into the ether is absolutely a noble cause. Thanks very much for this thread.
 

ZirconStorms

VX & VX Ace Scripts
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https://save-point.org/thread-4070.html
Change Picture Properties in Frames - PK8
V 1.1.1

Code:
=begin

 Change Picture Properties in Frames 1.1.1
 by PK8
 Created: 4/12/2012
 Updated: 6/12/2012
 ──────────────────────────────────────────────────────────────────────────────
 ■ Author's Notes
   This script is something that came about 3 years a little too late. It was a
   request MarkDarkness posted on my Change Character Sprite Opacity in Frames
   script thread which I never got around to due to certain issues I had at the
   time. I feel terrible about it for making it now.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Introduction & Description
   This script lets you change specific properties of Game Pictures in frames.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Features
   Change the tone channels, angle, opacity, coordinates, and size of a
   Game Picture in a certain number of frames with a script call.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Usage
   * relative is a truth value that is optional to use in your script calls.
 
   Script call for changing a Game Picture's sprite opacity:
     screen.pictures[id].opacity_change(opacity, duration)
     opacity:  Min: 0, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's x and y coordinates:
     screen.pictures[id].xy_change(x, y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's x-coordinate:
     screen.pictures[id].x_change(x, duration)
     duration: Min: 0

   Script call for changing a Game Picture's y-coordinate:
     screen.pictures[id].y_change(y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's angle:
     screen.pictures[id].angle_change(angle, duration)
     duration: Min: 0

   Script call for changing a Game Picture's zoom_x and zoom_y:
     screen.pictures[id].zoom_change(zoom_x, zoom_y, duration)
     zoom_x: Min: 0 | zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_x:
     screen.pictures[id].zoom_x_change(zoom_x, duration)
     zoom_x: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_y:
     screen.pictures[id].zoom_x_change(zoom_y, duration)
     zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's Red Tone channel:
     screen.pictures[id].tone_red_change(tone_red, duration)
     tone_red: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Green Tone channel:
     screen.pictures[id].tone_green_change(tone_green, duration)
     tone_green: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Blue Tone channel:
     screen.pictures[id].tone_green_change(tone_blue, duration)
     tone_blue: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Gray Tone channel:
     screen.pictures[id].tone_green_change(tone_gray, duration)
     tone_gray: Min: 0, Max: 255 | duration: Min: 0
 ──────────────────────────────────────────────────────────────────────────────
 ■ Examples
   This would fade out Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(0, 20)

   This would fade in Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(255, 20)
 ──────────────────────────────────────────────────────────────────────────────
 ■ What's New? (MM/DD/YYYY)
   v1     (04/12/2012): Initial release.
   v1.1   (04/15/2012): Adds new relative argument to all methods made.
   v1.1.1 (06/12/2012): Shortened the code, made various variables accessible
                        via script calls.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Methods Aliased
   o initialize of Game_Picture class
   o update of Game_Picture class
 ──────────────────────────────────────────────────────────────────────────────
 ■ Thanks
   MarkDarkness for requesting it (at least the opacity part) 3 years ago.
   DerVVulfman for coming up with a new name for the script. My original name
     was long.

=end

#==============================================================================
# ** Game_Picture
#------------------------------------------------------------------------------
#  This class handles pictures. This class is used within the Game_Screen
# class. Map screen pictures and battle screen pictures are handled separately.
#==============================================================================

class Game_Picture
  #---------------------------------------------------------------------------
  # * Public Instance Variables
  #---------------------------------------------------------------------------
  attr_accessor :number, :name, :origin, :x, :y, :zoom_x, :zoom_y, :opacity,
                :blend_type, :tone, :angle, :opacity_target, :opacity_duration,
                :x_duration, :x_target, :y_target, :y_duration, :angle_target,
                :angle_duration, :zoom_x_target, :zoom_x_duration,
                :zoom_y_target, :zoom_y_duration, :tone_red_target,
                :tone_red_duration, :tone_green_target, :tone_green_duration,
                :tone_blue_target, :tone_blue_duration, :tone_gray_target,
                :tone_gray_duration
  #---------------------------------------------------------------------------
  # * Alias Listings
  #---------------------------------------------------------------------------
  unless method_defined?(:pk8_cpp_initialize)
    alias_method(:pk8_cpp_initialize, :initialize)
    alias_method(:pk8_cpp_update, :update)
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     number : picture number
  #--------------------------------------------------------------------------
  def initialize(number)
    pk8_cpp_initialize(number)
    @opacity_target, @opacity_duration       = 0, 0 # Opacity
    @x_duration, @x_target                   = 0, 0 # X-Coordinates
    @y_duration, @y_target                   = 0, 0 # Y-Coordinates
    @angle_duration, @angle_target           = 0, 0 # Angle
    @zoom_x_duration, @zoom_x_target         = 0, 0 # Zoom-X
    @zoom_y_duration, @zoom_y_target         = 0, 0 # Zoom-Y
    @tone_red_target, @tone_red_duration     = 0, 0 # Red Tone
    @tone_green_target, @tone_green_duration = 0, 0 # Green Tone
    @tone_blue_target, @tone_blue_duration   = 0, 0 # Blue Tone
    @tone_gray_target, @tone_gray_duration   = 0, 0 # Gray Tone
  end
  #------------------------------------------------------------------------
  # * Opacity Change
  #     opacity : Target opacity. (0 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def opacity_change(opacity, duration, relative = false)
    @opacity_target = (relative == true ? @opacity + opacity : opacity)
    @opacity_duration = duration
    @opacity = @opacity_target.clone if @opacity_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X/Y Change
  #     x         : x-coordinate
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def xy_change(x, y, duration, relative = false)
    if relative == true; @x_target, @y_target = @x + x, @y + y
    else; @x_target, @y_target = x, y
    end
    @x_duration, @y_duration = duration, duration
    @x = @x_target.clone if @x_duration == 0
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X Change
  #     x         : x-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def x_change(x, duration, relative = false)
    @x_target = (relative == true ? @x + x : x)
    @x_duration = duration
    @x = @x_target.clone if @x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Y Change
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def y_change(y, duration, relative = false)
    @y_target = (relative == true ? @y + y : y)
    @y_duration = duration
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Angle Change
  #     angle     : Picture angle
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def angle_change(angle, duration, relative = false)
    @angle_target = (relative == true ? @angle + angle : angle)
    @angle_duration = duration
    @angle = @angle_target.clone if @angle_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom Change
  #     zoom_x    : X-Axis Zoom Level
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_change(zoom_x, zoom_y, duration, relative = false)
    if relative == true
      @zoom_x_target, @zoom_y_target = @zoom_x + zoom_x, @zoom_y + zoom_y
    else
      @zoom_x_target, @zoom_y_target = zoom_x, zoom_y
    end
    @zoom_x_duration, @zoom_y_duration = duration, duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_X Change
  #     zoom_x    : X-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_x_change(zoom_x, duration, relative = false)
    @zoom_x_target = (relative == true ? @zoom_x + zoom_x : zoom_x)
    @zoom_x_duration = duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_Y Change
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_y_change(zoom_y, duration, relative = false)
    @zoom_y_target = (relative == true ? @zoom_y + zoom_y : zoom_y)
    @zoom_y_duration = duration
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Red Change
  #     tone_red : Target Red Tone. (-255 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_red_change(tone_red, duration, relative = false)
    @tone_red_target = (relative == true ? @tone.red + tone_red : tone_red)
    @tone_red_duration = duration
    @tone.red = @tone_red_target.clone if @tone_red_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Green Change
  #     tone_green : Target Green Tone. (-255 - 255)
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_green_change(tone_green, duration, relative = false)
    @tone_green_target = (relative==true ? @tone.green+tone_green : tone_green)
    @tone_green_duration = duration
    @tone.green = @tone_green_target.clone if @tone_green_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Blue Change
  #     tone_blue : Target Blue Tone. (-255 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_blue_change(tone_blue, duration, relative = false)
    @tone_blue_target = (relative == true ?@tone.blue + tone_blue : tone_blue)
    @tone_blue_duration = duration
    @tone.blue = @tone_blue_target.clone if @tone_blue_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Gray Change
  #     tone_blue : Target Gray Tone. (0 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_gray_change(tone_gray, duration, relative = false)
    @tone_gray_target = (relative == true ? @tone.gray + tone_gray : tone_gray)
    @tone_gray_duration = duration
    @tone.gray = @tone_gray_target.clone if @tone_gray_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    pk8_cpp_update
    if @opacity_duration >= 1     # Opacity
      d = @opacity_duration
      @opacity = (@opacity * (d - 1) + @opacity_target) / d
      @opacity_duration -= 1
    end
    if @x_duration >= 1           # X-Coordinates
      d = @x_duration
      @x = (@x * (d - 1) + @x_target) / d
      @x_duration -= 1
    end
    if @y_duration >= 1           # Y-Coordinates
      d = @y_duration
      @y = (@y * (d - 1) + @y_target) / d
      @y_duration -= 1
    end
    if @angle_duration >= 1       # Angle
      d = @angle_duration
      @angle = (@angle * (d - 1) + @angle_target) / d
      @angle_duration -= 1
    end
    if @zoom_x_duration >= 1      # Zoom-X
      d = @zoom_x_duration
      @zoom_x = (@zoom_x * (d - 1) + @zoom_x_target) / d
      @zoom_x_duration -= 1
    end
    if @zoom_y_duration >= 1      # Zoom-Y
      d = @zoom_y_duration
      @zoom_y = (@zoom_y * (d - 1) + @zoom_y_target) / d
      @zoom_y_duration -= 1
    end
    if @tone_red_duration >= 1    # Red Tone
      d = @tone_red_duration
      @tone.red = (@tone.red * (d - 1) + @tone_red_target) / d
      @tone_red_duration -= 1
    end
    if @tone_green_duration >= 1  # Green Tone
      d = @tone_green_duration
      @tone.green = (@tone.green * (d - 1) + @tone_green_target) / d
      @tone_green_duration -= 1
    end
    if @tone_blue_duration >= 1   # Blue Tone
      d = @tone_blue_duration
      @tone.blue = (@tone.blue * (d - 1) + @tone_blue_target) / d
      @tone_blue_duration -= 1
    end
    if @tone_gray_duration >= 1   # Gray Tone
      d = @tone_gray_duration
      @tone.gray = (@tone.gray * (d - 1) + @tone_gray_target) / d
      @tone_gray_duration -= 1
    end
  end
end
 

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