Recovering Lost Scripts

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Archeia, Dec 22, 2018.

  1. GethN7

    GethN7 Veteran Veteran

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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.
     
    #21
  2. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

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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?
     
    #22
  3. dreamfall887

    dreamfall887 Moon Priestess Veteran

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    Thank you so much, Archeia! :smile:
     
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  4. Roninator2

    Roninator2 Gamer Veteran

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    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.
     
    #24
  5. GethN7

    GethN7 Veteran Veteran

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    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.
     
    #25
  6. Roninator2

    Roninator2 Gamer Veteran

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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.
     
    #26
    GethN7 likes this.
  7. GethN7

    GethN7 Veteran Veteran

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    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.
     
    #27
  8. GethN7

    GethN7 Veteran Veteran

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    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: Jan 13, 2019
    #28
  9. Theguysayshi

    Theguysayshi Villager Member

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    #29
  10. Roninator2

    Roninator2 Gamer Veteran

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    #30
  11. Theguysayshi

    Theguysayshi Villager Member

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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?
     
    #31
  12. Roninator2

    Roninator2 Gamer Veteran

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  13. Theguysayshi

    Theguysayshi Villager Member

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    Found it! Thank you so so much!
     
    #33
  14. Roninator2

    Roninator2 Gamer Veteran

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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: Mar 10, 2019
    #34
  15. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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    First Language:
    English
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    RMVXA
    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
     

    Attached Files:

    #35
    GreenBanana likes this.
  16. Zeriab

    Zeriab Huggins! Veteran

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    Archeia, the great RPG Maker librarian <3
     
    #36
  17. Oddball

    Oddball Veteran Veteran

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    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?
     
    Last edited: Mar 28, 2019
    #37
    Archeia likes this.
  18. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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  19. GreenBanana

    GreenBanana Active Chain and Combo Input Skills plugin Veteran

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    Location:
    Active Chain and Combo Input Skills plugin
    First Language:
    English
    Primarily Uses:
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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.
     
    #39
  20. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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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
     
    #40
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