Requesting a script be upgraded to use in VX ace format.

deathsia

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[code=auto:1]#################################################################################                      NoFightFriendMenu 2.0#                           By: Ixfuru#                        December 16, 2012################################################################################## The purpose of this script is to allow you to have a project without fighting.# This by no means is the SOLE purpose of the script, but it has that capability,# as you don't have to display any status scenes, weapons, skills, any of that# if you don't want.  It's all up to you.## This script creates several new systems.  A menu system, A friendship system, # and a journal system.  It offers two new scenes and various new accessible # windows.  The menu system is set up so that you can a)keep both the menu # designed for this script, b)do away with the old one, or c)keep only the # old one.## It is best that you only access the new scenes from the smaller, centered# menu that now appears when you press the menu button.  And the great thing is# you control it through a single switch.   # # There are tons of customization options and some special script call commands# that can be used to implement the friendship features.  Please read through# the instructions carefully, one section at a time and set the script up so # that it best suits your needs.################################################################################             # # # If you use this script for non-commercial use, it's okay, as long as credit to# me, IXFURU, is given.  For commercial projects, You'll have to contact me via # one of the forums by PM or in THE FINISH LINE user forum found here:##                [URL="http://www.rpgmakervx.net/index.php?showforum=94#%23"]http://www.rpgmakervx.net/index.php?showforum=94##[/URL] If you have problems with the script, contact me on the topic thread where this# script was posted.  You may not redistribute without my consent.##################################################################################################################################################################===============================================================================################################################################################## This script was requested by Tigergirl7707, here:#  #             [URL="http://www.rpgmakervx.net/index.php?showtopic=57208#%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23%23"]http://www.rpgmakervx.net/index.php?showtopic=57208###################################################################################[/URL]                             SECTION 1##################################################################################                          SPECIAL COMMANDS## The following series of commands can be used in the script command of an event# to perform procedures on individuals regarded as party friends.  Use the id # given in the FRIENDS hash of the customization section to replace 'friend_id'# anywhere in these script calls.## To add a friend to the parties friends, use:##  $game_party.make_new_friend(friend_id)## To remove a friend from the friends list use:##   $game_party.defriend(friend_id)## You can alter the friend's rating by using this script call.  In this call, # use the 'how' as an integer from 0 to 3.  This integer will state exactly how# to modify the rating.  if how is 1, it will add.  2 is subtract, 3 is multiply# and 4 is divide.   Just change the 'amount' to the value of how much you wish# to change the rating by.##   $game_friends[friend_id].alter_rating(how, amount)#   # You can check if a specific person is in the party by using the following.  # This is good if you want to run a conditional branch to see if the individual# is your friend:# #   $game_party.check_for_friend(friend_id)## You can get a total number of friends by using the following.  So if you # wanted to save the number in a variable, you could say $game_variables[x] =:##    $game_party.total_friends# # To change an actor's portrait on the bio scene, call this.  Replace x with the# actor whose portrait you wish to change.  Then replace image with the image in# the Graphics\Pictures folder that you want to be the new portrait.# ## To alter a friend's storyline, you can use the following.  Just make sure you# replace the 'new_storyline' with double-quoted text:#       #    $game_friends[friend_id].change_storyline(new_storyline)## Call the bio scene on ANY actor in the party by using:##     $scene = Scene_Bio.new(0)#################################################################################           ##################################################################################                    CUSTOMIZATION SECTION START#################################################################################module NFFM    ##############################################################################  #                             SECTION 2  ##############################################################################    NFFM_SWITCH = 1 #This is the switch you want to grant access to the new menu                  # When it is ON, you will taken to the new menu, when OFF,                   # it will go to the old menu.  So to avoid going to the old                   # menu completely, just turn the switch you place here ON and                   # leave it ON.     #-----------------------------------------------------------------------------  # Set up the friendtowns here.  Anywhere you can find a friend  # in the game, you'll need a string of where you found them here.  The formula  # is as follows:  #               town_id => town_name    FRIENDTOWNS = {#<<<<Don't delete this!!!    1 => "Cloudsdale",  2 => "Linkville",    }#<<<<Don't delete this!!!      #-----------------------------------------------------------------------------    # The following hash will store info about the friends you meet, for use in the   # friends page.  To complete it, you'll need to use this formula:  #  # id => [name, start_value, town, face_name, face_index, char_name, char_index, info],  #  # id:  This needs to be any number from 0 up.  Each id needs to be a unique  #      value.  The system will call this number to identify which friend's   #      information to display.  # name: This is the name of the friend you have met.  Doesn't matter what you  #       place here, as long as it is in string ("") form.  # start_value: The system will create a meter from which you will be able to   #            to tell how good of friends you are with this individual.  The  #            value you place here must be 0 or greater and will be the value   #             at which the individual starts at.  In other words, how good   #           of a friend is this person from the outset of the game.  # town: This value MUST BE greater than 0.  It will reference the FRIENDTOWN  #        hash above by key.  So the value you place here tells the system   #        that this particular friend is from the town with that id.  # face_name: This references which face to align with which individual friend.  #           In the scene, this face will be displayed along with that friend's  #            information.   This is actually a filename for the image you   #           want to display.  # face_index: This gives reference to which face you want to display from the   #            face file you selected in face_name.  There are 8 faces on a   #            face file sheet.  You can choose between 0-7 to pinpoint which   #            face of the given file you want.  # char_name:, char_index: These are the same as the face_name, face_index. The   #            only difference is that they give reference to the character,   #            or sprite sheet instead of the faces.  # info:   This can be a long string, ("") form, which will display a brief   #            summary as to who this person is.      FRIENDS = {#<<<Don't delete this!    0 => ["Rainbow Dash", 10, 1, "Ponies", 1, "$dashie", 4, "Rainbow Dash is a competive Pegasus from the city of Cloudsdale."],  1 => ["Ariel", 40, 1, "People1", 1, "People1", 1, "Ariel is Marty's daughter."],  2 => ["Father Bronze", 80, 2, "People2", 0, "People2", 0, "Father Bronze works at the Chapel.  He is a good man, who gives to the poor."],    }#<<<Don't delete this!    #------------------------------------------------------------------------------    STORYLINES = {#<<<<Don't delete this!!!    0 => "Work in Progress. No quest yet.",  1 => "Ariel is looking for some help in getting her cat  Pickles out of a tree just outside of town.",  2 => "Father Bronze just wants me to be a good kid, and stay out of trouble.",    }#<<<<<Don't delete this!!!    ##############################################################################  #                                SECTION 3  ##############################################################################    COMMAND_FRIENDSHIP = "Friendships" #The text displayed as an option in the menu to                                   #open friendship scene  BIO_TITLE = "'s Biography" #The title window will display this text, placing                               #the actor's name just before it.  COMMANDS_COLOR = 28 #Text color of commands in menu  BIO_TITLE_COLOR = 14 #Text color of Bio Title  BIO_NAME_COLOR = 18 #Text color of name appearing over portrait  FRIEND_TITLE_COLOR = 6 #Text color of Friends Title  MENU_SKIN = "Liberty1" # You can alter this to the name of the windowskin you want to use                   # for the menu window.  If you leave it blank (""), it will refer                  # to the default windowskin. If you use a custom windowskin here,                   # you'll have to ensure that the skin is found in your systems                  # folder.  BIO_SKIN = "Liberty1"  FRIEND_SKIN = "Liberty1"  FULL_FRIEND_METER = 100 #Value at which a friend meter is considered full.  FRIENDCOUNT_STRING = "Total Friends" #This is the text beside how many friends                                        #you've made in both bio and friend scenes  OPENING_SE = "Ice1" #Sound effect when new pages are opened  CANCEL_SE = "Fire2" #Sound effect when pages are closed  STORYLINE_TEXT = "Storylines" #Command in small Storylines window, takes you to                            #Where you can read how the friend fits into the game.  USE_STORYLINES = true #Enables use of the Storyline Scene.  USE_FRIEND_PORTRAITS = true #Enables you to use friend portraits, instead of faces  METER_TEXT = "FRIEND METER" #Text to be displayed around the friend's rating meter  HOME_TEXT = "HOMETOWN" #Text to be shown near where the friend lives.  STORYLINE_SKIN = "Liberty1"  METER_COLOR1 = 30  METER_COLOR2 = 31  METERBACK_COLOR = 8    #************************************NFFM2************************************  BIO_FONTSIZE = 12  # Size of the Fonts in the paragraph of Bio section  QUICK_MENU_WIDTH = 160  #Width of the quickmenu (Default 160)  QUICK_MENU_HEIGHT = 245 #Width of the quickmenu  (Default 245, accomodates all commands)  QUICK_MENU_X = 200   #x position of menu  (Default 200)  QUICK_MENU_Y = 90     #y position of menu (Default 90)  USE_HOMES = true     #Can use the option to display hometowns  true = show hometowns  FRIEND_FONTSIZE = 12 #Size of the Fonts in the paragraph of Friend scene  #*****************************************************************************    #-----------------------------------------------------------------------------  ##############################################################################  #                             SECTION 4  ##############################################################################    # Below is a hash which will hold the image of an actor to be displayed in the  # bio scene.  If only one member will 'lead' your party, then you should only  # have to insert an image for that actor. Here is the formula for how to   # set it up:  #                actor_id => image_filename  #  # Replace 'actor_id' with the id of the actor in the database.  Replace  # 'image_filname' with the name of the image you want which MUST be in kept   # in your pictures folder.    BIO_IMAGES = {#<<<<Don't delete this!    1 => "Twilight",    }#Don't delete this!  #  #-----------------------------------------------------------------------------    # Next, this is where you'll state the portraits used for FRIENDS.  Set it up   # just like you did in the BIO_IMAGES hash, except replace actor_id with the   # id of the friend.  #  FRIEND_PORTRAITS = {#<<<Don't delete this!!!    0 => "Rainbow Dash",  1 => "People1_1",  2 => "People2_0",    }#<<<<Don't delete this!!!    #-----------------------------------------------------------------------------  #  # Set the following hash up with this formula:  #                 actor_id => bio  #  # This will be responsible for retrieving the displayable text of the actor   # who is currently leading your party.  For every actor who may lead, you'll   # need an actor_id in the party to match it.    ACTOR_BIOS = {#<<<<Don't delete this!    1 => "Twilight Sparkle is a bright unicorn with a raw skill in magic that allows her to master even the toughest of spells."    }#<<<<Don't delete this!    #-----------------------------------------------------------------------------  ##############################################################################  #                              SECTION 5  ##############################################################################  # The following group of constants decides whether or not you wish to use any  # of the default menu scenes, if true, they will be used.  If false, they won't.  USE_SAVE = true  USE_STATUS = true  USE_EQUIPMENT = true  USE_INVENTORY = true  USE_SKILL = true  USE_END = true    ##############################################################################  #  #                       END OF CUSTOMIZATION  #  ##############################################################################end    #=============================================================================  #                         FRIEND  #=============================================================================  class Friend      include NFFM      attr_accessor :id  attr_accessor :name  attr_accessor :rating  attr_accessor :home  attr_accessor :face_name  attr_accessor :face_index  attr_accessor :char_name  attr_accessor :char_index  attr_accessor :info  attr_accessor :storyline    def initialize(friend_id)    @id = friend_id    @rating = FRIENDS[@id][1]    @name = FRIENDS[@id][0]    @home = FRIENDS[@id][2]    @face_name = FRIENDS[@id][3]    @face_index = FRIENDS[@id][4]    @char_name = FRIENDS[@id][5]    @char_index = FRIENDS[@id][6]    @info = FRIENDS[@id][7]    @storyline = STORYLINES[@id]  end    def alter_rating(how = 0, amount = 1)    if how == 0      @rating += amount    elsif how == 1      @rating -= amount    elsif how == 2      @rating *= amount    elsif how == 3      @rating /= amount    end    if @rating < 0      @rating = 0    elsif @rating > FULL_FRIEND_METER      @rating = FULL_FRIEND_METER    end  end    def change_storyline(story)    @storyline = story  end    end  #===============================================================================#                         GAME_FRIENDS#===============================================================================class Game_Friends    include NFFM    def initialize    @data = []  end     def [](friend_id)    if @data[friend_id] == nil and FRIENDS[friend_id] != nil      @data[friend_id] = Friend.new(friend_id)    end    return @data[friend_id]  end  end#===============================================================================#                             GAME TEMP#===============================================================================class Game_Temp    include NFFM    attr_accessor :quicku  attr_accessor :from_friend  attr_accessor :storybase    alias nffm_gt_initialize initialize unless $@  def initialize    nffm_gt_initialize    @quicku = false    @from_friend = false    @storybase = 0  end  end#===============================================================================#                               GAME PARTY#===============================================================================class Game_Party < Game_Unit    include NFFM    attr_accessor :friends  attr_accessor :total_friends  attr_accessor :friendtowns    alias nffm_gp_initialize initialize unless $@  def initialize    nffm_gp_initialize    @friends = []    @friendtowns = []    @total_friends = 0  end    def make_new_friend(friend_id)    if @friends.include?(friend_id)    else      @friends.push(friend_id)      get_total_friends    end  end    def check_for_friend(friend_id)    if @friends.include?(friend_id)      return true    else      return false    end  end    def defriend(friend_id)    if @friends.include?(friend_id)      @friends.delete(friend_id)      get_total_friends    end  end    def get_total_friends    @total_friends = @friends.size  end  end#===============================================================================#                      Game Actor#===============================================================================class Game_Actor    include NFFM    attr_accessor :portrait    alias nffm_ga_initialize initialize unless $@  def initialize(actor_id)    nffm_ga_initialize(actor_id)    @portrait = BIO_IMAGES[actor_id]  end    def change_portrait(image)    @portrait = image  end    def return_default_portrait    @portrait = BIO_IMAGES[@id]  end  end#===============================================================================#                           Window Base#===============================================================================class Window_Base < Window    include NFFM    attr_accessor :meters  attr_accessor :portrait    def draw_friendship_gauge(friend_id, x, y, width = 120)    friend = $game_friends[friend_id]    gw = width * friend.rating / FULL_FRIEND_METER    gc1 = text_color(METER_COLOR1)    gc2 = text_color(METER_COLOR2)    self.contents.fill_rect(x, y + WLH - 8, width, 6, text_color(METERBACK_COLOR))    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)  end    def update_portrait    if @portrait != nil      @portrait.update    end  end  def draw_friend_home(friend_id, x, y)    hometown = $game_friends[friend_id].home    self.contents.draw_text(x, y, self.width, WLH, FRIENDTOWNS[hometown])  end    def draw_friend_name(friend_id, x, y)    name = $game_friends[friend_id].name    self.contents.draw_text(x, y, self.width, WLH, name)  end    def draw_friend_portrait(friend_id, x, y)    porport = Viewport.new(x,  y, 272, 288)    portsprite = Sprite.new(porport)    portsprite.bitmap = Cache.picture(FRIEND_PORTRAITS[friend_id])    portsprite.z = 101    @portrait = portsprite  end    def clear_portrait    if @portrait != nil       @portrait.dispose    end  end  end#===============================================================================#                            Scene Title#===============================================================================class Scene_Title < Scene_Base    alias nffm_st_create_game_objects create_game_objects unless $@  def create_game_objects    nffm_st_create_game_objects    $game_friends = Game_Friends.new  end  end#===============================================================================#                             Scene Map#===============================================================================class Scene_Map < Scene_Base    include NFFM    alias nffm_sm_start start unless $@  def start    nffm_sm_start    $game_temp.quicku = false  end    alias nffm_sm_update update unless $@  def update    if $game_temp.from_friend      open_quicku    elsif $game_temp.quicku      super      update_quicku    else      nffm_sm_update    end  end    alias nffm_sm_update_call_menu update_call_menu unless $@  def update_call_menu    if Input.trigger?(Input::      if $game_switches[NFFM_SWITCH]        return if $game_map.interpreter.running?        return if $game_system.menu_disabled        RPG::SE.new(OPENING_SE, 100, 80).play        open_quicku      else        nffm_sm_update_call_menu      end    end  end    def open_quicku    @win_quicku = Window_QuickMenu.new(200, 90)    @win_quicku.active = true    $game_temp.quicku = true    $game_temp.from_friend = false  end      def update_quicku    @win_quicku.update    if Input.trigger?(Input::C)      case @win_quicku.index      when 0        RPG::SE.new(OPENING_SE, 80, 80).play        $scene = Scene_Bio.new(0)      when 1        if $game_party.total_friends > 0          RPG::SE.new(OPENING_SE, 80, 80).play          $scene = Scene_Friendships.new        else          Sound.play_buzzer        end      when 2...@win_quicku.commands_order.size        wqc = @win_quicku.commands_order[@win_quicku.index]        RPG::SE.new(OPENING_SE, 80, 80).play        if wqc == 2          $scene = Scene_Item.new        elsif wqc == 3          $scene = Scene_Skill.new        elsif wqc == 4          $scene = Scene_Equip.new        elsif wqc == 5          $scene = Scene_Status.new        elsif wqc == 6          $scene = Scene_File.new(true, false, false)        elsif wqc == 7          $scene = Scene_End.new        end      end    elsif Input.trigger?(Input::      RPG::SE.new(CANCEL_SE, 80, 80).play      $scene = Scene_Map.new    end  end    alias nffm_gm_terminate terminate unless $@  def terminate    if $game_temp.quicku      @win_quicku.dispose      $game_temp.quicku = false      $game_temp.from_friend = false    end    nffm_gm_terminate  end    end#===============================================================================#                         Scene Item#===============================================================================class Scene_Item < Scene_Base    include NFFM    alias nffm_si_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_si_return_scene    end  end  end#===============================================================================#                          Scene Skill#===============================================================================class Scene_Skill < Scene_Base    include NFFM    alias nffm_ss_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_ss_return_scene    end  endend#===============================================================================#                         Scene Equip#===============================================================================class Scene_Equip < Scene_Base    include NFFM    alias nffm_se_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_se_return_scene    end  endend#===============================================================================#                          Scene Status#===============================================================================class Scene_Status < Scene_Status    include NFFM    alias nffm_sstat_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_sstat_return_scene    end  endend#===============================================================================#                          Scene File#===============================================================================class Scene_File < Scene_Base    include NFFM    alias nffm_write_save_data write_save_data unless $@  def write_save_data(file)    nffm_write_save_data(file)    Marshal.dump($game_friends, file)  end    alias nffm_read_save_data read_save_data unless $@  def read_save_data(file)    $game_friends = Marshal.load(file)    nffm_read_save_data(file)  end    alias nffm_sf_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_sf_return_scene    end  endend#===============================================================================#                           Scene_End#===============================================================================class Scene_End < Scene_Base    include NFFM    alias nffm_send_return_scene return_scene unless $@  def return_scene    if $game_switches[NFFM_SWITCH]      $game_temp.from_friend = true      $scene = Scene_Map.new    else      nffm_send_return_scene    end  end   end#===============================================================================#                       Window QuickMenu#===============================================================================class Window_QuickMenu < Window_Selectable    include NFFM    attr_reader :commands_order    def initialize(x, y)    super(x, y, QUICK_MENU_WIDTH, QUICK_MENU_HEIGHT)    @commands = []    get_commands    @item_max = @commands.size    unless MENU_SKIN == ""      self.windowskin = Cache.system(MENU_SKIN)    end    refresh    self.index = 0  end    def get_commands    c1 = $game_party.members[0].name    c2 = COMMAND_FRIENDSHIP    shorts = [c1, c2]    @commands.concat(shorts)    if USE_INVENTORY      @commands.push(Vocab::item)    end    if USE_SKILL      @commands.push(Vocab::skill)    end    if USE_EQUIPMENT      @commands.push(Vocab::equip)    end    if USE_STATUS      @commands.push(Vocab::status)    end    if USE_SAVE      @commands.push(Vocab::save)    end    if USE_END      @commands.push(Vocab::game_end)    end    @commands_order = []    @commands_order[0] = 0    @commands_order[1] = 1    for i in 2...@commands.size      case @commands[i]      when Vocab::item        @commands_order[i] = 2      when Vocab::skill        @commands_order[i] = 3      when Vocab::equip        @commands_order[i] = 4      when Vocab::status        @commands_order[i] = 5      when Vocab::save        @commands_order[i] = 6      when Vocab::game_end        @commands_order[i] = 7      end    end  end    def refresh    self.contents.clear    create_contents    for i in 0...@item_max      draw_item(i)    end  end    def draw_item(index)    rect = item_rect(index)    self.contents.clear_rect(rect)    rect.x += 4    rect.width -= 8    self.contents.font.color = text_color(COMMANDS_COLOR)    self.contents.draw_text(rect, @commands[index])  end  end#===============================================================================#                             Window Biography#===============================================================================class Window_Biography < Window_Base    include NFFM    def initialize(x, y)    super(x, y, 544, 216)    @actor = $game_party.members[0]    unless BIO_SKIN == ""      self.windowskin = Cache.system(BIO_SKIN)    end    refresh  end    def refresh    self.contents.clear    self.contents.font.size = BIO_FONTSIZE    self.contents.font.color = text_color(BIO_TITLE_COLOR)    self.contents.draw_text(-16, 0, self.width, 30, @actor.name + BIO_TITLE, 1)    self.contents.font.size = BIO_FONTSIZE    self.contents.font.color = normal_color    self.contents.draw_paragraph(0, 35, self.width - 32, 116, ACTOR_BIOS[@actor.id])  end  end#===============================================================================#                           Window Portrait#===============================================================================class Window_Portrait < Window_Base    include NFFM    attr_accessor :bio_sprite    def initialize(x, y, actor)    super(x, y, 544, 200)    @actor = actor    unless BIO_SKIN == ""      self.windowskin = Cache.system(BIO_SKIN)    end    refresh  end    def refresh    self.contents.clear    self.contents.font.size = 26    self.contents.font.color = text_color(BIO_NAME_COLOR)    self.contents.draw_text((self.width - 32) / 4, 0, self.width - 32, 30, @actor.name, 1)    self.contents.font.size = BIO_FONTSIZE    self.contents.font.color = system_color    self.contents.draw_text((self.width - 32) / 4, 34, self.width - 32, BIO_FONTSIZE + 4, FRIENDCOUNT_STRING, 1)    self.contents.font.color = normal_color    move = FRIENDCOUNT_STRING.length    self.contents.draw_text((self.width - 32) / 4, 64, self.width - 32, 30, $game_party.total_friends.to_s, 1)    self.contents.font.size = 12    port = Viewport.new(0, -50, 218, 236)    port.z = 101    @bio_sprite = Sprite.new(port)    @bio_sprite.bitmap = Cache.picture(BIO_IMAGES[@actor.id])    @bio_sprite.x = 0    @bio_sprite.y = 0  end  end#===============================================================================#                           Scene Bio#===============================================================================class Scene_Bio < Scene_Base    include NFFM    def initialize(party_position)    @actor = $game_party.members[party_position]  end      def start    super    create_menu_background    @win_bio = Window_Biography.new(0, 201)    @win_portrait = Window_Portrait.new(0, 0, @actor)  end    def update    @win_portrait.bio_sprite.update    if Input.trigger?(Input::      RPG::SE.new(CANCEL_SE, 80, 80)      $game_temp.from_friend = true      $scene = Scene_Map.new    end  end    def terminate    @win_bio.dispose    @win_portrait.bio_sprite.dispose    @win_portrait.dispose  end  end#===============================================================================#                              Window_FriendCommands#===============================================================================class Window_FriendCommands < Window_Selectable    include NFFM    def initialize(x, y)    if USE_STORYLINES      super(x, y, 180, 326)    else      super(x, y, 180, 416)    end    @commands = []    for i in 0...FRIENDS.size      if $game_party.friends.include?(i)        @commands.push($game_friends[$game_party.friends[i]].name)      end    end    @item_max = @commands.size    unless FRIEND_SKIN == ""      self.windowskin = Cache.system(FRIEND_SKIN)    end    refresh    self.index = 0  end    def refresh    create_contents    self.contents.clear    for i in 0...@item_max      draw_item(i)    end  end  def draw_item(index, enabled = true)    rect = item_rect(index)    self.contents.clear_rect(rect)    rect.x += 4    rect.width -= 8    self.contents.font.color = text_color(COMMANDS_COLOR)    self.contents.draw_text(rect, @commands[index], 1)  end  end#===============================================================================#                         Window Storyline Command#===============================================================================class Window_StorylineCommand < Window_Selectable    include NFFM    def initialize(x, y)    super(x, y, 180, 90)    @commands = []    @commands[0] = STORYLINE_TEXT    @commands[1] = "Cancel"    @item_max = @commands.size    unless FRIEND_SKIN == ""      self.windowskin = Cache.system(FRIEND_SKIN)    end    refresh    self.index = 0  end    def refresh    create_contents    self.contents.clear    for i in 0...@item_max      draw_item(i)    end  end    def draw_item(index, enabled = true)    rect = item_rect(index)    self.contents.clear_rect(rect)    rect.x += 4    rect.width -= 8    self.contents.font.color = text_color(COMMANDS_COLOR)    self.contents.draw_text(rect, @commands[index], 1)  end  end#===============================================================================#                          Window Friend Info#===============================================================================class Window_FriendInfo < Window_Base    include NFFM    def initialize(x, y)    super(x, y, 364, 416)    @friends = $game_friends    unless FRIEND_SKIN == ""      self.windowskin = Cache.system(FRIEND_SKIN)    end  end    def create_friend_contents(friend_id)    create_contents    self.contents.clear    if USE_FRIEND_PORTRAITS      clear_portrait    end    id = friend_id    friend = @friends[friend_id]    self.contents.font.size = 26    self.contents.font.color = text_color(FRIEND_TITLE_COLOR)    draw_friend_name(id, 0, 0)    if USE_FRIEND_PORTRAITS      draw_friend_portrait(id, 225, 25)    else      draw_face(friend.face_name, friend.face_index, 25, 120, 96)    end    self.contents.font.color = system_color    self.contents.font.size = 12    self.contents.draw_text(0, 30, self.width, WLH, METER_TEXT)    draw_friendship_gauge(id, (self.width - 32) - 180, 24, 200)    if USE_HOMES      self.contents.draw_text(0, 50, self.width, WLH, HOME_TEXT)    end    self.contents.font.color = normal_color    self.contents.font.size = 12    if USE_HOMES      draw_friend_home(id, (self.width - 32) - 230, 50)    end    draw_character(friend.char_name, friend.char_index, self.width - 48, 56)    self.contents.font.size = FRIEND_FONTSIZE    self.contents.draw_paragraph(0, 250, self.width - 32, self.height - 80, friend.info)  endend#===============================================================================#                       Window Storylines#===============================================================================class Window_Storylines < Window_Base    include NFFM    attr_accessor :story    def initialize(x, y)    super(x, y, 544, 416)    unless FRIEND_SKIN == ""      self.windowskin = Cache.system(FRIEND_SKIN)    end    @story = 0    refresh  end    def refresh    self.contents.clear    unless @story == nil      self.contents.font.color = normal_color      self.contents.draw_paragraph(0, 0, 480, 380, $game_friends[@story].storyline)    end  end  end#===============================================================================#                               Scene Friendships#===============================================================================class Scene_Friendships < Scene_Base    include NFFM    def start    super    @win_fcom = Window_FriendCommands.new(0, 0)    @win_finfo = Window_FriendInfo.new(181, 0)    if USE_STORYLINES      @win_fslines = Window_StorylineCommand.new(0, 327)    end    @story_open = false    @win_fcom.active = true  end    def update    if @win_fcom.active      @win_fcom.refresh      @win_fcom.update      @win_finfo.create_friend_contents($game_friends[$game_party.friends[@win_fcom.index]].id)      @win_finfo.update_portrait      if Input.trigger?(Input::        RPG::SE.new(CANCEL_SE, 80, 80)        $game_temp.quicku = true        $game_temp.from_friend = true        $scene = Scene_Map.new      elsif Input.trigger?(Input::C)        if USE_STORYLINES          RPG::SE.new(OPENING_SE, 80, 80)          make_storyline_active        end      end    elsif USE_STORYLINES      if @win_fslines.active        @win_fslines.refresh        @win_fslines.update        if Input.trigger?(Input::          RPG::SE.new(CANCEL_SE, 80, 80)          make_commands_active        elsif Input.trigger?(Input::C)          RPG::SE.new(OPENING_SE, 80, 80)          case @win_fslines.index          when 0           @win_story = Window_Storylines.new(0, 0)           @win_story.story = $game_friends[$game_party.friends[@win_fcom.index]].id           make_story_active           @story_open = true          when 1            RPG::SE.new(CANCEL_SE, 80, 80)            make_commands_active          end        end      elsif @story_open        @win_story.refresh        if Input.trigger?(Input::          RPG::SE.new(CANCEL_SE, 80, 80)          make_storyline_active        elsif Input.trigger?(Input::C)          RPG::SE.new(CANCEL_SE, 80,80)          make_storyline_active        end      end    end  end    def make_storyline_active    @win_fcom.active = false    @win_fslines.active = true    if @story_open      $game_temp.storybase = -1      @win_story.dispose      @story_open = false    end  end    def make_commands_active    @win_fslines.active = false    @win_fcom.active = true  end    def make_story_active    @win_fslines.active = false    @win_fcom.active = false  end    def terminate    @win_fcom.dispose    @win_finfo.contents.dispose    @win_finfo.dispose    if USE_STORYLINES      @win_fslines.dispose    end  end  end
 
 
 
This is pretty much EVERYTHING I need but feel free to omit the graphics section of this script if you wish as it's not an essential aspect of what I need.(plus will most likely conflict with my current setup if graphics are used) The functions this script provides however are what I need. This script was going to be a core mechanic used in my VX game prior to getting Ace so I'm hoping someone will be willing to upgrade it to Ace format.
 
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Shaz

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What exactly are "the functions this script provides"?


If you state your requirements, it might just be easier to do it in Ace than to try and convert a script that may or may not work with your setup.


Also state if you are using other scripts, as they'll need to be taken into account, and provide links to their forum or blog pages.
 

Tsukihime

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I find it extremely questionable that the script encourages people to design their game...in a script.


Many of those things belong in the database or as events which you can actually integrate into the game using the editor.

# face_name: This references which face to align with which individual friend.


# In the scene, this face will be displayed along with that friend's


# information. This is actually a filename for the image you


# want to display.


# face_index: This gives reference to which face you want to display from the


# face file you selected in face_name. There are 8 faces on a


# face file sheet. You can choose between 0-7 to pinpoint which


# face of the given file you want.


# char_name:, char_index: These are the same as the face_name, face_index. The


# only difference is that they give reference to the character,


# or sprite sheet instead of the faces.
Those are all supported out-of-box in the actor database. I don't know why you would need that in a script.


The whole "friend" concept just seems like an overly complicated version of "actors" and all of the "messages" look like they should just be done in an event.


Then again, this script sounds like its own game engine (and only using RM to actually run the thing), so maybe that was the focus.
 
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deathsia

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What exactly are "the functions this script provides"?

If you state your requirements, it might just be easier to do it in Ace than to try and convert a script that may or may not work with your setup.

Also state if you are using other scripts, as they'll need to be taken into account, and provide links to their forum or blog pages.
I'll do that then.

What I need for a script:

  • The ability to track how much friendship the main character has with another character. This can be done solely on the backend of the script.(i.,e: Character A has 10 friendship points with character B)
  • The ability to use a script call to check how many friendship points the main character has so when used in a conditional branch can be used to either ignore or trigger an event.
  • The ability to call an event if the main character has enough friendship points with the character they are speaking to.
  • To unlock a skill for the character once the main character has enough friendship points with said character.

I doubt the above list even comes close to saying what I want so pretty much spell it out in full color, remember the system that Persona 4 used? how it tracked your friendship with the characters? THAT'S WHAT I WANT FOR MY GAME. Minus the graphics and such. I just want the system it used.
 
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Tsukihime

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All of those can be done easily using events and variables.

I doubt the above list even comes close to saying what I want so pretty much spell it out in full color,
Then you need to go back to the drawing board.


How do you plan to implement a system in your game, when you do not fully understand it?


If there is a function that would be better off using scripts, then you should list that.


Otherwise, to me, it sounds like you need to become more familiar with Ace.

Minus the graphics and such. I just want the system it used.
99% of the script is irrelevant then because all of it is just setting up the graphics and UI.
 
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deathsia

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All of those can be done easily using events and variables.

Then you need to go back to the drawing board.

How do you plan to implement a system in your game, when you do not fully understand it?

If there is a function that would be better off using scripts, then you should list that.

Otherwise, to me, it sounds like you need to become more familiar with Ace.

99% of the script is irrelevant then because all of it is just setting up the graphics and UI.
The list is what i want in a script to run it but unless Ace has the ability to track variables in the fashion the script I posted up there does, then I need a script that does this.
 

Andar

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The list is what i want in a script to run it but unless Ace has the ability to track variables in the fashion the script I posted up there does, then I need a script that does this.
Your original list of wanted features is missing the most important info at all - how does an actor gain "friendship points" toward another one?
Everything you've told and listed can be done by eventing much easier than with scripts - just use the control variable command and the conditional branches in parallel common events.


However the critical breaking point is the question how the points are gained - if that is something done by events, then you're better off without scripts, using pure eventing.


If the way the points are gained can't be done by events, and you need scripts to trigger the point gain, then you're better off writing the entire system in a script.
 

deathsia

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Your original list of wanted features is missing the most important info at all - how does an actor gain "friendship points" toward another one?

Everything you've told and listed can be done by eventing much easier than with scripts - just use the control variable command and the conditional branches in parallel common events.

However the critical breaking point is the question how the points are gained - if that is something done by events, then you're better off without scripts, using pure eventing.

If the way the points are gained can't be done by events, and you need scripts to trigger the point gain, then you're better off writing the entire system in a script.
The issue is that there's no script call to check and handle this system. Using variables and conditional branches alone only goes so far. I suppose in theory I could use full eventing but it would be streamlined, I want my players to have the ability to pick and choose and not be "forced" into increasing friendship with a certain character.
 

Andar

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The issue is that there's no script call to check and handle this system. Using variables and conditional branches alone only goes so far. I suppose in theory I could use full eventing but it would be streamlined, I want my players to have the ability to pick and choose and not be "forced" into increasing friendship with a certain character.
Anything can be done both by eventing and by scripting, and the player wouldn't be "forced" to anything either way.
It all depends on the one question you still haven't answered: how does the friendship value changes?


NO ONE can even start to write a script (if that would be the best solution) until you answer that question...
 

Tsukihime

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The list is what i want in a script to run it but unless Ace has the ability to track variables in the fashion the script I posted up there does, then I need a script that does this.
Ok, so how do you want the variables to be tracked and modified?
 
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deathsia

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Ok, so how do you want the variables to be tracked and modified?
Along with the ability to use script calls to easily run events based on these values. Like for example:

Conditonal branch: Jake's friendship value=level 5

<event here>

else

<event here>

Like that more or less.

Also: DUH! I completely spaced why this would have to be done by script till now, the part of the VX script above that tracks each characters indivual storyline! Variables alone can't do that. it would need to add a new command to the list which can probly be done via yanfly's menu script. It would also need to add a new scene to which you can view each characters storyline and what you need to do to get them to the next level of friendship. It can be basic text, no graphics needed.

Anything can be done both by eventing and by scripting, and the player wouldn't be "forced" to anything either way.

It all depends on the one question you still haven't answered: how does the friendship value changes?

NO ONE can even start to write a script (if that would be the best solution) until you answer that question...
The friendship values change based on event, how often you fight with said character(Like idk, 1 point per fight), and how often that character dies in your party(points lost). reviving negates points lost, and there is a max level of friendship each character can obtain. each friendship has ten levels(with like 100 exp in each) and you earn points towards those friendship levels but to progress to the next level requires you to do an event that triggers the level gain.

There's also the matter of tracking their questlines based on said friendship level. as I said above this quote.

I'm sorry I wasn't clear, my brain's been a little scattered for the last week and I've only just now been able to put everything back in its place as it were.

as a side note for compatblities sake, it will need to be able to be compatable with just about all of yanfly's scripts as most of my game's UI is using his/her scripts.
 
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Tsukihime

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If you specifically want a new scene just like how that other script does it, then yes that would need a script, but since you're open to just having text, that can be evented as well.


What do you mean by storylines? If it's linear progression based on some variable count then that can be done with events as well. Text is based on variable? Then that's where event conditional branches come in.
 
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deathsia

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If you specifically want a new scene just like how that other script does it, then yes that would need a script, but since you're open to just having text, that can be evented as well.

What do you mean by storylines? If it's linear progression based on some variable count then that can be done with events as well. Text is based on variable? Then that's where event conditional branches come in.
Okay let me try to be more clear.

Like for example: it would add an item to the main menu:

Item

skills

equip

relic

Friendships

When you selected the friendship option it would bring up something like this:

Jake     Chris    Rachel

Luke    Justin   Duke

When you select one of them it then takes you to their indivial window:

Jake is selected(ready to gain a friendship level):

Jake is wanting to get a new sword. Perhaps I should buy him one?

And when you buy him that new sword, it triggers the ability to talk to him and trigger the level up event.

or

Jake is selected:(not ready gain friendship level yet)

Jake is starting to warm up to me, perhaps I should bring him along for my next adventure?

You getting a bigger picture of what I need now? I'm sorry I wasn't being clear before, hope this makes it easier to understand what I'm going for.

Of course it wouldn't tell the player if the character is ready to gain a friendship level yet or not but you get the point I hope.
 
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Tsukihime

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Ok so let's take your "wants a new weapon" example.


You select Jake, and then you "buy him a weapon"


What does that mean?


How does the player do that?


Do you need a special scene that will allow you to select an item from your inventory?


When you select Jake and want to take him on your "adventure" do you need a special scene that will allow you to add the person to your party?


I can see how a script would make it easy to create the menu, but I don't see how you would be able to implement all of the custom scene functionality yourself without continuing to ask someone to update your script with the required functions.


In fact, if the script you're referencing does in fact allow you to build custom scenes and windows without actually writing any code, then that would be an amazing script and something Ace should definitely have. But I doubt the script can do that.


Have you actually used that script to build your game in VX? Or did you only look at the description and think that's what you need?
 
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mlogan

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@deathsia -I hope you don't feel picked on (I know I probably would if I were you). I think everyone is just trying to help you see that a lot of what you want CAN be done thorugh events, using variables, conditional branches, etc.

For the menu changes, yes you would need some script changes, but as far as actor face images, storing the relationship counts, etc. - that can be done with eventing. By doing it with eventing, it will help you learn the program better (not sure your comfort level Ace) and save you some headache of tinkering with scripting, which can be difficult if you are not familiar with programming languages.

As far as all the questions, people are just trying to understand specifically what you want and need, so that if someone is able to take on the script request, they can give that to you.

And you might look into some of the menu change scripts that are already out there for Ace. You might be suprised to find that between using variables to store the info and scripts already available, you may not need this specific script.

Good luck to you on your project!
 

deathsia

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Ok so let's take your "wants a new weapon" example.

You select Jake, and then you "buy him a weapon"

What does that mean?

How does the player do that?

Do you need a special scene that will allow you to select an item from your inventory?

When you select Jake and want to take him on your "adventure" do you need a special scene that will allow you to add the person to your party?

I can see how a script would make it easy to create the menu, but I don't see how you would be able to implement all of the custom scene functionality yourself without continuing to ask someone to update your script with the required functions.

In fact, if the script you're referencing does in fact allow you to build custom scenes and windows without actually writing any code, then that would be an amazing script and something Ace should definitely have. But I doubt the script can do that.

Have you actually used that script to build your game in VX? Or did you only look at the description and think that's what you need?
Well, no. It wouldn't require a special scene for buying him a weapon or taking him on your adventure as some of the other scripts I have in my game already allow me to switch party members. and I could easily event in a...wait...actully...Can I event in a check for said weapon and it update the quest scene for that character properly? I don't think so but then again I'm not sure.

Pretty much how it would work is this:

Sticking with the jake example:

You go and buy the sword from the store or find it as a drop from a monster, then you equip the item on jake at which point the script calls for Jake's current friendship level and that current level's exp in conjuction with a conditional branch. If all qaulifations are met, (example: required friendship level is 5 and the current minium friendship level exp required is 80) The quest text updates from:

Jake is wanting to get a new sword. Perhaps I should buy him one?
to:

Jake is happy with his new sword, perhaps I should talk to him?
And when you go and talk to him, when you talk to him in town, it will trigger the level up event, if not he just replies to you as normal.

and your quest text comes up as:

Jake seems to be getting closer to me now, perhaps I should take him on my next adventure?
And well the script above calls for graphics stored in your system folder to display the scenes.

Here's what I'm talking about with how the script handles the storylines:

STORYLINES = {#<<<<Don't delete this!!!0 => "Work in Progress. No quest yet.",1 => "Ariel is looking for some help in getting her cat Pickles out of a tree just outside of town.",2 => "Father Bronze just wants me to be a good kid, and stay out of trouble.",each number points to a certain character who is lebeled ealier in the script:

0 => "Rainbow Dash",1 => "People1_1",2 => "People2_0",Now granted idk if this can be simplified or not but that's the basic gist.

@deathsia -I hope you don't feel picked on (I know I probably would if I were you). I think everyone is just trying to help you see that a lot of what you want CAN be done thorugh events, using variables, conditional branches, etc.

For the menu changes, yes you would need some script changes, but as far as actor face images, storing the relationship counts, etc. - that can be done with eventing. By doing it with eventing, it will help you learn the program better (not sure your comfort level Ace) and save you some headache of tinkering with scripting, which can be difficult if you are not familiar with programming languages.

As far as all the questions, people are just trying to understand specifically what you want and need, so that if someone is able to take on the script request, they can give that to you.

And you might look into some of the menu change scripts that are already out there for Ace. You might be suprised to find that between using variables to store the info and scripts already available, you may not need this specific script.

Good luck to you on your project!
Nah, i'm used to this. happened all the time in the VX forums, except they would often end up ignoring me becuase what I was asking for they weren't willing to do. It wasn't a matter of I wasn't being clear enough, they just didn't want to do it. Course with how old VX is now and Ace being the "new hot thing" it's no shocker really.

EDIT: WHOOPS! Damn I need to read over what I type more than once, I bet that was confusing!
 
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mlogan

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Glad to hear! It looks like by storylines maybe you mean quests? I could be wrong (I am a lot).
 

Andar

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you have to divide between two things here: the mechanics and the content.

From the mechanics side, everything you told us about can be done both with eventing or with scripting. And that is the area where we can help, no matter which way you go.

The content (when gets what message or value displayed) is something YOU have to do yourself, no one can help you there.

So you have to decide what will be easier for you: write the content into an event or into a script?

To write that into a script you need to understand that script, which means you need some scripting knowledge yourself - writing that structure requires more than just writing a few text lines, you also need to control the values when which line will be displayed.

So what are you personally more comfortable with: writing a script or writing an event?

That said, if you want to have such a system for a lot of actors and relationships, it'll be easier as a script compared to an event (due to the restrictions of the conditional branches), but easier is not the same as easy. It's more like the line "It's easier to walk 20 km than to walk 100 km" - that doesn't mean that walking 20 km is easy for everyone...
 

deathsia

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you have to divide between two things here: the mechanics and the content.

From the mechanics side, everything you told us about can be done both with eventing or with scripting. And that is the area where we can help, no matter which way you go.

The content (when gets what message or value displayed) is something YOU have to do yourself, no one can help you there.

So you have to decide what will be easier for you: write the content into an event or into a script?

To write that into a script you need to understand that script, which means you need some scripting knowledge yourself - writing that structure requires more than just writing a few text lines, you also need to control the values when which line will be displayed.

So what are you personally more comfortable with: writing a script or writing an event?

That said, if you want to have such a system for a lot of actors and relationships, it'll be easier as a script compared to an event (due to the restrictions of the conditional branches), but easier is not the same as easy. It's more like the line "It's easier to walk 20 km than to walk 100 km" - that doesn't mean that walking 20 km is easy for everyone...
While I'm far from fluent in the script language, I can read it to a great extent. That said, I can't write a script from scratch for crap but if I have a finished script in front of me and notetags tell me what does what with clear cut editable regions(areas of the script that can be expanded indefinitely as long as you follow the formula the script calls for to set in quest text and such), I can easily figure out how to edit the values.

Example:

#This is where you set the values for friendship exp gained.BATTLE_WON =10BATTLE_RUN =-5FRIEND_DIES =-15COMPLETE_QUEST=50#This is where you add in the text to be displayed for friendship quests with <insert string for character ID here>.0 => "Jake is looking for a sword, maybe I should buy him one?",1 => "Jake is happy with his new sword, Maybe I should talk to him?",2 => "Jake wants to slay a dragon, maybe I should take him along the next time I fight one?", We can even use a notetag system to set player notes like for example:

<Friendship Character 1>

This notetag string would call back to the script which could read like this:

#This is where you add the character that will be your friends copy and paste the line below and change the value. Value MUST be above 01 => "Jake"2 => "Jack"That would obviously mean I would either need to alter how the above example lines are displayed for quests or you could create an editable region where I could copy and paste a formula for the call.

Either that or we keep it simple and use the number method and simply assign each of them one number ID and have a different string call for for the quest text to be displayed in the Friendship scene.

That would also require the ability on my part to be able to copy and paste without worrying about a limit to how many quests I can assign for different characters.

Like maybe for example:

"1" points to jake and "2" points to jack and to assign a quest for them, I put in that number in the first field, add the friendship level required in the second field, and the quest text in the third field.(I'm probably making this a whole lot more complicated then it needs to be but I do know that I want this done in script format.)

However, You throw a giant heap of code at me with no notetags and I'm as lost as a mouse in a maze without cheese.

To put it in perspective, Remember that tankentai SBS for VX? I was able to(with the help of a friend) figure out what did what and add my own action sequences into it with ease once I figured out how to set it up and unless I'm mistaken, that script isn't newbie friendly by any means.
 
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