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31
VXA Scripts Database / Re: [VXA] Quest Journal 1.0.3
« Last post by blackberry-chan on March 04, 2018, 05:11:05 AM »
This script is fantastic and I love it.  No problems with it at all, but I am wondering about a possible feature.  Is there any way to hide some of the categories (or even all of them, displaying only the "All" quests) until those categories become relevant?  I have custom categories relating to different areas, and I'd like them not to show up in the log until the character has actually visited those areas.  Even if this is not possible, thanks already for making such an amazing, useful, versatile script!
32
General Chat / Re: Is it over?
« Last post by &&&&&&&&&&&&& on February 24, 2018, 09:58:54 PM »
We live in discord now.
33
General Chat / Is it over?
« Last post by XaXaV on February 24, 2018, 01:40:40 PM »
Hello, everyone!

I was wondering if this forum is going to die?
If you noticed, no one posts or does whatever anymore... It's kinda sad...
I remember how I used to sort of "live" in this forum in the past...

Are you still here?
34
VXA Scripts Database / [VXA] scripts-externalizer, loader, compiler
« Last post by BilouMaster on February 11, 2018, 04:34:17 PM »
Join us on Discord !

scripts-externalizer
Quote
Externalize all scripts from Scripts.rvdata2 (script for RMVXAce)

scripts-externalizer, scripts-loader and scripts-compiler allow you to use your favorite IDE instead of the RPG Maker script editor!



About using the default script editor

  • The scripts in RMVXAce are compiled into Scripts.rvdata2, you are obliged to open the script editor to change things, or when you use your favorite IDE, you are obliged to copy/paste your work into the script editor.
  • It's a pain in the ass to open/close the script editor each time you want to change a little thing in your script.
  • When you want to see how the default scripts works, and what method to overwrite, you are obliged to open the script editor. It's akward when you are actually using your favorite IDE. (I'm used to copy/paste from the script editor to the IDE when I'm working on scripts)
  • The script editor is limited when you are used to actual IDE, you miss a bunch of shortcut and a more readable interface
  • Some scripts like the great RME are divided into multiple scripts (it's way clearer when the hole script is very big)... well, do you want to copy/paste like 14 scripts into the script editor one by one?


What is externalization?

The externalization is the way of working with external scripts, they are ruby files (foo.rb). The project will load your scripts files and rock with them, even if your scripts aren't into the script editor!

To put it simply, you can externalize a script by yourself using the simple function:
Code: [Select]
Kernel.send(:load, 'yourpath/yourscript.rb')
or :
Code: [Select]
Kernel.send(:require, 'yourpath/yourscript.rb')

`Kernel.load` and `Kernel.require` exist in Ruby 1.9.2 but the RGSS3 privatized them... Lucky that we still can use the *SUPER TRICK* of `.send`!

The difference between `:load` and `:require` is that `:require` will not load two times the same script. `:require` is recommanded when you want to manage dependency between multiple scripts.

I propose to use those functions smartly, by using my scripts!


What about the scripts-externalizer, loader and compiler?

There is three way of utilising those scripts:

  • Externalize just the scripts you want with scripts-loader
  • Externalize all scripts including the default scripts with scripts-externalizer
  • Compiling the external scripts into the Scripts.rvdata2 with scripts-compiler


Externalize just the scripts you want (scripts-loader)

It's quite simple:

  • Copy/paste the scripts-loader into the script editor, in Materials.
  • Create the folder "Scripts" in your project
  • Create a "_list.rb" into the folder "Scripts"
  • Create any "mysuperscript.rb" you want into the folder "Scripts" and add their names into the [/b]_list.rb[/b]

For example:




Into the "_list.rb", there is just:
Code: [Select]
Fullscreen++
orms
Those two scripts will be loaded at the same time of scripts-loader

If you want to deactivate Fullscreen++, just put a "#" in front of the name:
Code: [Select]
#Fullscreen++
orms
That's PERFECT for debugging!

The "_list.rb" is very important because it defines in which order your scripts will be loaded.

For example:
Code: [Select]
orms
Fullscreen++
orms will be loaded before Fullscreen++ (what it is precisely NOT what to do since orms manages the compatibility between the two)

---
Create sub-folders in "Scripts"

You can easily create any folder you want, even folders into folders

You must specify the folder by adding his name into the "_list.rb", with a "/" after (and not a "\\", be careful)
Code: [Select]
RME/
Fullscreen++
orms
Into your new folder, you have to create a new "_list.rb" to define the order of the scripts and the next sub-folders.
For example, in the folder "RME", you have this "_list.rb":
Code: [Select]
Event_printer
SDK.Sample
Samples
SDK
Database
Internal
EvEx
Commands
Incubator
DocGenerator
Doc
SDK.Gui
Tools
Process.Doc

Externalize all scripts including the default scripts (scripts-externalizer)

Here come the best!

Quote from: Frogge on the RPGMaker.net discord server
THE SCRIPT TO END ALL SCRIPTS

You can externalize ALL scripts including the default scripts by using the scripts-externalizer instead of the scripts-loader!

It will create the "Scripts" folder, and make automatically the sub-folders respecting the categories defined by empty scripts like "▼ Scenes"

Add "scripts-externalizer" into your project:



Then launch the game:



`battle_end_me.play`



Close and open the project...

NOW THE SCRIPT EDITOR IS KILLED!!!



Don't worry, you will retrieve all the scripts in your favorite IDE :) :



Security

  • A backup of the Scripts.rvdata2 is created
  • The scripts with no name will be also exported and named "untitled", "untitled (2)" and so on
  • The scripts with the same name will be renamed "script (2)", script (3)" and so on


Compiling the external scripts into the Scripts.rvdata2 (scripts-compiler)

You can use the scripts-compiler to compile the content of your "Scripts" folder into "Scripts.rvdata2"

Just add the "scripts-compiler" in your scripts (replace the "scripts-loader" you used):



Launch the game, then close/open the project, and VOILA:



You can see the sub-folder is represented by the character "■" in front of the name. The "scripts-externalizer" understand those characters and creates the sub-folders corresponding!

The scripts-compiler works even if you externalized ALL scripts. :)

Security

  • A backup of the Scripts.rvdata2 is created
  • The "Scripts" folder is now useless, but not deleted, you have to delete it by yourself if everything is fine

Compile your scripts before releasing your game!

You will notice the game will start after few seconds (2~3) if your scripts are externalized... It's not a problem since you save A LOT of time by editing external scripts instead of internal scripts. But when you don't work on your scripts or when you want to release your game, I recommand you to compile your scripts to avoid those few little seconds lost.


Sample_project_1 and Sample_project_2

Those projects are the projects I used as example, you can see how the scripts are managed in Sample_project_1 with the method of scripts-externalize all scripts.

You can see how the scripts are managed in Sample_project_2 with the method of scripts-loader that loads just the scripts you want to externalize.

That's all, folks! <3
35
Projects / Re: [VXA] Geiken
« Last post by Orgaya38 on February 10, 2018, 01:44:00 PM »
Updated to v2.2.

Changelog:

- Three new dungeons have been added across Snowtop. Inside are new enemies, items, and unique bosses. Each boss provides an item that will upgrade one of the three secret items found across the world.
- Many items now have new attributes, such as double experience gain or granting the wearer an ability to cast buffs.
- The final bosses are now more of a challenge.
36
General Chat / Re: Pet and Animal Thread
« Last post by Leupold on February 07, 2018, 05:03:45 AM »
The knowledge built up until it is read carefully and feel better right away, do not look at anything else.
37
Projects in Progress / Lirra: Thrones and Daggers [XP]
« Last post by Jakeman on February 02, 2018, 04:00:12 AM »
Discover Lirra

Your throne is usurped, your family massacred. You now have to rely on allies and close friends where you once had servants and nobles, reclaim your throne and establish stability within the realm. Trust no one but yourself and your choices.

The game is split into three chapters and could be described as like the Fable series. Your ultimate goal is win your throne back after having it usurped, you then rule as a monarch and fulfill promises or break them. This emphasis on the choices the player makes which can open or close quest lines and events to alter gameplay.

You start as a princess and the game pulls you along through detailed dialog and cut scenes to the events which leave you without a home and a family. The game then turns to a traditional RPG where the Princess must rally support from allies and other kingdoms while being guided by loyalists and household retainers.

The game is heavily influenced by Game of Thrones and is set in a medieval setting under a feudal system with slight magical aspects. Expect gore and foul language as castles and princesses aren't always a wonderful fluffy kingdom all the time.

The game's first chapter is nearly complete, this will form the basis of the demo i will be releasing.

STORY
Spoiler for:

The game will focus heavily on choices and your approach to them. Certain choices may lead to fame or infamy and change whole areas. You may be locked out of or gain access to new quests, hidden areas, dialogue etc.

Chapter I - Home
The game's intro which leads to the events which forces the player to leave their home and rally support to reclaim the throne. No combat apart from a battle tutorial. The player is limited to a linear path and limited exploration.

Chapter II - Duty
This part of the game plays like a traditional RPG. You have your retainers (party members,) items and experience to gain to better defeat your enemies. The story will still drive the player through locations but exploration will be free and backtracking to former locations for side-quests is possible. You may need to make promises during quests to receive support for your claim, if you choose not to, any local battles may be more difficult with less men at your disposal. You eventually return to your ancestral home and are crowned.

Chapter III - Reign
Ruling as a monarch, you will have to hold court and hear petitions from the nobles and smallfolk. Any promises you made previously may come back to haunt you as your treasury may not be able to fund the request. Broken promises may lead will lead to infamy and threats upon your life. You command your forces both from the throne and on the field. The chapter ends after winning the events of the invasion.

CHARACTERS
Spoiler for:
Kingdom of Lirra
Eleanor (16) - The player, Royal Princess of Lirra.
King James II - The current reigning king of Lirra, your father.
Theodore II (7) - Your annoying, younger brother.
Piers - The family's loyal butler and mentor.
Grand Scholar Maxem - Head of scholars within Lirra, teacher and mage.
Ellis (16) - Your smallfolk friend.
Jerry (25) - A loyal knight serving as a man-at-arms for your family you befriend early on.

Nordenhaad
Agustamagus - Current ruler of the once mighty empire.
Lady Octavia/White-haired bitch - Your step-mother and sister to the current head of House Rosenhien.

Caevesta
Lorcan - Your uncle, married into House Vaan Henlen to unite Lirra and Caevesta.
Lydill - Your uncle's wife.


SCREENSHOTS
Spoiler for:

Opening balcony cutscene.

Intro to your home.

Lesson to teach player about lore.

Entering Woodbrook.

Prototype House Hearthstrong family tree.
38
Projects in Progress / Re: [RMXP] Lirra: The three kingdoms' alliance
« Last post by Jakeman on January 31, 2018, 12:21:47 AM »
new website launched for the lirra series! https://lirra.yolasite.com
39
Projects / Re: [VXA] Geiken
« Last post by Mailknowd on January 24, 2018, 04:09:28 AM »
Details are qualified to do it very interesting for this segment.
40
VXA Scripts Database / Re: [VXA] Customizable Item Menu 1.0.1
« Last post by mawichan on January 23, 2018, 07:22:06 PM »
Hello, I guess this post is really old and there is no support for the script anymore, but I'm having some trouble. I followed the instructions to the best of my knowledge, but I keep getting the same error. I have no scripting knowledge whatsoever, so I can't quite figure out what's causing the problem or how to solve it.

What I was trying to do was adding two new categories to the item menu.

The game does start, the item menu does show up too. It shows the new tabs with their respective icons.  However when I move the cursor to the custom tabs the following error message appears:

Script 'custom item menu' line 650: NoMethodError ocurred.
Undefined method 'ores' for Vocab:Module

I'm searching up tutorials on scripting so I can figure out a solution for the problem but I'd really appreciate it if I could receive some help. This script is exactly what I'm looking for. The only thing I need is to add the two new Item categories.

Thank you for your time.
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