Miniature Scripts Collection
Version 1.1By Miget man12Release Date: September 24, 2009IntroductionSo I have a bunch of scripts that are really short. I didn't think I should make topics for such small scripts.
Script List[spoiler=Kind of Long]Parallax Change In-Game.
Jumping (for puzzles)
Jump Of Ledges
Different Size Icons
Save Events
FastForward and SlowMo
5 Line Messages
Message Filters
Script Command Function
Battle Background Modifier
Input(not really part of the collection :D)
[/spoiler]
ScriptBecause of the large amount, just get them from the demo.
CustomizationRead the scripts, should be pretty self-explanatory.
CompatibilityShould have pretty high compatibility...
ScreenshotNot really applicable...
DEMO.rar (Mediafire) (http://www.mediafire.com/download.php?zzdkwgmyhdy)
.zip (for those without WinRAR) (Mediafire) (http://www.mediafire.com/?cl51urnumfahkkj)
InstallationCopy the scripts you want to use from the demo into your project then check the installation.
FAQn/a
Terms and ConditionsCredits in your game.
Credits[spoiler=Long]Parallax Change In-Game.
No credits needed.
Jumping (for puzzles)
-Miget man12
-DerVVulfman
Jump Of Ledges
-Miget man12
-Woratana (safe jump)
-DerVVulfman
-Twilight1300 (for idea)
Different Size Icons
-Miget man12
Save Events
-Miget man12
FastForward and SlowMo
-Miget man12
5 Line Messages
-Miget man12
Message Filters
-Miget man12
Script Command Function
-Miget man12
Battle Background Modifier
-Miget man12
Input
-Vlad
-PR Coders[/spoiler]
*DISCLAIMER*My scripts are prone to bugs, don't be surprised. Just post you get one here, and I'll fix it ASAP!
~Miget man12
These look very nice. The link isn't in the correct format for SMF though, so I changed it.
Oh whoops:D thanks!
~Miget man12
no problem. Good job on them by the way, they seem useful
It was tough putting all those scripts in the index though >:( It bumped the total number of scripts at RMRK to 207
Version 1.1:
- Major bug fix for message filter
- Scripter improved drastically
- Battle Background Modifier added
new demo:
http://www.mediafire.com/download.php?zzdkwgmyhdy
EDIT: just realized scripter color function doesn't work, here's a fixed version; it'll be changed in the next demo:
[spoiler= ]
# Script Inputter
# (Scripter's tool)
# Just press F4 and type!
# Also close by pressing F4
module Mm12
SCRIPTER_FONT = "Courier New"
SCRIPTER_COLOR= Color.new(0,0,0)
# Don't touch below
SHIFTED_KEYS = {"0"=>")","1"=>"!","2"=>"@","3"=>"#","4"=>"$","5"=>"%","6"=>"^",
"7"=>"&","8"=>"*","9"=>"(","*"=>"*","+"=>"+","-"=>"-","."=>">","/"=>"?",
"`"=>"~","="=>"+",","=>"<","-"=>"_","\\"=>"|","\'"=>"\"","["=>"{","]"=>"}",";"=>":"}
OEC_KEYS = {106=>"*",107=>"+",109=>"-",110=>".",111=>"/",186=>";",187=>"=",
188=>",",189=>"-",190=>".",191=>"/",192=>"`",219=>"[",220=>"\\",221=>"]",
222=>"\'"}
end
class Scene_Map < Scene_Base
attr_accessor :spriteset;include Mm12
alias mm12_scripting_start start
alias mm12_scripting_update update
def start
mm12_scripting_start
shdw=([SCRIPTER_COLOR.red,SCRIPTER_COLOR.blue,SCRIPTER_COLOR.green].max>100)
@ins_wait = 20
@scripting = false
@text_sprite=@text_sprite2=@ins_sprite=Sprite.new
@text_sprite.bitmap=@text_sprite1.bitmap=@ins_sprite.bitmap=Bitmap.new(544,30)
@text_sprite.bitmap.font.shadow=@text_sprite2.bitmap.font.shadow=
@ins_sprite.bitmap.font.shadow=shdw
@text_sprite.bitmap.font.name=@text_sprite2.bitmap.font.name=
@ins_sprite.bitmap.font.name=SCRIPTER_FONT
@text_sprite.bitmap.font.color=@text_sprite2.bitmap.font.color=
@ins_sprite.bitmap.font.color=SCRIPTER_COLOR
@text_sprite.z = 60000
@text_sprite.oy = -200
@text_sprite.bitmap.font.bold = true
@ins_sprite.z = 60000
@ins_sprite.oy = -200
@ins_sprite.bitmap.font.bold = false
@text = "@> "
@text_sprite2.z = 60001
@text_sprite2.oy = -230
@text_sprite2.ox = -30
@text_sprite2.bitmap.font.bold = true
end
def update
mm12_scripting_update
update_input if@scripting
update_text if@scripting
@text_sprite.visible = @scripting
if Input.trigger?(Input::Fkeys[4])
@scripting=!@scripting;@scripttext_need_update=true;end
end
def update_text
@ins_wait-= 1
if @ins_wait<=0;@ins_sprite.visible=!(@ins_sprite.visible);@ins_wait=20;end
if @scripttext_need_update == true
@text_sprite.bitmap.clear
@printed_text = @text
@text_sprite.bitmap.draw_text(0,0,544,30,@printed_text)
width = @text_sprite.bitmap.text_size(@text).width
@ins_sprite.bitmap.clear
@ins_sprite.bitmap.draw_text(width-2,0,544,30,"|")
@scripttext_need_update = false
end
end
def update_input
if Input.press?(Input::Shift)
for i in 1..256
if Input.repeat?(i)
case i
when 48..57; @text += SHIFTED_KEYS[Input::KEYS_NAMES[i]]
when 65..90; @text += Input::KEYS_NAMES[i]
when 106..111, 186..192, 219..222; @text += SHIFTED_KEYS[OEC_KEYS[i]]
when 32; @text += " "
when 8; @text[-1] = "" unless @text == "@> "
when 9; @text += " "
when 13,45; enter_text
end
@scripttext_need_update = true
return
end
end
else
for i in 1..256
if Input.repeat?(i)
case i
when 48..57,65..90;@text+=Input::KEYS_NAMES[i].downcase
when 106..111,186..192,219..222;@text+=OEC_KEYS[i]
when 32;@text+=" "
when 8;@text[-1]=""unless@text=="@> "
when 9;@text+=" "
when 13,45;enter_text
end
@scripttext_need_update = true
return
end
end
end
end
def enter_text
@text[0,3]=""
begin
@gets=Kernel.eval(@text).inspect
rescue
@gets=sprintf("ERR: %s\n",$!)
end
@text="@> ";@scripttext_need_update=true;draw_output
end
def draw_output
@text_sprite2.bitmap.clear
@text_sprite2.bitmap.draw_text(0,0,416,314,"=> #{@gets}")
@ins_sprite.bitmap.clear
@ins_sprite.bitmap.draw_text(-2,0,544,30," |")
end
end[/spoiler]
~Miget man12
Hey!
Sorry for necroposting/bumping/whatsoever, but I have a question (a new topic wouldn't be neccesary, I thought). It's about your jump-system; where can I find the tile's ID? Because when I enter 239 for example (it's a tile with sand on it), wich is in tab A, I can't seem to jump over it. I've tried lots of numbers, and a lot didn't work. Does it only work for autotiles?
Japur
Don't you have to set tile IDs in the tileset settings in the database?
I could be mistaken (since I'm using VX for 2 days now), but I can't find a tileset settings tab in the database... Maybe you're confusing XP and VX?
239 is the snow-covered sandbox, try 238
~Miget man12
Quote from: Japur on March 21, 2010, 08:03:53 PM
I could be mistaken (since I'm using VX for 2 days now), but I can't find a tileset settings tab in the database... Maybe you're confusing XP and VX?
yup, my bad. I thought I saw this in the XP section first.
Quote from: miget man12 on March 21, 2010, 10:04:14 PM
239 is the snow-covered sandbox, try 238
~Miget man12
Ah okay. But does it work for tab B? Because I want to be able to jump over some objects, like that red plant next to the palm tree (you know, the Gloom-head (the pokémon)).
yup, the numbers just increase going left to right then down
~Miget man12
Aaah, so is it like:
1 2 3 4 5 6 7 8
16 15 14 13 12 11 10 9
Or more like:
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16
Oh, I love your scripts, forgot to say that. ;)
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16
17 18 19 20 21 22 23 24
...
like that
and thanks :D
~Miget man12
I don't have winrar and don't want to install winrar. Can you please upload a .zip version so I can use it? Sorry if this post is late.
That was a pretty big necropost, on another note why not download it? http://www.rarlab.com/ (http://www.rarlab.com/)
That's one of the biggest necroposts I've ever seen :D luckily I haven't deleted any of my RMVX files (despite not touching for over 2 years). I just updated the front post to have a .zip download, but here's the link: http://www.mediafire.com/?cl51urnumfahkkj
Even so, you really really should download winRAR, it's indispensable, but whatevs :D
Cheers :)
~Miget man12