The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: miget man12 on September 26, 2009, 05:26:06 PM

Title: Miniature Scripts Collection
Post by: miget man12 on September 26, 2009, 05:26:06 PM
Miniature Scripts Collection
Version 1.1
By Miget man12
Release Date: September 24, 2009


Introduction
So 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 for 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)

Script
Because of the large amount, just get them from the demo.

Customization
Read the scripts, should be pretty self-explanatory.

Compatibility
Should have pretty high compatibility...

Screenshot
Not really applicable...

DEMO
.rar (Mediafire) (http://www.mediafire.com/download.php?zzdkwgmyhdy)
.zip (for those without WinRAR) (Mediafire) (http://www.mediafire.com/?cl51urnumfahkkj)

Installation
Copy the scripts you want to use from the demo into your project then check the installation.

FAQ
n/a

Terms and Conditions
Credits in your game.

Credits
Spoiler for 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
*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
Title: Re: Miniature Scripts Collection
Post by: modern algebra on September 27, 2009, 05:56:56 PM
These look very nice. The link isn't in the correct format for SMF though, so I changed it.
Title: Re: Miniature Scripts Collection
Post by: miget man12 on September 27, 2009, 07:14:33 PM
Oh whoops:D thanks!

~Miget man12
Title: Re: Miniature Scripts Collection
Post by: modern algebra on September 28, 2009, 07:27:41 PM
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
Title: Re: Miniature Scripts Collection
Post by: miget man12 on September 28, 2009, 08:10:31 PM
Version 1.1:
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 for :
Code: [Select]
# 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

~Miget man12
Title: Re: Miniature Scripts Collection
Post by: Japur on March 21, 2010, 07:44:30 PM
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
Title: Re: Miniature Scripts Collection
Post by: Grafikal on March 21, 2010, 07:52:22 PM
Don't you have to set tile IDs in the tileset settings in the database?
Title: Re: Miniature Scripts Collection
Post by: 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?
Title: Re: Miniature Scripts Collection
Post by: miget man12 on March 21, 2010, 10:04:14 PM
239 is the snow-covered sandbox, try 238

~Miget man12
Title: Re: Miniature Scripts Collection
Post by: Grafikal on March 22, 2010, 12:52:51 AM
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.
Title: Re: Miniature Scripts Collection
Post by: Japur on March 22, 2010, 02:49:53 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)).
Title: Re: Miniature Scripts Collection
Post by: miget man12 on March 22, 2010, 11:27:15 PM
yup, the numbers just increase going left to right then down

~Miget man12
Title: Re: Miniature Scripts Collection
Post by: Japur on March 23, 2010, 07:55:41 AM
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. ;)
Title: Re: Miniature Scripts Collection
Post by: miget man12 on March 23, 2010, 02:10:49 PM
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
Title: Re: Miniature Scripts Collection
Post by: Princessbinas on January 13, 2012, 06:06:46 PM
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.
Title: Re: Miniature Scripts Collection
Post by: DoctorTodd on January 13, 2012, 09:35:46 PM
That was a pretty big necropost, on another note why not download it? http://www.rarlab.com/ (http://www.rarlab.com/)
Title: Re: Miniature Scripts Collection
Post by: miget man12 on January 15, 2012, 02:22:23 AM
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