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> Submission: Blue Magic, by Prexus
Nechi
post Feb 3 2008, 03:30 AM
Post #41


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CODE
#========================================
# Edit Character Color For RMVX
# By Nechigawara Sanzenin
#========================================
=begin
Edit Charater Color in Map
How to Use : Add these text to comment in the event page
[r.....] For Red Channal ( -255 to 255 )
[g....] For Green Channal ( -255 to 255 )
[b....] For Blue Channal ( -255 to 255 )
[al...] For Alpha Channal ( 0 to 255 )
[hue...] For Hue Changer ( 0 to 360 )
=end

module Cache
def self.character(filename , hue=0)
    load_bitmap("Graphics/Characters/", filename , hue)
  end
end

class Game_Character
  attr_accessor :tone
  attr_accessor :hue
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  alias inc_initialize initialize
  def initialize
    inc_initialize
    @tone = [0,0,0,0]
    @hue = 0
  end
end

#==============================================================================

class Game_Event < Game_Character
    
  alias inc_update update
  def update
    # check Code
    for i in 0...@list.size
      next if @list[i].code != 108
      # For Red Channel
      if @list[i].parameters[0].include?("[r")
        text = @list[i].parameters[0].scan(/\[r([-,0-9]+)\]/)
        red = $1.to_i
        if red > 255
          red = 255
        elsif red < -255
          red = -255
        end
        @tone[0] = red
      end
      # For Green Channel
      if @list[i].parameters[0].include?("[g")
        text = @list[i].parameters[0].scan(/\[g([-,0-9]+)\]/)
        green = $1.to_i
        if green > 255
          green = 255
        elsif green < -255
          green = -255
        end
        @tone[1] = green
      end
      # For Blue Channel
      if @list[i].parameters[0].include?("[b")
        text = @list[i].parameters[0].scan(/\[b([-,0-9]+)\]/)
        blue = $1.to_i
        if blue > 255
          blue = 255
        elsif blue < -255
          blue = -255
        end
        @tone[2] = blue
      end
      # For Alpha Channel
      if @list[i].parameters[0].include?("[al")
        text = @list[i].parameters[0].scan(/\[al([0-9]+)\]/)
        alpha = $1.to_i
        if alpha > 255
          alpha = 255
        elsif alpha < 0
          alpha = 0
        end
        @tone[3] = alpha
      end
      # For Hue
      if @list[i].parameters[0].include?("[hue")
        text = @list[i].parameters[0].scan(/\[hue([0-9]+)\]/)
        hue = $1.to_i
        if hue > 360
          hue = 360
        elsif hue < 0
          hue = 0
        end
        @hue = hue
      end
    end
    #Load Orginal Update
    inc_update
  end
  #--------------------------------------------------------------------------
end

#==============================================================================

class Sprite_Character < Sprite_Base
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update_bitmap
    @character.update
    self.tone.set(@character.tone[0],@character.tone[1],@character.tone[2],@character.tone[3])
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_index != @character.character_index or
       @hue != @character.hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_index = @character.character_index
      @hue = @character.hue
      if @tile_id > 0
        sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
        sy = @tile_id % 256 / 8 % 16 * 32;
        self.bitmap = tileset_bitmap(@tile_id)
        self.src_rect.set(sx, sy, 32, 32)
        self.ox = 16
        self.oy = 32
      else
        self.bitmap = Cache.character(@character_name,@character.hue)
        sign = @character_name[/^[\!\$]./]
        if sign != nil and sign.include?('$')
          @cw = bitmap.width / 3
          @ch = bitmap.height / 4
        else
          @cw = bitmap.width / 12
          @ch = bitmap.height / 8
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
  end
  
end


Edit Charater Color in Map
How to Use : Add these text to comment in the event page
[r.....] For Red Channal ( -255 to 255 )
[g....] For Green Channal ( -255 to 255 )
[b....] For Blue Channal ( -255 to 255 )
[al...] For Alpha Channal ( 0 to 255 )
[hue...] For Hue Changer ( 0 to 360 )

Demo : http://www.mediafire.com/?oypmynnl9rx

Screen Shot :


This post has been edited by Nechi: Mar 14 2008, 11:10 PM


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woratana
post Feb 3 2008, 03:34 AM
Post #42


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Nice Script~^^ Nechi

It should be good if you have some picture for example of script.


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neclords
post Feb 4 2008, 12:51 AM
Post #43


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This Gonna be cool.


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neclords
post Feb 6 2008, 06:16 AM
Post #44


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That's will solve our problem.
Thanks


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Nechi
post Feb 6 2008, 06:38 AM
Post #45


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Good Tutorial!!
I thinks it 's great for me.


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woratana
post Feb 7 2008, 09:41 PM
Post #46


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Random Title Screen
Version 1.0
by Woratana
Release Date: 07/02/2008


Introduction
This script will random your tile screen.
To make player not get bored every time they start game. smile.gif


Features
Version 1.0
- Random title screen from pictures as much as you want


Script
Place it above main.
if you have problem with codebox, you can download script in text file here:
Version 1.0
Attached File  randomtitle10.txt ( 1023bytes ) Number of downloads: 231


CODE
#======================================================================
========
# ■ [RMVX] +Random Title Screen+
#------------------------------------------------------------------------------
# Version 1.0
# by Woratana [woratana@hotmail.com]
# Release Date: 07/02/2008
#
# This scrip will random title screen
#
# You can set title screen pictures to be random at line:
# Title = ["filename","filename2","filename3",...]
# title screen picture must be in folder "System"
#
# For example, Title = ["Screenfire","Title1"]
# >> Title Screen will random between pictures "Screenfire" and "Title1".
#=============================================================================
class Scene_Title < Scene_Base
Title = Array.new

# Set Title Screen Pictures for random here!
Title = ["Title","Title10","Title25","Title50","Title80"]

def create_title_graphic
@sprite = Sprite.new
title_random = rand(Title.size)
@sprite.bitmap = Cache.system(Title[title_random].to_s)
end
end



Instruction
You can set the pictures that will be in random list for title screen at this line:
CODE
Title = ["filename","filename2","filename3",...]

put your file's name in double quote "filename", and seperate pictures with ,
The file name don't need file type (e.g. .jpg,.png), and must be in folder "System"

For Example,
CODE
Title = ["ice","water","fire","earth"]

The title screen will random between the files "ice" or "water" or "fire" or "earth".

You can add pictures to be random as much as you want laugh.gif


Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.

Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.


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neclords
post Feb 8 2008, 12:11 AM
Post #47


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Yay...
this is cool...

biggrin.gif


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OrigamiRose
post Feb 8 2008, 09:06 AM
Post #48


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Hey, nice script you got here^^. Altough, I rather sticking with just one title picture tongue.gif


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jasonicus
post Feb 8 2008, 09:33 AM
Post #49


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That was quick. This will be nice to use if you want some variety in the title. Especially if you want to show a pic of different characters.
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jens009
post Feb 8 2008, 09:56 PM
Post #50


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Hey woratana, excellent script.

I have a few suggestions that might be worth considering when you make future upgrades for this script:
1) Make the title change if a certain actor in the party gain x amount of levels (Of course, other variation of level checks should be considered)
2) If a certain weapon/item/armor/switch/event/ etc. was obtained then change the title screen to something else.


Just some ideas might be worth thinking about.

EDIT: I just realized that you have made a highest level title screen script. I apologize for making this post.


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PMussulo
post Feb 9 2008, 02:57 PM
Post #51


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hmmm...

seems like the Script collection is slowly increasing.

another few months and we'll be back to a state of RGSS powerfulness


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elflyfreely
post Feb 11 2008, 09:39 PM
Post #52



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Great!
But there's a little bug here:
CODE
def call_battle
    @spriteset.update
    Graphics.update
    $game_player.make_encounter_count
    $game_player.straighten
    $game_temp.map_bgm = RPG::BGM.last
    $game_temp.map_bgs = RPG::BGS.last
    
    if $game_system.battle_bgm_enabled
      RPG::BGM.stop
      RPG::BGS.stop    
      Sound.play_battle_start    
      $game_system.battle_bgm.play
    end
    
    $game_temp.next_scene = nil
    $scene = Scene_Battle.new
  end

If you change the "call_battle" part like this and disable "game_system.battle_bgm_enabled", there will be no sound for battle start.

Little change:
Put one more"Sound.play_battle_start " beyond the "if $game_system.battle_bgm_enabled" line like this:

CODE
def call_battle
    @spriteset.update
    Graphics.update
    $game_player.make_encounter_count
    $game_player.straighten
    $game_temp.map_bgm = RPG::BGM.last
    $game_temp.map_bgs = RPG::BGS.last
    Sound.play_battle_start
    
    if $game_system.battle_bgm_enabled
      RPG::BGM.stop
      RPG::BGS.stop    
      Sound.play_battle_start    
      $game_system.battle_bgm.play
    end
    
    $game_temp.next_scene = nil
    $scene = Scene_Battle.new
  end

Then that should do it.
I'm new to, let's help each other. : )

Oh, I guess the "battle end" sound should be played after battle, so maybe one more "$game_system.battle_end_me.play" is neccessary. : )


P.S. Your script is exactly what I've been looking for for a lone time.

This post has been edited by elflyfreely: Feb 11 2008, 10:06 PM


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rojse
post Feb 12 2008, 11:04 PM
Post #53


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I love the new script - I hate always seeing the exact same title sceen whenever I start a game, particularly after a long period of time.
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dante_the_devil_...
post Feb 14 2008, 07:59 PM
Post #54


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thanks for making this script me and my friends love it


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ccoa
post Feb 15 2008, 10:25 AM
Post #55


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MGCaladtogel's Mode7 Script

Features:
  • flat maps (not curved)
  • high resolution (each screen line is independent)
  • map looping (x or/and y)
  • animated autotiles
  • Tiles with fixed terrain_tag not drawn flat with the map


Screenshots



Instructions:

[Show/Hide] Click to read


Toggling on and Controlling Mode7

To control mode7, you must add the following to the map's name:

[M7] : Activates Mode7 for this map. Required.
[#XX] : XX is the slant angle (in degrees). Default value is 0 (no slant, or normal).
[Y] : Turn map looping in the Y (horizontal) direction on. Optional.
[X] : Turn map looping in the X (vertical) direction on. Optional.
[A] : animated autotiles (with up to 4 patterns). This option significantly increases the loading time, so it may crash the game for large maps (SystemStackError)
[C] : to center the map on the hero (even for small maps)
[P] : Add a panorama behind the map
[H] : Add a white horizon behind the map
[OV] : Resize the sprite to be overworld sized (small)

Alternatively, you can create "shortcuts" for different map settings you use often. For example:

$mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]

and

$mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]

Are defaults already set up in the script. To add more, just copy one of them and paste under them and change the settings to suit your maps.

Flat Objects

To have an object on a tileset be drawn flat, go to the database and change that object's terrain tag to 1 or 2. That object will be drawn flat on the map, like the trees in the screenshot.

To make an event be drawn flat, add a comment to the event with the word "Flat" in it.

Dynamic Controls

You can toggle on and off and control mode7 using the following Scriptlets in an event command:

$scene.spriteset.tilemap.mode7_set(new_angle) - redraws the map with the new_angle

$scene.spriteset.tilemap.mode7_set_p(new_angle) - redraws the map progressively from the current angle to the new_angle

$scene.spriteset.tilemap.mode7_redraw - redraws the map (useful with the following commands)

$game_system.map_opacity = value - defines the opacity for Mode7 maps (redraw needed)

$game_system.map_gradual_opacity = value - defines the gradual opacity for Mode7 maps (redraw needed) (ALERT: bug with horizontal looping)

$game_system.map_tone = Color.new(Red, Green, Blue) - defines the tone for Mode7 maps (redraw needed)

$game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray) - defines a gradual tone for Mode7 maps (redraw needed)

$game_system.horizon = value - defines the horizon's distance (default : 960) (redraw needed)

$game_system.reset - Return all values to the defaults



Demo
http://ccoa.pcis-studios.com/Mode7.exe

Author's Notes
Once again, this is not my script. I only compiled the instructions and created the demo. Please credit MGCaladtogel for this script.


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KiteDXX
post Feb 15 2008, 12:02 PM
Post #56


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Aside from the fact that you start the demo in the middle of water, unable to move, this is excellent. I think this is the first time map loops have worked without some bizarre side-effects.

I like it much more than the other Mode7, because that other one breaks the map tiles if you make it bend to much (then again, who does that?).

I could see an entire game being made with this perspective.


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ccoa
post Feb 15 2008, 12:14 PM
Post #57


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Just press CTRL to move. -_-


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KiteDXX
post Feb 15 2008, 03:58 PM
Post #58


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I tend to load the game.exe first, so I can't do that.

Ah well, no use arguing.


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dmoose
post Feb 15 2008, 07:57 PM
Post #59


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I tried this script in my game but I still have my character walking on top of trees instead of under them like in the demo, what am I doing wrong?


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KiteDXX
post Feb 15 2008, 08:12 PM
Post #60


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You don't have the priorities in the tileset configured, I'm betting.

Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured.


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