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> Submission: Blue Magic, by Prexus
Kread-EX
post Nov 2 2010, 11:27 AM
Post #1361


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Ah, you must have a script to display the map name. You can bypass the problem with this little snippet:
CODE
module RPG
  class MapInfo
    def name
      return @name.gsub(/EC\[.*\]/, '')
    end
  end
end


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Bigace
post Nov 2 2010, 11:30 AM
Post #1362


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QUOTE (Kread-EX @ Nov 2 2010, 03:27 PM) *
Ah, you must have a script to display the map name. You can bypass the problem with this little snippet:
CODE
module RPG
  class MapInfo
    def name
      return @name.gsub(/EC\[.*\]/, '')
    end
  end
end


Thx, but you forgot the # sign behind the EC but I added already. happy.gif


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BizarreMonkey
post Nov 2 2010, 06:11 PM
Post #1363


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This is a small simple script of which i made with the help of a few script templates by Yanfly.

It's also my first script, so please be gentle.

What is does is instead of having the fadein/fadeout transition effect it makes it instant. However you can still do a fadein/fadeout with the event commands, I know, I've tried.

Script:
CODE
#==============================================================================
# By: Bizarre Monkey
#------------------------------------------------------------------------------
# This Script instantly tranfers the player without the fadein/fadeout look.
# You can still, however, do it through the event command.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # Player Transfer Processing
  #--------------------------------------------------------------------------
  def update_transfer_player
    return unless $game_player.transfer?
    fade = (Graphics.brightness > 0)
    fadeout(0) if fade
    @spriteset.dispose
    $game_player.perform_transfer
    $game_map.autoplay
    $game_map.update
    Graphics.wait(0)
    @spriteset = Spriteset_Map.new
    fadein(0) if fade
    Input.update
  end
end


And because you're going to ask anyway, here's a demo.

This script is 100% Plug and play, just plop it under materials and you're set, though if you want to have new transitions you'll have to do that yourself.

There should be zero compatibility issues with this script, since it just recycles a method in scene_map.


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54tan666
post Nov 3 2010, 10:42 AM
Post #1364


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Hey Taiine!

your script is awesome!
but i have a problem ^^
when i disable saving access it gives a error message:
error on line 443
undefined method 'disable_item'
i'm very bad in scripting so could you help me fix that?

thanks for answers!
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aegis
post Nov 3 2010, 02:23 PM
Post #1365



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how do i use scripts T-T
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Taiine
post Nov 3 2010, 03:59 PM
Post #1366


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Hey Tan, thanks for finding that bug. I'll look into it and try and include it into the next update that already fix's a few small bugs and issues.


Edit: All bugs have been fixed and a new version (0.6) is now up along with an updated Demo!


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Kread-EX
post Nov 4 2010, 12:28 AM
Post #1367


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This is explained in the first post, aegis. Copy the script and paste it in the script editor, above Main.


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deadmouse
post Nov 6 2010, 12:14 PM
Post #1368


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class Game_Player
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
super
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
super
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
super
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
super
end
end

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
setup
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup
if @actor != nil
@character_name = $game_actors[@actor].character_name
@character_index = $game_actors[@actor].character_index
else
@character_name = ""
@character_index = 0
end
@opacity = 255
@blend_type = 0
@priority_type = 0
end

#--------------------------------------------------------------------------
# * Screen Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant (Disabled)
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
return result
end
end

class Spriteset_Map
alias_method :spriteset_map_create_characters, :create_characters
def create_characters
spriteset_map_create_characters
$game_party.followers.each do |char|
@character_sprites << Sprite_Character.new(@viewport1, char)
end
end
end

class Game_Party
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
MAX_SIZE = 8
CATERPILLAR = 2
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :followers
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_party_initialize, :initialize
def initialize
trick_caterpillar_party_initialize
@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)}
@move_list = []
end
#--------------------------------------------------------------------------
# * Update Followers
#--------------------------------------------------------------------------
def update_followers
flag = $game_player.transparent || $game_switches[CATERPILLAR]
@followers.each_with_index do |char, i|
char.actor = @actors[i + 1]
char.move_speed = $game_player.move_speed
if $game_player.dash?
char.move_speed += 1
end
char.update
char.transparent = flag
end
end
#--------------------------------------------------------------------------
# * Move To Party
#--------------------------------------------------------------------------
def moveto_party(x, y)
@followers.each {|char| char.moveto(x, y)}
@move_list.clear
end
#--------------------------------------------------------------------------
# * Move Party
#--------------------------------------------------------------------------
def move_party
@move_list.each_index do |i|
if @followers[i] == nil
@move_list[i...@move_list.size] = nil
next
end
case @move_list[i].type
when 2
@followers[i].move_down(*@move_list[i].args)
when 4
@followers[i].move_left(*@move_list[i].args)
when 6
@followers[i].move_right(*@move_list[i].args)
when 8
@followers[i].move_up(*@move_list[i].args)
when 1
@followers[i].move_lower_left
when 3
@followers[i].move_lower_right
when 7
@followers[i].move_upper_left
when 9
@followers[i].move_upper_right
when 5
@followers[i].jump(*@move_list[i].args)
end
end
end
#--------------------------------------------------------------------------
# * Add Move List
#--------------------------------------------------------------------------
def update_move(type, *args)
move_party
@move_list.unshift(Game_MoveListElement.new(type, args))
end
end

class Game_MoveListElement
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(type, args)
@type = type
@args = args
end
#--------------------------------------------------------------------------
# * Type
#--------------------------------------------------------------------------
def type
return @type
end
#--------------------------------------------------------------------------
# * Args
#--------------------------------------------------------------------------
def args
return @args
end
end

class Game_Player
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :move_speed

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_update, :update
def update
$game_party.update_followers
trick_caterpillar_player_update
end
#--------------------------------------------------------------------------
# * Moveto
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_moveto, :moveto
def moveto(x, y)
$game_party.moveto_party(x, y)
trick_caterpillar_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# * Move Down
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_down, :move_down
def move_down(turn_enabled = true)
if passable?(@x, @y+1)
$game_party.update_move(2, turn_enabled)
end
trick_caterpillar_player_move_down(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_left, :move_left
def move_left(turn_enabled = true)
if passable?(@x-1, @y)
$game_party.update_move(4, turn_enabled)
end
trick_caterpillar_player_move_left(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_right, :move_right
def move_right(turn_enabled = true)
if passable?(@x+1, @y)
$game_party.update_move(6, turn_enabled)
end
trick_caterpillar_player_move_right(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Up
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_up, :move_up
def move_up(turn_enabled = true)
if passable?(@x, @y-1)
$game_party.update_move(8, turn_enabled)
end
trick_caterpillar_player_move_up(turn_enabled)
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
def move_lower_left
if passable?(@x - 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(1)
end
trick_caterpillar_player_move_lower_left
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
def move_lower_right
if passable?(@x + 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(3)
end
trick_caterpillar_player_move_lower_right
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
def move_upper_left
if passable?(@x - 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(7)
end
trick_caterpillar_player_move_upper_left
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
def move_upper_right
if passable?(@x + 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(9)
end
trick_caterpillar_player_move_upper_right
end
#--------------------------------------------------------------------------
# * Jump
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_jump, :jump
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
$game_party.update_move(5, x_plus, y_plus)
end
trick_caterpillar_player_jump(x_plus, y_plus)
end
end###########
###########
###########
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Kread-EX
post Nov 6 2010, 12:16 PM
Post #1369


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That's Trickster's Caterpillar, and it's already on this site. lock.gif


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My blog.

Click here for my e-peen


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deadmouse
post Nov 6 2010, 12:23 PM
Post #1370


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Rpg game Demo hope you like the demo and the game.(please no rude and mean comments)Thank you smile.gif
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Kread-EX
post Nov 6 2010, 12:41 PM
Post #1371


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So... where's the demo?

I'd suggest you to actually post it in the right section, Games Under Contruction. And don't forget to read the rules there, as simply posting a link will get the topic closed.

Like this one, in fact.


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My blog.

Click here for my e-peen


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Lexinad
post Nov 8 2010, 08:12 AM
Post #1372



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How's it going? really interested in this script!
So happy someone finaly makes this one!
Thank you so much!

This post has been edited by Lexinad: Nov 8 2010, 08:13 AM
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Kread-EX
post Nov 8 2010, 08:20 AM
Post #1373


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The last post was in 2008... please check the dates before necroposting - the OP isn't around anymore. lock.gif


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My blog.

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Genshyu
post Nov 10 2010, 03:08 PM
Post #1374


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WOAAAH this topic is old lol, I can't believe I put this up xD Oh well, it was all for fun anyways tongue.gif



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My current Scripts.

[Show/Hide] Save / Load Scripts.



Things I am currently Learning:
RGSS2.
If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey.
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JJ9779
post Nov 14 2010, 10:06 AM
Post #1375


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Nice script tongue.gif


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I know of no reason why the gunpowder treason should ever be forgot.

V for vendetta.

Check out my game when it is released, The valley of Gahl!
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BizarreMonkey
post Nov 15 2010, 04:52 PM
Post #1376


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QUOTE (JJ9779 @ Nov 15 2010, 05:06 AM) *
Nice script tongue.gif


Thank you. I'm glad someone liked it biggrin.gif


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TheBen
post Nov 15 2010, 06:38 PM
Post #1377


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Pretty cool script. Don't worry about if someone already did this; it's worth the practice.


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l0rdph0enix
post Nov 24 2010, 04:37 PM
Post #1378



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Is it possible to make this XP compatible too?
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Lurking
post Nov 28 2010, 07:59 AM
Post #1379


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Hey, I don't suppose there's any way to make a quick addition to this script so that if you have say, a red slime and a blue slime, instead of the text reading: "Red Slime appeared! Blue Slime appeared!" you could put a tag in the red slime comment box that would change the text to read: "Red Slime and friends appeared!" or just "Red Slime appeared!"

This would be useful for bosses where you have multiple parts to the boss (say an arm or a leg) than can be attacked and destroyed (without the text reading dragon appeared! dragon right arm appeared! etc!"
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Spirit_Master_X
post Dec 1 2010, 12:36 PM
Post #1380


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Script is pretty impressive.

My problem is line 133 syntax error

CODE
  = 255 # PIC_FD_OPA transparency of the image.


Do I have to import my own images into pictures and somehow tweak them into the script? if so...I'm screwed =/


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