New Features
You may get up to
200 400 weather sprites!
Now scripters should be able to use the
module_attr_accessor feature like this:
Code:
module MyModule
@my_instance_variable = 100
module_attr_accessor :my_instance_variable
end
Then you should be able to access the instance variable by calling:
MyModule.my_instance_variable
or sets its value with the script call
MyModule.my_instance_variable = 2450
Most of the so called new features actually belong to RGSS3, but I preferred to make them available for RGSS1 (XP games) as well. Others are exclusive to HiddenChest!
I should have explained this earlier but it is never too late to provide the following instructions:
Formats:
InstanceOfAClass#method_name
i.e. my_sprite.mirror_y = true
SomeModule.method_name
Classes
Sprite#width and Sprite#height
Sprite#wave_amp and Sprite#wave_amp=
Sprite#wave_length and Sprite#wave_length=
Sprite#wave_speed and Sprite#wave_speed=
Sprite#wave_phase and Sprite#wave_phase=
Bitmap#gradient_fill_rect
Bitmap#blur and Bitmap#radial_blur
Font#out_color and Font#out_color=
Font#outline and Font#outline=
Font#default_out_color and Font#default_out_color=
Font#default_outline and Font#default_outline=
Modules
Graphics.width and Graphics.height
Graphics.resize_screen(new_width, new_height)
Graphics.fullscreen and Graphics.fullscreen=
RPG::Cache.face(filename_no_extension_no_folder)
* Exclusive Features *
Classes
Bitmap#text_width("string")
Bitmap#text_height("string") # Usually the same as Bitmap#height...
Sprite#flip and Sprite#flip= (aliases of Sprite#mirror and Sprite#mirror=)
Sprite#mirror_y or Sprite#flip_y
Sprite#mirror_y= or Sprite#flip_y=
Font#outline_color and Font#outline_color=
Font#default_outline_color and Font#default_outline_color=
Font#underline and Font#underline=
Font#strikethru and Font#strikethru=
Font#strikethrough and Font#strikethrough=
Font#default_underline and Font#default_underline=
Font#default_strikethru and Font#default_strikethru=
Font#default_strikethrough and Font#default_strikethrough=
RPG::Weather#sprite_max and RPG::Weather#sprite_max=
Modules
Graphics.dimensions #=> [width, height]
Graphics.save_screenshot
Saves a snapshot in the Screenshots directory located in your game project folder even if it doesn't exist.
Audio.bgm_pos and Audio.bgs_pos
useful for setting up a new song or background sound at a different position.
Terms.critical_hit and Terms.critical_hit=
(critical_hit will be used by RPG::Sprite during animations, especifically battle animations.)
Backdrop.keep_bitmap # Makes a copy of the game screen
Backdrop.blur_bitmap # Makes a blurred copy of the game screen
Backdrop.bitmap # Access to the bitmap created with any of the previous script calls
Backdrop.clear_bitmap # Clear that bitmap
Audio.play_se(filename_no_extension_no_folder, optional_volume, optional_pitch)
Audio.play_buzzer
Audio.play_ok or Audio.play_decision
Audio.play_cursor
Audio.play_cancel
Audio.play_shop
Audio.play_equip
Scripts module to let you keep track of your custom scripts and the order in which they were loaded.