Scripts; Updated; Scripts Demo Added
#1
Well, seeing as the RMXP community has been destroyed, again, for the third time, I am going to put up some scripts, between 20 and 25 to be exact, to facilitate some recreation.

Near Fantastica's Anti Lag Script:

Instructions:
Near’s Anti-lag script. If you have any other custom scripts, put this one above all of them in a class named Anti-Lag. If your using the shadow and sun effects scripts by Rataime, you will need this.

Anti Lag Script


Ccoa's Faces in Messages:

Instructions:

Installation:
This script has several things in different places, so bear with me. First of all there is no need to make a new class for this. Now, go to the 'Window_Message' class and press ctrl + a then come back to here, select all of the code below then press ctrl + c. Go back to you Window_Message and make sure all of it is selected and press ctrl + v. This will replace your 'Window_Message' with the one below (the spoilered script).

Then go to you 'Main' class and add this just after the begin command:
Quote: #Are we showing a face this time?
$face_showing = nil
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''

and the adding of the script is done. Now, to be able to use this is tricky. First, find a picture, i'd say 128x128 pixils at the most, and import it into the 'Pictures' folder in the Resource Manager. Remember the name of that picture!

Usage:

Now in an event, to show the picture, put this in a call script function just before the message:
Quote:
$face_showing = "name of picture"

replace "name of picture" with what ever the picture that you imported's name was and press ok. Now. In order to stop showing the picture, you mus add a new command after the message(s) or else you will get the same picture on a different characters message. So, once the current character is done speaking, put this in a call script after the message:

Quote: $face_showing = nil

That will set the pic showing to none. remember, you must do this for every picture you show in a message. With this script, the text goes over the picture so in the opacity setting while importing, make sure to put it at 100 or less, so that the text will show up.


Faces in Messages


Ccoa's Weather Script:

Instructions:

Installation:
Ok, make a new class above 'Main' and add this into it. instructions at the bottom.


Usage:
Now as to how to use this, its actually quite simple. In an empty event set to Parallel Prossess in the trigger.

Put this in a call script:
Quote:
$game_screen.weather

Now, after weather in that call script we must define the type, power, and color of weather we want. so we get this $game_screen.weather [type (selects the type of weather, so use a number 1-15 according to the list at the begging of the script), Power (sets the power of the weather 0-40, 0 being none, 40 being strongest), Hue (0-255, changes the color). so, in the event, lets say we want heavy rain in the map. the call script would look like so:
Quote:
$game_screen.weather [1, 40, 0]

Thats all there is too it.

Weather Script


Near Fantastica's Dynamic Maps:

Instructions:

Near’s Dynamic Maps script. You will need this is your going to use Wachunga’s random map generator. Put this in a class above all of your other custom scripts, but under the anti-lag script if you are using that, called Dynamic Maps, then put this into it.


Dynamic Maps

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Messages In This Thread
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 03:33 AM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 07:27 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:14 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:27 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:30 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 10:00 PM
Scripts; Updated; Scripts Demo Added - by PK8 - 03-04-2010, 10:50 AM

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