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 Scripts; Updated; Scripts Demo Added
#5
Rataime's Dynamic Shadow Script:

Instructions:

Installation:

Put this script in a new class called Dynamic Shadows. Put it over both the Sun Effects Script and Wachunga’s Fog of War script if you are using it. Script is in the spoiler tags.

Usage:

Ok, jus’ an FYI, this script is caterpillar compatible. Its quite simple to use actually. I find it easier though to write down all the different commands to the scripts I have implemented, for easy reference, so I suggest you do the same. Now, here are the commands that you will need to use in order to use this script:

**All of these commands go into comments in the events, also, don’t capitalize any of the commands at any point, otherwise it wont work**

Quote:begin shadow source – starts a source of light in an event
begin shadow – starts shadows for an event (party members all have this automatically)

Now, put these in comments only if you have selected the event to be a source:

Quote:anglemin (number between 0 and 360. Example: anglemin 0)- sets angle of rotation
anglemax (number between 0 and 360. Example: anglemax 360) – sets angle of rotation
distancemax (number)- sets how far the shadow will show up.

And that’s all there is to it. Just remember Geometry; this script works in angles, 180 being half way around, and 360 being all the way around.

There is currently a bug that causes shadows to get “stuck” on the top of the window as you move down away from them.


Dynamic Shadows


Rataime's Sun Effects Script :

Instructions:

Installation:

Put this script in a new class called Dynamic Shadows. Put it under the Dynamic Shadows Script and over Wachunga’s Fog of War script if you are using it. Script is in the spoiler tags.

Usage:

Same as before, this script is Caterpillar compatible. Place this in a class under the Dynamic Shadows script (you should use both of them). Again, some commands, make sure you put them in comments inside an empty event in maps where you want a sun:

Quote:begin sun – starts a sun
(optional)
angle (number between –180 and 180)
opacity (number between 0 and 255, sets darkness of shadow)

You can also have 2 suns or more by making another even using begin sun and setting an angle for the second, third, ect.


Sun Effects


SephirothSpawn's Dynamic bank Script:

Instructions:

Installation:
Now, make a new class above 'Main' and cal it Dynamic Banks then add the spoilered script into it.


Usage:

This is a very interesting little script. It calculates interest so whenever you leave money in the bank, it will accrue interest.

Now, to call this use this in a call script:

Quote:$scene = Scene_Bank.new

Now, to adjust this to your needs you can edit these lines:

Quote:@account_balance = 0
@interest_rate = 1
@saving_bonds = []
@last_interest_time = 0

these lines effect your initial balance, and interest rate, what savings bonds you already have, and the amount of time that has passed for your bonds and interest:

Quote:interest_time = (Graphics.frame_count / Graphics.frame_rate - @last_interest_time) / 3600.0
interest_amt = (@account_balance * @interest_rate / 100.0 * interest_time).to_I

These lines affect the amount of time it takes to update your balance with the interest, and how much the interest adds to your total amount of money. Note that the 3600 is in seconds:

Quote:bonds = [ Savings_Bond.new("CD-7", 100, 7.5, 7), Savings_Bond.new("CD-14", 500, 15, 14)])

finally, these allow you to modify the bonds. Here’s a break down of how the bonds are set up above:

Quote:bonds = [ Savings_Bond.new("Bond Name", Bond Cost, Bond Intrest, Time for Bond to Mature )])

Now, if you want each bank to be different, then you can do this in the call script:
Quote:bonds = [ Savings_Bond.new("Bond Name", Bond Cost, Bond Intrest, Time for Bond to Mature )])
$scene = Scene_Bank.new(intrest)

so, in this exapmle, we want 2 custom bonds and a new intrest rate:

Quote:bonds = [Savings_Bond.new("Custom Bond 1", 10000, 30, 5), Savings_Bond.new("Custom Bond 2", 20000, 60, 10)])
$scene = Scene_Bank.new (10)

we now have 2 custom bonds and the interest rate will be set to 10%. Custom bond 1 will cost 10,000 gold, increase by 30% at maturity and take 5 hours of game play to mature, while custom bond 2 will cost 20,000 gold, increase by 60% at maturity and take 10 hours of game play to mature.


Dynamic Banks
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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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