Basimple BS5 is out!
New features include using strips and sheets for actors and enemies instead of just single-frame images, conditionals, script calls and more!
New features include using strips and sheets for actors and enemies instead of just single-frame images, conditionals, script calls and more!
Some scripts give your players the hability to move diagonally, and that’s cool. SideTop Character does, as a lot more do. However, diagonal movement is not supported in a lot of rpgmaker’s features, such as player following and direction check. This script fixes that, and should be compatible with any diagonal movement script. (At least it is with SideTop Characters).
What this script does:
What this doesn’t do:
Click on the red letters
Hello! I know this comes as a surprise (to me too), but I’ve come with a script.
Why did I make it? Who knows.
Thing’s pretty easy to use, it lets you make the same pictures you use with the event command ‘show picture’ animated, and comes with a set of options.
You just have to rig the animations on the config module, following this format:
‘animation_name’ => [frame_delay, loop_mode, [image1,image2,image3,image4,image5…]],
‘Animation_name’ is the name of the picture you’re going to use in the ‘show picture’ event, while image1,image2,etc are the images that will actually show up. There are only two loops modes: ‘once’ and ‘loop’. I’ll let you figure what does each of those two do.
This script doesn’t require molegato functions to work! Enjoy!
Edit: Fixed a bug that made pictures to stick with the same graphics the second time you shown one. Now it works neato burrito.
Sup, everypeoples!
Ok, that sounded… huh… weird. Whatever.
Little thing added to that script: Quest activation!
Now quests have four possible states:
-Not found yet: it wont even appear on the menu, variable value = 0
-Aviable: you just started the quest, but you didn’t solve it yet. variable value = 1
-Active: an Aviable quest you selected as your main quest for the time being, making a difference between the rest of quests and this one. Variable value = 2
-Solved: you finished your quest! Now it may not be activable. variable value = 3 or more.
The whole thing can be activated/deactivated on the configuration module, so you can still make it look as it was before.
Take a look on the script’s post!
Today, after centuries of not doing a shit about rgss… I present:
click on the image to download
What does this script do?
Very little, actually. But what it does is nice.
Enjoy and have fun!
Hello everybody! I’m proud today, I finished V4 of Basimple BS, and as a promise is a debt, I made the user manual.
So brace yourselves,
is here!
Script | molegato functions | manual
New features are:
Any question? Go ahead! And please, read the manual!
Edit: mini-update to fix some bugs when calling common events while a non-valid subject was selected in custom chains. Please re-download the script and manual if you’re having issues calling common events in custom chains.
And something I haven’t done in a while: NEWS FROM THE OUTSIDE WORLD!!
You wanted it. Now it’s here!
What are the new features since v2.1?
I know, it’s something ridiculously easy to script, and there’re probably more advanced alternatives to do this, but I needed this feature on my project and I’m going to use anyone else’s scripts on it. Thought I may share it anyway:
This simple script doesn’t provide a quest system. It just helps you making more user firendly the use of variables for making quests. To put it simple, you set a quest to be ridden by the variable 3. The variable value is 0, so the quest is invisible on the menu. Someone starts the quest, just by changing the variable 3 value to 1. Whenever the quest requeriments are fulfilled, any event can change the variable to 3, or any greater value, and grant a reward. The menu will show if the quest is completed or not based on that variable. You can set custom icons to any quest, and optionally, an image to show on the window. Now it also let you use the ‘activate’ function. This feature lets your player to select a certain quest, and mark it as the main one for the time being! Useful if those quests are some sort of ‘mission’ and you cannot do two of them at the same time!
That’s all. Remember you need molegato functions 1.2.1 or newer to run it!
As an example, something I was making back in the day:
Games that use this script:
Now it’s at v2.1
It has very few changes, but I find them interesting.
You have:
And here it comes…
This script allows you to change the size of any character on the maps. You can either make a map have a global size value, for close-up maps for example, or you can change a specific character via event script call.
Instructions copypasted from the script file:
# INSTRUCTIONS
# Every character will be of normal size if you don’t do anything.
# For setting a character size for a map, add this tag to its notes:
# <chara_size: size>
# Size = 1 means normal size, 2 is double, 0.5 is half, etc
# You can also change specific events, or even the player character,
# its followers, or vehicles to a specific size via event script call.
# for that, use:
# $game_map.set_vehicle_size(index,size)
# index=0 boat, 1 ship, 2 airship
# $game_map.set_event_size(number,size)
# $game_map.set_player_size(size)
# $game_map.set_followers_size(size)
Hope you like it!
WARNING: YOU’LL NEED MOLEGATO’S FUNCTIONS SCRIPT, V1.2 OR NEWER
What happens outside of my dark, dark, dark, lonely cave?