Turan's Christmas Calendar - Day 7

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Started by ATT_Turan 72 posts Page 1 of 4 View original ↗
  1. Merry Christmas, everyone!

    I've been particularly inspired by the multitude of Advent calendars this year, so I decided at the last minute to try to produce some seasonal community contributions of my own.

    For those whose Christmas knowledge is primarily secular, a touch of background: Christmas is a holy day, on December 25th.

    There is also the Christmas season, which starts on that day and lasts for 12 days until Twelfth Night (you may be familiar with a song and/or play).

    Finally, Christmas is also an octave - an 8-day feast. And so, in that spirit (and because I don't think I could come up with more ideas to produce in time!), I give you the octave of plugins!

    Some notes for everything I post in this thread:

    • Unless otherwise noted, all plugins should function on both MV and MZ.
    • I have tested the basic functionality of everything, but please report any errors or suggest any features you'd like.
    • Plugins free for commercial use, with credit to me.
    • I will consider making compatibility patches if the other plugin is free to use (or one I own, such as a Yanfly product) and unobfuscated. Otherwise, other authors are free to modify this code to make it compatible with theirs so long as I am still credited.
    The first day's gift is one I've been requested to help with several times. I've produced solutions in threads as well as privately for a number of people, so I figured I would tweak it up with some features and put it here for everyone.

    This allows you to sort the order your skills and items are displayed in when selecting them from their respective menu screens. You can choose from several predefined orders, such as alphabetically, by cost, and by level, and skills/items can have different sort orders from each other.

    You can also manually specify an order via notetag.

    Tune in tomorrow for another release!

    Edit: All plugins now attached to the first post for convenience. There is:
    - Sorting items and skills
    - Assign skills to buttons in battle
    - Music automatically changes under danger or winning conditions
    - Adjusting overall project volume
    - Changing jump height
    - Use keyboard for entering names and numbers
    - Define variables as pointers to other variables
  2. When you told me you were going to do a couple of my ideas for plugins, this is not what I expected! :kaojoy:
    And here everyone was thinking Advent ended!
    Well now I am curious...
  3. YOOO Already this plugin will come in handy for what I'm working on. Such a small yet amazing quality of life change. I can't wait to know what else is up the sleeves.

    For sure keeping an eye on this advent!! :kaoluv:
  4. Today's little plugin comes by request of @SGHarlekin, who was frustrated that his characters hopping was insufficiently expressive.

    This gives you a plugin command to define the height of jumps, or reset it to default. Enjoy!

    jump.gif

    Updated with version 1.1 to fix the plugin command in MZ.
  5. Man, Turan, this is amazing. Both of these will be super helpful.

    Thanks for making em' work in MZ too!
  6. it seems when it jumps, it goes behind the character and back to front :p
    but I nice plugin.
  7. ShadowDragon said:
    it seems when it jumps, it goes behind the character and back to front :p
    Good catch! I hadn't noticed that.

    You may want to avoid using a jump value that will take the sprite fully into another tile, if that tile has another character on it.

    In that case, I believe that the higher ID will have precedence on displaying on top (so two events would compare which ID is higher, and all events have a higher ID than the game character).
  8. through the gif its a split millisecond, separately its visible.
    it's possible to fix, but I don't have any use of it and it doesn't
    bother me for a very short frame either. otherwise, the best work
    around either is to set the event above player and back on normal.

    same goes for any event based though.

    if it's specifically made for followers, than its a nice part to it,
    but I see what more cool plugins you make :) as those aren't really yet,
    but keep up the good work, code like code or small edits to help the
    community.
  9. Today's little plugin is more of an advanced eventer's tool.

    It was suggested by @Trihan who said it used to be a part of the editor in RPG Maker 2003 (old man :stickytongue: ) and has been missed by some people.

    So hopefully folks will find a way to make good use of it.

    It allows you to define some game variables as pointers, which always reference a second variable that they're pointing to. You use a plugin command to set a pointer, and then all regular event commands will use and manipulate the value of the variable being pointed to.

    So you might have a stock event that says
    Control Variable -> *pointer -> +1
    Control Variable -> Thing_Being_Used = *pointer

    And externally, you can change which other variable is actually being used in the commands that use *pointer. This allows your common events to be more modular in their usage.
  10. I've had a couple of days away from the forum, and this is a very nice welcome back. I'm not sure what I'd do with plugin #3, but the first 2 are definitely helpful to me.

    Thank you.
  11. ATT_Turan said:
    Good catch! I hadn't noticed that.

    You may want to avoid using a jump value that will take the sprite fully into another tile, if that tile has another character on it.

    In that case, I believe that the higher ID will have precedence on displaying on top (so two events would compare which ID is higher, and all events have a higher ID than the game character).
    You could get around this by using the spriteset's findTargetSprite function to find the sprite for the jumping character, setting its parent's sortableChildren property to true, temporarily changing the Z index of the character sprite to 9999 when it jumps, and then changing it back to what it was originally and setting sortableChildren back to false.
  12. Trihan said:
    and setting sortableChildren back to false
    Out of context, this is the sort of statement that every parent wants to make at some time or other.
  13. Trihan said:
    You could get around this by using the spriteset's findTargetSprite function to find the sprite for the jumping character, setting its parent's sortableChildren property to true
    Looks like sortableChildren is a part of the pixi version that ships with MZ. Do you know off the top of your head if there's a way to implement the fix for MV as well?

    I would be sad if emotive hops were more effective on one engine :wink:
  14. he is streaming, but for MV, we can just put event below player and back to normal.
    so for MV its a quick work around, so its not that a big deal if they know it.
  15. ShadowDragon said:
    he is streaming, but for MV, we can just put event below player and back to normal.
    so for MV its a quick work around, so its not that a big deal if they know it.
    That's not an excellent solution. If you're using this with one of the plugins that adds a jump keybinding, there's no way to know ahead of time if you might be intersecting with a tile that has another event.

    I've been working on some of the other plugins for the rest of the calendar, but if Trihan has any thoughts on this later, I'll be happy to implement the fix.
  16. Today's freebie is inspired by a game that holds a special place in my heart: Phantasy Star 3.

    While it has some objective flaws, it also has some mechanics that were ahead of its time, or even unique.

    One that struck me from my first playthrough is the dynamic music system. The battles in the game are already on the tough side, and when one fires up and you hear the special bad music, you know you're in for a rough match! But conversely, if you weather the onslaught and hear it change to the triumphant you-can-win music, it always gave me a thrill.

    This plugin allows you to define two additional battle BGM tracks to be used when the party is in danger or winning. You can have battles automatically start with them when a surprise or preemptive battle is triggered, and you can also define JavaScript conditions to make the music switch during battle.

    The default condition is a simple "which side is outnumbered?" but the code for a number of other suggestions is provided.

  17. You were right. I like-y. :kaoluv:
  18. ATT_Turan said:
    Today's freebie is inspired by a game that holds a special place in my heart: Phantasy Star 3.

    While it has some objective flaws, it also has some mechanics that were ahead of its time, or even unique.

    One that struck me from my first playthrough is the dynamic music system. The battles in the game are already on the tough side, and when one fires up and you hear the special bad music, you know you're in for a rough match! But conversely, if you weather the onslaught and hear it change to the triumphant you-can-win music, it always gave me a thrill.

    This plugin allows you to define two additional battle BGM tracks to be used when the party is in danger or winning. You can have battles automatically start with them when a surprise or preemptive battle is triggered, and you can also define JavaScript conditions to make the music switch during battle.

    The default condition is a simple "which side is outnumbered?" but the code for a number of other suggestions is provided.


    Holy cow I did not know I needed this.

    Makes such an impact on battle. Thank you @ATT_Turan
  19. Love this!
  20. I didn't do any battle system yet, but if I do, this might work out.
    while it is on outnumbered, if you use 1 actor vs 1-3, can it also
    count for actor HP for danger zone?

    as if it can be set it that way as well, it's freaking awesome ^^