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%Q, %q, %W, %w, %x, %r, %s

I stumbled across this and found it rather informative. Obviously I knew of some of these, such as %Q, but certainly never knew of the differences between them all. And the fact that you can use any non alphanumeric chars for the parenthesis is ‘pleasurable’ ^_^

Simple Ruby on Rails

%Q | %q | %W | %w | %x | %r | %s

%Q

This is an alternative for double-quoted strings, when you have more quote characters in a string.Instead of putting backslashes in front of them, you can easily write:
>> %Q(Joe said: "Frank said: "#{what_frank_said}"")
=> "Joe said: "Frank said: "Hello!"""

The parenthesis “()” can be replaced with any other non-alphanumeric characters and non-printing characters (pairs), so the following commands are equivalent:
>> %Q!Joe said: "Frank said: "#{what_frank_said}""!
>> %Q[Joe said: "Frank said: "#{what_frank_said}""]
>> %Q+Joe said: "Frank said: "#{what_frank_said}""+

You can use also:
>> %/Joe said: "Frank said: "#{what_frank_said}""/
=> "Joe said: "Frank said: "Hello!"""

%q

Used for single-quoted strings.The syntax is similar to %Q, but single-quoted strings are not subject to expression substitution or escape sequences.
>> %q(Joe said: 'Frank said: '#{what_frank_said} ' ')
=> "Joe said: 'Frank said: '#{what_frank_said} '…

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F12 Off

Small script to disable the F12 key reset thing. Enjoy. 🙂
Link

DAPI-EX

A Custom Game . exe for rpg maker vx ace :
Link To Exe

Instructions :
– Insert above file into project,
– Add RTP files your game uses, such as fonts graphics and audio from the ace installation folder – your game will not run without these and my exe doesn’t search for them.
– Remove normal game.exe
– Open game using my DAPI-EX.exe

Accurate FPS

#===============================================================================
# ☆ Introduction
#-------------------------------------------------------------------------------
# This script was written by DekitaRPG. 
# 
# The purpose of this script is to give the developer an accurate representation
# of your frames per second. 
#
# The default FPS counter (seen by pressing F2 in game) can be wildly inaccurate. 
# 
# IMO - the purpose of a frames per second display, is to show how many times
# your frames are being refreshed each second. 
# For some reason, the F2 FPS counter is quite different from the actual 
# amount of updates the Graphics module processes each second. 
# 
# Simply pop the script in your game in a new script page and a small hud will 
# be displayed. The hud settings can be configured slightly in the Real_FPS 
# customization module.
# 
# Along with showing you the real FPS rate, this script gives you an average
# FPS rate and a total target rate, target rate shows you the percentage of 
# which your games FPS has been equal to the target FPS since the last average
# FPS refresh occurred..
# 
Script Link

Resolution Setter

#===============================================================================
# ☆ Introduction
#——————————————————————————-
# This script was written by DekitaRPG for the use with the offical high res dll.
#
# The purpose of this script is to allow the developer to easily adjust their
# selected screen resolution and thus, determine the optimum resolution setting
# for their project / computer.
#
# Simply hold ALT and press UP/DOWN/LEFT/RIGHT to change the screen resolution.
# UP/DOWN changes height and LEFT/RIGHT changes width. ALT *MUST* be held down
# for the key to trigger.
#
# Remember to refresh your scene (call the menu or something) after changing
# resolution to reset the display. No change to FPS otherwise.
#
Script Link

Customizable TCG(trading card game) Scripts && Resources

2TCG MainClick here to find out more.

 

Also: Feel free to follow me on twitter for random notifications on the stuff I get upto :p
https://twitter.com/DekitaRpg

Basic HUD/GUI

#===============================================================================
# HotFireLegend recently requested I make a small example of a HUD and explain 
# the workings behind my example. Here it is. 
# 
# NOTES: 
# - This example CAN (and should) be placed in your script editor. It 
# increases readability AND allows you to test the script and see it in action.
# - This 'tutorial' assumes you understand the basics of writing ruby code.
#===============================================================================

#===============================================================================
# 
# First, I need to make a class for my HUD. 
# I have opted to make a very simple sprite class for this example. 
# Of course, a class that makes multiple sprites would be avantageous depending
# on the type of hud you are trying to create. 
# 
# Sprites are the basic concept used to display Bitmap images on the game screen.
# 
#===============================================================================
class Time_HUD < Sprite
#===============================================================================
  #-----------------------------------------------------------------------------
  # creates sprite and bitmap.
  # super calls the initialize method from parent class 'Sprite'
  # this MUST be done before attempting to add a bitmap to the sprite.
  # Calls update method after creating bitmap to ensure data is printed 
  # immediately - it is somewhat noticeable if this is not done.
  #-----------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    self.bitmap = Bitmap.new(100,24) # Creates a new Bitmap object. 100x24
    update
  end
  #-----------------------------------------------------------------------------
  # updates sprite and bitmap. 
  # super calls update method of sprite class - not really necessary unless
  # you are creating a flash effect on the sprite.
  # self.bitmap.clear simply wipes the bitmap to ensure that it is 'blank'
  # prior to adding the new text.
  # self.bitmap.draw_text(x,y,width,height,text,alignment)
  # ^ this line draws the text onto the bitmap.
  # $game_system.playtime_s is defined within Game_System class and simply
  # returns a string (string of text) showing the time the game has been played
  #-----------------------------------------------------------------------------
  def update
    super
    self.bitmap.clear  # clears bitmap
    self.bitmap.draw_text(0,0,100,24, $game_system.playtime_s, 1)
  end
  #-----------------------------------------------------------------------------
  # calls dispose method on bitmap and then (due to super) on the sprite. 
  #-----------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose if self.bitmap
    super
  end
  #-----------------------------------------------------------------------------
  # 
  #-----------------------------------------------------------------------------
end
#===============================================================================
# Now, we are adding our new class into 'Spriteset_Map' 
# This is a class that is included in Vx Ace default scripts and shows many
# various sprites (such as tileset and characters) on the map.
#===============================================================================
class Spriteset_Map
#===============================================================================
  #-----------------------------------------------------------------------------
  # Aliased Methods
  #-----------------------------------------------------------------------------
  alias :init_hud :initialize
  alias :disp_hud :dispose
  alias :updt_hud :update
  #-----------------------------------------------------------------------------
  # Creates new instance of Time_HUD class and passes the argument of class
  # variable '@viewport2' (defined within default spriteset map)
  #-----------------------------------------------------------------------------
  def initialize
    init_hud # Calls alias data
    @time_hud = Time_HUD.new(@viewport2)
  end
  #-----------------------------------------------------------------------------
  # Disposes time hud BEFORE other dispose methods are carried out. 
  # This simply ensures that the sprite will be disposed correctly and does
  # not create any memory leaks. 
  #-----------------------------------------------------------------------------
  def dispose
    @time_hud.dispose if @time_hud
    disp_hud # Calls alias data
  end
  #-----------------------------------------------------------------------------
  # Updates time hud. This can be done before or after alias data is called, 
  # Personally, i prefer before :)
  #-----------------------------------------------------------------------------
  def update
    @time_hud.update if @time_hud
    updt_hud # Calls alias data
  end
  #-----------------------------------------------------------------------------
  # 
  #-----------------------------------------------------------------------------
end