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Showing content with the highest reputation on 01/17/2019 in all areas

  1. 1 point
    RK5 Debug Console "I was tired of testing stuff in the Editor - Now I can do that on move" Version: 1.2.1 def draw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them. Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly. end def features -=> Use build-in commands! Think of cheats or commands in Minecraft lel (spawn items/gold, noclip and stuff like this) -=> Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=> Check values maintained by variables etc. -=> Everything is up to you! Planned Features: -=> More commands - because why not? end def draw_instructions ● SCRIPT DIFFICULTY: ★★✰✰✰ - ★★★★✰ from build-in commands - to advanced usage ● REQUIRED SCRIPTS! [-] CP Keyboard Input script by Neon Black |> [profile] http://forums.rpgmakerweb.com/index.php?/profile/626-neon-black/ |> [script] http://pastebin.com/raw/rD4rQtKP ● USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=> Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=> Type /help in console to view available commands and such. end def draw_currenty_available_commands end def create_screenshots # Screenshots #Some gifs showing this script in action: @> Testing stuff on fresh project @> 'HOOK' Command! @> Testing commands ~ Uses version under development @> Toying with menu ~ Uses version under development end def terms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. Contact me first. -=> You ARE allowed to edit this script to your needs. -=> You ARE NOT allowed to repost or post modified versions of this script without my permission. -=> You ARE DEFINITELY NOT allowed to claim this script as your own. Just to be clear. ^,^ -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well While I won't kill anybody for breaking these terms of use, it still would be a violation of personal rights, that shouldn't happen. By using this script you accept these terms of use. Not reading them DOES NOT exempt you from liability. end def put_download_link download_link = RK5 Debug Console V.1.2.1 by Rikifive.txt +8 required_script = CP Keyboard Input script v1.0a by Neon Black #CHANGELOG end
  2. 1 point
    Then I would do this return if $game_switches[If_By_Switch::AUTOSAVE_OFF] == false && If_By_Switch::AUTOSAVEBB_SWITCH || If_By_Switch::AUTOSAVEM_SWITCH || If_By_Switch::AUTOSAVETM_SWITCH || If_By_Switch::AUTOSAVE_SWITCH Then put If_By_Switch::AutoSAVE_OFF = 1 # whatever switch you plan to use. inside your module. Another though is maybe you can turn a switch on based on other code. So that you only have to check for one switch not four. In each section that would turn on your AUTOSAVE... switch you would just turn on that one common switch which would be in each part of the code.
  3. 1 point
    Good morning guys~ Any ideas on where someone begin to learn coding or how to modify codes? I want to combine Mv's moghunter monogatari but have yanflys actor variables page as well as a quest page and a skill tree page/ >w>
  4. 1 point
    Not entirely sure. I would have to play with it, but some of the code looks off. def ALL_SWITCH return $game_switches[0] return true unless ALL_SWITCH.nil? && AUTOSAVEBB_SWITCH ||\ AUTOSAVEM_SWITCH ||\ AUTOSAVETM_SWITCH ||\ AUTOSAVE_SWITCH end This looks like it will return right after reading first line.. Returning the value in $game_switches[0] nothing else gets run. Maybe you wanted it to say return if $game_switches[0] == false But you would have to specify a specific switch not 0.
  5. 1 point
    Long time no see everyone, it's been about a year. Since I've vanished for so long and stopped working on my game due to health reasons and i was making too big a project for my first round, i am now working on a smaller project, featuring some of these characters and more! They are all from a Dungeons and Dragons Podcast I'm in, Tales of swordfall! Definitely listen if you have the chance. I know it's rude to ask a question so soon, but I am trying out moghunters menu currently, and I have the Scene_Item_back and Scene_Status_back Scene_Save_Back with the other options as well as Scene_Menu_back it looks like all the backgrounds show up, except the menu. it's very odd. Any suggestions? Also, I'm glad to be back, I wasn't here long but I I'm glad to be back. Werble-2F8B87EE3.MOV
  6. 1 point
    Well the error is because you did not point to the value correctly. If_By_Switch::ALL_SWITCH Autosave.call if ToddAutoSaveAce::AUTOSAVETM && If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVETM_SWITCH You could also use the include command class Scene_Map < Scene_Base include If_By_Switch You'll need to do the same for the autosave module commands
  7. 1 point
    Uuugh.... I was toiling over a error that made no sense for a good 15 minutes... then I realized I forgot to add 'def' in front of a method definition. >_> Even experienced programmers can still make noob mistakes sometimes!
  8. 1 point
    I'm just here with some gamedev inspiring music. Or, this here is a version made from the voice of one YouTuber...
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