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Seiryuki

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  1. Like
    Seiryuki got a reaction from Jennestia in Left-Side Currency Symbol/Icon   
    ~ Left-Side Currency Symbol/Icon v1.02 ~
    a simple script to show the currency symbol,



    or an icon, to the left of the money value


     
    Requested by
    Daemonium
     
    Description
    Allows for currency symbol, or a specified icon, to be displayed on the left-side of the money value instead of the default right-side.
     
    Compatibility
    - Version 1.02 adds ability to set the location of the gold window for the scene_menu.
    - Version 1.01 adds compatibility with YEA - Ace Core Engine's numeric digit grouping feature. Place this script below YEA - Ace Core Engine.
     
    Instructions
    See script for all the details on customising the icon etc. but is plug-n-play from the start.
     
    Screenshots

     
     
    Script
     
     
  2. Like
    Seiryuki got a reaction from mr Hieu in Multiple Skill-Types Per Skill   
    ~ Multiple Skill-Types Per Skill v1.0 ~



    allows a skill to belong to multiple skill-types


     
    Authors
    Seiryuki, FenixFyreX
     
    Script Request Topic
    http://www.rpgmakerv...le-skill-types/
     
    Description
    RMVXAce only allows for one skill-type to be assigned to a skill. This script allows a skill to belong to more than one skill-type.
     
    Compatibility
    No problems so far. Please post any compatibility issues in this topic.
     
    Instructions
    To install this script, place it above Main and below Materials.
     
    Place the following notetag in a skill's notebox to assign a skill-type to it:
    <skill-types x>
    Replace x with the skill-type ID number.
     
    You can place multiple skill-type IDs like this:
    <skill-types x , x, x>
     
    The skill-types notetag does not ignore the skill-type selected from the drop-down list in the database.
     
    Screenshots
    Not necessary. You can see the effect of this script in the Skill Menu and the Battle Command List.
  3. Like
    Seiryuki got a reaction from CT Bolt in Sell-Only Shop (ported from VX)   
    ~ Sell-Only Shop Script v1.0 ~



    a very simple script that allows the creation



    of a shop where the player can only



    sell items


     
    ported from vx
    by: Seiryuki
    date: 2011-Dec-29
    latest version: 1.0
    modifications: you no longer need to manually deactivate the sell-only shop in the shop event as it is done automatically by the script when the player exits the shop. also, instead of disabling the "buy" command, it is removed.
    additions: ability to change shop command texts for "sell" and "cancel"
     
    original script information
    author: Enelvon
    date: 2011-Apr-30
     
    original script sites
    http://www.rpgmakervx.net/index.php?showtopic=45007
    http://rmrk.net/index.php/topic,42482.msg485531.html
     
     
    instructions
    ------------------------------------------------------------------------------
    Place this script above Main, below Materials and above any other scripts that modify the
    command window of Scene_Shop.
    Rather than using a switch, this uses a script command in an event.
     
    To make your shops sell-only, call this script before shop processing:
    By default, a shop is not sell-only (shop_sell_only = false)
    This script-call must be done for every shop that you want to be sell-only.
    $game_temp.shop_sell_only = true
     
    Optional: Change text of SELL command (do before shop processing).
    Only works for a sell-only shop.
    By default, it is "Sell"
    $game_temp.es_sell_text = "Selling"
     
    Optional: Change text of CANCEL command (do before shop processing).
    Only works for a sell-only shop.
    By default, it is "Cancel"
    $game_temp.es_cancel_text = "Goodbye"
     
    NOTE: When exiting the shop, the script calls above automatically
    revert to their defaults i.e. shop_sell_only=false, etc.
    ------------------------------------------------------------------------------
    EXAMPLE OF A SELL-ONLY SHOP EVENT:
     
    @> Script: $game_temp.shop_sell_only = true
    @> Script: $game_temp.es_cancel_text = "Bye!"
    @> Shop Processing: [Potion]
    : : [Hi-Potion]
     
    ------------------------------------------------------------------------------
     
    screenshots


     
     
    script
    MediaFire Link, or

  4. Like
    Seiryuki got a reaction from AlexArmstrong in VE - Actors Battlers   
    Hi. Is there a way to make the battler overlap the actor window? I've tried raising the z value in the script but that doesn't seem the way to do it.
    This script works with YEA-AceBattleEngine, so I'm aiming to remove the draw_actor_face from YF's script and place the battler sprite over it or maybe in the actor window itself.
     
    I'm really not desperate for such a feature, but it would be nice to know if it is possible to do and maybe a little help on how I should go about achieving the effect. (Someone else had asked me for help on such a feature so I'm just trying to help that person out)
  5. Like
    Seiryuki got a reaction from cyborgmermaid in [VXA] Categorize Item Scene   
    I don't quite understand. Do you mean like a "Skills" category where you can select it and a window opens with all the skills/abilities in it? If so, then you can do already do that in the Database under the Terms tab. Create your Skill-Types (you can just create one: "Skills") and then under the Skills tab you would assign the Skills-Type "Skills" to each skill that you want in that category (skill-types are basically categories). Then make sure that the actor or class has that Skill-Type added under Traits. Now when you go in battle you would see the "Skills" category and you can select it to open up a window containing the list of skills, assuming that the actor has already learned some of those skills.
     
    If you want more control over Skill-Types in a similar way to the Categorize Item Scene script above, you can make use of this script by Kread-Ex:
    http://grimoirecastle.wordpress.com/2012/01/17/multiple-skill-types/
    or a similar script by FenixFyreX:
    http://www.rpgmakervxace.net/topic/964-multiple-skill-types-per-skill/
    It allows you to assign a skill to multiple skill-types. I use this script to have more behind-the-scenes power over what the player sees in the Skill-Type categories.
    I also created a script that makes use of the Multiple Skill-Types script above:
    http://rmrk.net/index.php?topic=44946.0
    It is called: Skill Menu With Horizontal Skill-Type Commands, and it overrides the default Skill Menu to have horizontal skill-type list instead of vertical (because I like it like that).....but.....it also has a neat feature that allows you to specify what skill-types you want to hide for each actor. Very powerful.
  6. Like
    Seiryuki got a reaction from cyborgmermaid in [VXA] Categorize Item Scene   
    ~ Categorize Item Scene v1.0 ~
    create your own categories and assign
    items, weapons, armor to them via notetags


     
    Ported from RMVX to RMVXAce
    by: Seiryuki
    on: 2012-Jan-02
     
    Original Script
    by: KGC
    on: 2008-Apr-10
    for: RMVX
    translated by: Mr. Anonymous
     
    Description
    While RMVXAce already categorises the items in the items scene into Items, Weapons, Armor, and Key Items this script allows you to create your own categories and assign items, weapons, and armor to any of them using notebox tags.
    This script also allows you to customise the size and location of the help, category, and item windows. See the Custom Layout Section for more information.
     
    Compatibility
    May not be compatible with scripts that redo the item scene.
    May be compatible with scripts that modify the item categories for shops.
     
    Instructions
    Place this script above Main and below Materials.
     
    To assign an item to a category, place <category IDENTIFIER> tag in the item's (or weapon, or armor) notebox where IDENTIFIER is the label listed in the CATEGORY_IDENTIFIER array in the Customisation Section in the script.
    You can add to or remove from the CATEGORY_IDENTIFIER list.
     
    NOTE: The following symbols are reserved and MUST NOT be used in the CATEGORY_IDENTIFIER list:
    :item, :weapon, :armor, :key_item, :all_item
     
    You can assign an item to multiple categories by simply placing more <category IDENTIFIER> tags in the item's notebox.
    NOTE: When doing that, make sure that ALLOW_DUPLICATE is set to true (see Customisation Section) or else only the last tag in the notebox will be used as the category for the item.
     
    See script for full details on setup and use.
     
    Screenshots

     
    Script
    MediaFire Link or,
     
     
     
    I'm thinking about the ability for a category to be disabled using switches for each category. I may not do that yet, but if anyone is willing then go right ahead.
     
    I also wanted to do the descriptions with symbols too, so that it would be more automatic and less of a bother to change when rearranging the order of the categories.
  7. Like
    Seiryuki got a reaction from mr Hieu in Multiple Skill-Types Per Skill   
    ~ Multiple Skill-Types Per Skill v1.0 ~



    allows a skill to belong to multiple skill-types


     
    Authors
    Seiryuki, FenixFyreX
     
    Script Request Topic
    http://www.rpgmakerv...le-skill-types/
     
    Description
    RMVXAce only allows for one skill-type to be assigned to a skill. This script allows a skill to belong to more than one skill-type.
     
    Compatibility
    No problems so far. Please post any compatibility issues in this topic.
     
    Instructions
    To install this script, place it above Main and below Materials.
     
    Place the following notetag in a skill's notebox to assign a skill-type to it:
    <skill-types x>
    Replace x with the skill-type ID number.
     
    You can place multiple skill-type IDs like this:
    <skill-types x , x, x>
     
    The skill-types notetag does not ignore the skill-type selected from the drop-down list in the database.
     
    Screenshots
    Not necessary. You can see the effect of this script in the Skill Menu and the Battle Command List.
  8. Like
    Seiryuki reacted to Zeriab in Ruby/RGSS3 questions that don't deserve their own thread   
    In that case I'd consider two options.
    Create the window once and then change its visibility.
    Loose the reference to the window after you dispose it. I.e.
    @my_window.dispose unless @my_window.disposed? @my_window = nil


     
    Be careful about using the greedy Kleene star.
    Let me give you an example. Say you have the following regular expression: regex = /<name(.*)>/i
    Sure it appears to work fine for your purpose, but let me show you what happens in a couple of cases:

    '<name 1, 2, 7>' =~ regex #=> $1 = "1, 2, 7" '<name 1><name 2><name7>' =~ regex #=> $1 = "1><name 2><name7" '<name 1><type 5>' =~ regex #=> $1 = "1><type 5"
    Remember that you scan for all the numbers in the resulting string which is ok for the first to cases, but if you have another tag on the same line then you'll get that along. Not really what you want. You can use a non-greedy approach, /<name(.*?)>/i, or use the greedy approach for all characters except >, i.e. /<name([^>]*)>/i. The trouble with using those two is the general approach that you only consider the first match rather than all matches for each line. You can do a scan like to you do for the digits.
    Do note that I have not added a space after name unlike what you have after skill-types. If I had then it would not match "<name2>" as there are no space there.
    Also, what happens if try to match against "<name>" or "<name garbage>"?
    Special cases that you should consider. Maybe it makes sense, maybe not. Maybe you should require at least one number.
     
    *hugs*
  9. Like
    Seiryuki reacted to Rhyme in Mon's Guide to Better & Badder Bosses   
    I'll be honest. You are missing a lot of things, and some of your suggestions/ideas can be greatly improved.
    ~someone asked me to post my thoughts on it~
     
    Your analogy says to me, that the boss in question has 20000 hp and you can only deal 10 damage per turn. They aren't logs, they are monsters.
     
    No they do not. Those names sound silly. There are better ways to establish a boss's danger.
     
    Alright, I'm sorry but the more I read this guide the less helpful it sounds. This is very often based on how the game is balanced. Sometimes bosses do NOT need high stats. Bosses do NOT need an array of special attacks. You can have a boss that does normal things and have high HP be a large challenge by having unique traits to a boss. Two turns for example. HP Regen. Drains physical damage. Reflects magical attacks. Weakens partymembers drastically. There are many ways to make a boss harder without going ~the easy way~ and giving it higher stats and more HP.
     
    Look above. I would also point out that anything that is a nuisance needs to be removed or replaced. A boss is not a nuisance. It is a threat.
     
     
    Again: Nuisance, annoyance. These are trivial. Don't add them to your boss if it's an annoyance. They'll just annoy players, and you do NOT want to do that. Make them a threat (haha i am repeating myself). A reason for the players to CARE about the minions. Something that motivates them to defeat the minions.
     
    You don't want to know how much I wanted to headdesk when I read this line.
    Absolutely NO. This is (apologies for harsh language)possibly the stupidest idea I've ever heard. A boss's life is more important than that. It ruins the satisfaction. You want to defeat the boss, not make the boss defeat itself. When a boss dies, it's over. The battle is done. Continue the game. Additional damage does not matter, unless the party dies too (which becomes a really dumb thing, because then you'd have to start the battle over). It is a pointless thing to add a suicide move to a boss. It might work when you're using it in story context, but do that AFTER the player knows that he/she has won. Don't kill the player in a cheap suicide move.
     
    This is not necessary for all bosses, but can be an interesting gimmick for a few. It gets annoying if every boss has this "invincible" moment where you're absolutely hopeless against it and have to endure the turns until the boss is back to being beatable. Use this sparingly.
     
    You have only Final Fantasy (and a bit of Zelda) in your examples. Final Fantasy does not have the world's bestest best bosses (by design) ever so go expand your horizon a bit.
     
    tl;dr: boss is srs bsns, look at more references. study more bosses.
    back to lurking~
  10. Like
    Seiryuki reacted to Piejamas in Mon's Guide to Better & Badder Bosses   
    If I may add, the real goal of a boss is to be a kind of final test of any skills the player has aquired through a dungeon or a certain part of the game. For instance, if you made a dungeon where enemies used a lot of status effects, by the time they got to the end, they would be better at avoiding, and playing despite, status effects. Therefore, you would want a boss that forces the player to use their newfound skills.
     
    Now, I hate to admit it, but this is done really well in the Zelda series. In most dungeons, you gain a new item, and learn how to use the item and the different uses of the item during your time in the dungeon. At the end, you often primarily need to use this item to take down the boss, in a way you couldn't have done if you hadn't already played through the dungeon.
     
    So remember, a boss isn't just an enemy with higher stats, it's a summing up of a stage of the game.
  11. Like
    Seiryuki reacted to Lil' Yami in Farewell!   
    He is leaving this forum, not VX Ace ^___^
    You can still get his stuffs in his wordpress, so don't be sad.
  12. Like
    Seiryuki got a reaction from Fomar0153 in Learn Skills based on Usage   
    Ah yes, the reset counter makes more sense so I'll do that. Thanks again for scripting this!
     
     
    EDIT : Fix for message displaying in battle even when skill already learned:
     
     
  13. Like
    Seiryuki reacted to Khas in Khas Awesome Light Effects   
    Awesome Light Effects 1.0
    by Khas Arcthunder


     
    - Introduction:
    Hello there! This is an advanced Light Effects script, which provides realistic effects. You can setup your own effects (static light sources) and create a lantern (dynamic light source).
     
    - Features:
    Realistic Light
    Light does not pass over walls, blocks and roofs
    Static Light Sources
    Dynamic Light Sources (like a player's lantern)
    Multiple effects
    Easy to use (comments)
     
    - How to use:
    All the instructions are on the Awesome Light Effects demo.
    Please read them carefully.
     
    - Video:
     
     
    - Screenshots:




     
    - Links:
    Terms of Use: English - Read before use
    Download: English - Latest version at the end of the post
    Donations: Click here!
     
    - Credits:
    Created by Khas Arcthunder
    Enjoy!
  14. Like
    Seiryuki reacted to PonchoSamurai in Hi all   
    Thanks for the welcome guys.
    Seven it is
  15. Like
    Seiryuki reacted to Knightmare in Hi all   
    Cool! A samurai has joined the boards. I got tired of seeing ninjas all the time. Now don't get me wrong I like a good ninja every now and then but I hate the way they always sneak behind me and try to steal my sword when they know darn well that I need this sword to stand up because I'm so uncoordinated...oh yeah I'm babbling...anyway welcome, I look forward to seeing your resources and if you're up for it perhaps we can spar later.
  16. Like
    Seiryuki got a reaction from Jennestia in Left-Side Currency Symbol/Icon   
    ~ Left-Side Currency Symbol/Icon v1.02 ~
    a simple script to show the currency symbol,



    or an icon, to the left of the money value


     
    Requested by
    Daemonium
     
    Description
    Allows for currency symbol, or a specified icon, to be displayed on the left-side of the money value instead of the default right-side.
     
    Compatibility
    - Version 1.02 adds ability to set the location of the gold window for the scene_menu.
    - Version 1.01 adds compatibility with YEA - Ace Core Engine's numeric digit grouping feature. Place this script below YEA - Ace Core Engine.
     
    Instructions
    See script for all the details on customising the icon etc. but is plug-n-play from the start.
     
    Screenshots

     
     
    Script
     
     
  17. Like
    Seiryuki got a reaction from Jennestia in Left-Side Currency Symbol/Icon   
    ~ Left-Side Currency Symbol/Icon v1.02 ~
    a simple script to show the currency symbol,



    or an icon, to the left of the money value


     
    Requested by
    Daemonium
     
    Description
    Allows for currency symbol, or a specified icon, to be displayed on the left-side of the money value instead of the default right-side.
     
    Compatibility
    - Version 1.02 adds ability to set the location of the gold window for the scene_menu.
    - Version 1.01 adds compatibility with YEA - Ace Core Engine's numeric digit grouping feature. Place this script below YEA - Ace Core Engine.
     
    Instructions
    See script for all the details on customising the icon etc. but is plug-n-play from the start.
     
    Screenshots

     
     
    Script
     
     
  18. Like
    Seiryuki reacted to Jennestia in Left-Side Currency Symbol/Icon   
    Ah, thanks for the script, going to see if it works better than the method I did (though I've encountered no issues with the way I do it, but I usually stray from editing core scripts since if I recall you're not supposed to lol ><)
     
    This is what I do for example:
     
     
     
     
    Was that what you meant by instead of "default right size (the typical 'G' vocab)"?
  19. Like
    Seiryuki reacted to Zerbu in Title Screen Aqua   
    Zerbu Engine Aqua is now cancelled because it's become too much work and I don't really have the time to make it, sorry. This is now a standalone script.
     

     
    This script gives you control over the title screen, from customizing its appearance to adding extra options to it.
     
    Features:
    Change the window and font options specifically for the title screen.
    Change the width and position of the title menu.
    Change the font and position of the game title, if you have it displayed.
    Randomize the title graphic and/or music.
    Add a BGS and/or ME to the title screen.
    Add your own custom "New Game" type options to the menu, with different starting positions. Also, unlike the script in the first engine, this one lets you add more than one option.
    Construct the title menu with options in the order you choose.
    The option not to show the continue option if there are no save files.
    Add a radial animation to the title screen, like VX's battle system.

     
     
  20. Like
    Seiryuki reacted to Fomar0153 in Learn Skills based on Usage   
    If you wish to change that behaviour then I suggest modifying this line:
    if @skill_uses[id] == Skill_Uses::SKILLS[id][1]
    or alternatively have it reset the skill use counter e.g.

    if @skill_uses[id] == Skill_Uses::SKILLS[id][1] @skill_uses[id] = 0 learn_skill(Skill_Uses::SKILLS[id][0]) forget_skill(id) if Skill_Uses::SKILLS[id][2] SceneManager.scene.add_text(@name + " learns " + $data_skills[skill_Uses::SKILLS[id][0]].name + ".") end
  21. Like
    Seiryuki got a reaction from Rosenblack in It's about time...right?   
    Oh...I hope you didn't mistake what I meant. I was kinda giving a hint at Revolver Ocelot from MGS3.
  22. Like
    Seiryuki reacted to Rosenblack in It's about time...right?   
    I have a lot of skills that im unaware of, turns out summoning is one of them(of all things).
    I love revolvers too , oh shotguns, sniper rifles and there less awesome cousin the normal rifle.
  23. Like
    Seiryuki got a reaction from Rosenblack in It's about time...right?   
    I've never actually seen one alive, but yea we do. You fond of them? My favourite is a revolver. *does shooting gestures*
     
    Btw, nice summon there Rosenblack . It's one of those features I extremely love in RPGs.
     
    Wow, Magic, you're from Indonesia. Whatever I've seen of the islands are really lush and beautiful. Maybe someday I can visit there.
  24. Like
    Seiryuki reacted to magic2345 in It's about time...right?   
    DID SOMEONE CALL ME?!
     
    Welcome to the forums Seiryuki! You sound really awesome, AND you got that habit of editing your posts too!
  25. Like
    Seiryuki got a reaction from Rosenblack in It's about time...right?   
    Well, every country has its good and bad sides so I'll stick with telling the good. People, unlike me, love to party and so this time of year is Carnival time in T&T. Plenty of Soca and Calypso and costume-shows to hype up for the main events in February.
     
    Anyways, thanks for the warm welcome guys!
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