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Posts posted by PhoenixSoul
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One note:
If using a script the removes the gold window (Calestian's Currencies is one example), change the following line:
@lim_inv = Window_MenuLimInv.new(@gold_window.width)
to
@lim_inv = Window_MenuLimInv.new(@command_window.width)
and it will no longer have the gold window related crash. Of course, it will no longer be at the bottom, but that can be adjustable.
Speaking of adjustments...
I've managed to figure out how to make the script display float values for the current and max inventory (~nnn.f), but...
<inv_size: n.f> is not working, no matter what I do to the script. Like, sometimes, a smaller than 1.0 value is more accurately reflective, but not 0.0. A small vial of liquid should be represented properly, and this script is not allowing me to do so. Make sense? No? Play TES III: Morrowind for an hour and count how many items weigh less than 1, but more than 0. (that was one example of a game that has such a mechanic-there are many others and it makes sense to me anyway) -
Yanfly-Battle Command:
Yanfly - Battle Command List.rb
Or, alternatively, copy and paste this:
Spoiler#============================================================================== # # ¥ Yanfly Engine Ace - # -- Last Updated: 2012.12.18 # -- Level: Normal # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-BattleCommandList"] = true #============================================================================== # ¥ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.12.18 - Completely fixed the command hide switch bug. # 2012.12.17 - Fixed Bug with command hide until switch. # 2012.01.10 - Compatibility Update: Battle System FTB # 2011.12.30 - Bug Fixed: Disappearing windows when no confirm window is used. # 2011.12.26 - Bug Fixed: Actor Command Window disappears without Battle Engine # Ace installed. # 2011.12.19 - Compatibility Update: Class System # - New Actor Command: Subclass List # 2011.12.17 - Bug Fixed: Item command from Actor Command Window fixed. # 2011.12.15 - Bug Fixed: Prevented multiple actions per battler. # 2011.12.13 - Compatibility Update: Command Equip # Compatibility Update: Add-On: Command Party # 2011.12.12 - Compatibility Update: Command Autobattle # 2011.12.10 - Started Script and Finished. # - Compatibility Update: Combat Log Display # #============================================================================== # ¥ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script allows you to change the order to commands that appear in battle # for the Party Command Window and Actor Command Window. In addition to the # ability to change the order commands appear, you may also add commands to the # Actor Command Window that can trigger the usage of skills and/or items. The # Confirm Command Window is also a new addition that appears at the end of the # action select phase (after the last actor has made a choice) before entering # the battle phase. # #============================================================================== # ¥ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save. # # ----------------------------------------------------------------------------- # Actor Notetags - These notetags go in the actors notebox in the database. # ----------------------------------------------------------------------------- # <command list> # string # string # </command list> # These lines go inside of an actor's notebox to adjust the battle commands # that appear in the actor's Actor Command Window. Refer to the module as to # what to use for the strings. If a custom command list is used for an actor, # it will take priority over its class's custom command list, which takes place # over the default command list. # # ----------------------------------------------------------------------------- # Class Notetags - These notetags go in the class notebox in the database. # ----------------------------------------------------------------------------- # <command list> # string # string # </command list> # These lines go inside of a class's notebox to adjust the battle commands # that appear in the actor's Actor Command Window. Refer to the module as to # what to use for the strings. A custom command list for a class does not take # priority over an actor's custom command list, but it does take priority over # the default command list. # # ----------------------------------------------------------------------------- # Skill Notetags - These notetags go in the skill notebox in the database. # ----------------------------------------------------------------------------- # <command name: string> # If this skill is being used as a command, it will use "string" to replace the # skill's name in the command list window. # # <command hide until learn> # This hides the command until the actor has learned the respective skill for # the command to appear in the actor's command list. # # <command hide until usable> # This hides the command until the actor is capable of using the command by # meeting TP costs or MP costs. # # <command hide until switch: x> # This switch x is OFF, then the command remains hidden. If the switch is ON, # then the command becomes enabled and appears in the command list. # # ----------------------------------------------------------------------------- # Item Notetags - These notetags go in the item notebox in the database. # ----------------------------------------------------------------------------- # <command name: string> # If this item is being used as a command, it will use "string" to replace the # item's name in the command list window. # # <command hide until usable> # This hides the command until the actor is capable of using the command as # long as that item is usable normally. # # <command hide until switch: x> # This switch x is OFF, then the command remains hidden. If the switch is ON, # then the command becomes enabled and appears in the command list. # #============================================================================== # ¥ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # # For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place # this script under Ace Battle Engine. # #============================================================================== module YEA module BATTLE_COMMANDS #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Command Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This section adjusts the commands for the Party Command Window. Rearrange # commands as you see fit or add in new ones. Here's a list of which # command does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :fight Enters the command selection phase for actors. Default. # :escape Party attempts to escape from battle. Default. # # :combatlog Requires YEA - Combat Log Display. # :autobattle Requires YEA - Command Autobattle. # :party Requires YEA - Party System Add-On: Command Party. # # And that's all of the currently available commands. This list will be # updated as more scripts become available. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array arranges the order of which the commands appear in the Party # Command window. PARTY_COMMANDS =[ :fight, :autobattle, :party, # :custom1, # :custom2, :escape, ] # Do not remove this. #-------------------------------------------------------------------------- # - Party Command Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects in battle, # use this hash to manage the custom commands for the Party Command Window. # You can disable certain commands or prevent them from appearing by using # switches. If you don't wish to bind them to a switch, set the proper # switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_PARTY_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :custom1 => [ "Custom Name", 0, 0, :command_name1], :custom2 => [ "Custom Name", 13, 0, :command_name2], } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Actor Command Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This section only adjusts the default commands for actors. If you wish # for an actor to have a unique command list, use the notetags listed in # the instructions to apply them. The custom command lists for actors will # override this command list. # # Here's a list of which command does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # "ATTACK" Normal attack for actor. Default. # "SKILL LIST" All of the skill types the actor can use. Default. # "DEFEND" Set defend action for actor. Default. # "ITEMS" Opens up the item menu for the actor. Default. # # "SKILL TYPE X" Specifically puts in skill type X if actor has it. # "SKILL X" Uses Skill X in that slot. # "ITEM X" Uses Item X in that slot. # # "AUTOBATTLE" Requires YEA - Command Autobattle. # "EQUIP" Requires YEA - Command Equip # "SUBCLASS LIST" Requires YEA - Class System. Adds subclass skill types. # # And that's all of the currently available commands. This list will be # updated as more scripts become available. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array arranges the order of which the commands appear in the Actor # Command window if the actor does not have a custom command list. DEFAULT_ACTOR_COMMANDS =[ # "AUTOBATTLE", "ATTACK", "SKILL LIST", "SUBCLASS LIST", "DEFEND", "ITEMS", "EQUIP", ] # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Confirm Command Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # The confirm window is something new that's been added. It shows after the # last actor has made a decision as to what actions the player wishes to # take for the turn Here's a list of which command does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :execute Start the battle turn. Comes with this script. # # :combatlog Requires YEA - Combat Log Display. # # And that's all of the currently available commands. This list will be # updated as more scripts become available. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- USE_CONFIRM_WINDOW = true # Set to false if you don't wish to use it. # This array arranges the order of which the commands appear in the Party # Command window. CONFIRM_COMMANDS =[ :execute, :combatlog, # :custom1, # :custom2, ] # Do not remove this. # This sets what text appears for the execute command. EXECUTE_VOCAB = "Execute" #-------------------------------------------------------------------------- # - Confirm Command Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects in battle, # use this hash to manage the custom commands for the Confirm Command # Window. You can disable certain commands or prevent them from appearing # by using switches. If you don't wish to bind them to a switch, set the # proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_CONFIRM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :custom1 => [ "Custom Name", 0, 0, :command_name1], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this. end # BATTLE_COMMANDS end # YEA #============================================================================== # ¥ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== module YEA module REGEXP module BASEITEM COMMAND_LIST_ON = /<(?:COMMAND_LIST|command list)>/i COMMAND_LIST_OFF = /<\/(?:COMMAND_LIST|command list)>/i end # BASEITEM module USABLEITEM COMMAND_NAME = /<(?:COMMAND NAME|command name):[ ](.*)>/i COMMAND_HIDE_LEARN = /<(?:COMMAND_HIDE_UNTIL_LEARN|command hide until learn)>/i COMMAND_HIDE_USABLE = /<(?:COMMAND_HIDE_UNTIL_USABLE|command hide until usable)>/i COMMAND_HIDE_SWITCH = /<(?:COMMAND_HIDE_UNTIL_SWITCH|command hide until switch):[ ](\d+)>/i end # USABLEITEM end # REGEXP end # YEA #============================================================================== # ¡ DataManager #============================================================================== module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_bcl load_database; end def self.load_database load_database_bcl load_notetags_bcl end #-------------------------------------------------------------------------- # new method: load_notetags_bcl #-------------------------------------------------------------------------- def self.load_notetags_bcl groups = [$data_actors, $data_classes, $data_skills, $data_items] for group in groups for obj in group next if obj.nil? obj.load_notetags_bcl end end end end # DataManager #============================================================================== # ¡ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :battle_commands #-------------------------------------------------------------------------- # common cache: load_notetags_bcl #-------------------------------------------------------------------------- def load_notetags_bcl @battle_commands = [] @command_list = false #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::COMMAND_LIST_ON @command_list = true when YEA::REGEXP::BASEITEM::COMMAND_LIST_OFF @command_list = false else next unless @command_list @battle_commands.push(line.to_s.upcase) #--- end } # self.note.split #--- if @battle_commands == [] and self.is_a?(RPG::Class) @battle_commands = YEA::BATTLE_COMMANDS::DEFAULT_ACTOR_COMMANDS end end end # RPG::BaseItem #============================================================================== # ¡ RPG::UsableItem #============================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :command_name attr_accessor :command_hide_until_learn attr_accessor :command_hide_until_usable attr_accessor :command_hide_until_switch #-------------------------------------------------------------------------- # common cache: load_notetags_bcl #-------------------------------------------------------------------------- def load_notetags_bcl @command_name = @name.clone @command_hide_until_switch = 0 #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::USABLEITEM::COMMAND_NAME @command_name = $1.to_s when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_LEARN @command_hide_until_learn = true when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE @command_hide_until_usable = true when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_SWITCH @command_hide_until_switch = $1.to_i #--- end } # self.note.split #--- end end # RPG::UsableItem #============================================================================== # ¡ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: battle_commands #-------------------------------------------------------------------------- def battle_commands return self.actor.battle_commands unless actor.battle_commands == [] return self.class.battle_commands end #-------------------------------------------------------------------------- # new method: next_command_valid? #-------------------------------------------------------------------------- def next_command_valid? if $imported["YEA-BattleSystem-FTB"] && BattleManager.btype?(:ftb) return false end return false if @action_input_index >= @actions.size - 1 return true end end # Game_Actor #============================================================================== # ¡ Window_PartyCommand #============================================================================== class Window_PartyCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS case command when :fight add_command(Vocab::fight, :fight) when :escape add_command(Vocab::escape, :escape, BattleManager.can_escape?) when :combatlog next unless $imported["YEA-CombatLogDisplay"] add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog) when :autobattle next unless $imported["YEA-CommandAutobattle"] add_autobattle_command when :party next unless $imported["YEA-PartySystem"] next unless $imported["YEA-CommandParty"] add_party_command else process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command) show = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][0] switch = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end end # Window_PartyCommand #============================================================================== # ¡ Window_ConfirmCommand #============================================================================== class Window_ConfirmCommand < Window_Command #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize super(0, 0) deactivate hide end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return 128; end #-------------------------------------------------------------------------- # visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return 4; end #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS case command when :execute text = YEA::BATTLE_COMMANDS::EXECUTE_VOCAB add_command(text, :execute) when :combatlog next unless $imported["YEA-CombatLogDisplay"] add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog) else process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command) show = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][0] switch = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end #-------------------------------------------------------------------------- # setup #-------------------------------------------------------------------------- def setup clear_command_list make_command_list refresh select(0) activate self.openness = 255 show end #-------------------------------------------------------------------------- # process_handling #-------------------------------------------------------------------------- if $imported["YEA-BattleEngine"] def process_handling return unless open? && active return process_dir4 if Input.repeat?(:LEFT) return super end #-------------------------------------------------------------------------- # process_dir4 #-------------------------------------------------------------------------- def process_dir4 Sound.play_cursor Input.update deactivate call_handler(:dir4) end end # $imported["YEA-BattleEngine"] end # Window_ConfirmCommand #============================================================================== # ¡ Window_ActorCommand #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias window_actorcommand_setup_bcl setup def setup(actor) window_actorcommand_setup_bcl(actor) show end #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list return if @actor.nil? @stype_list = [] for command in @actor.battle_commands case command.upcase #--- when /ATTACK/i add_attack_command when /SKILL LIST/i add_skill_commands when /DEFEND/i add_guard_command when /ITEMS/i add_item_command #--- when /SKILL TYPE[ ](\d+)/i add_skill_type_command($1.to_i) when /SKILL[ ](\d+)/i add_skill_id_command($1.to_i) when /ITEM[ ](\d+)/i add_item_id_command($1.to_i) #--- when /AUTOBATTLE/i next unless $imported["YEA-CommandAutobattle"] add_autobattle_command when /EQUIP/i next unless $imported["YEA-CommandEquip"] add_equip_command when /SUBCLASS LIST/i add_subclass_skill_types #--- else; next end end end #-------------------------------------------------------------------------- # overwrite method: add_skill_commands #-------------------------------------------------------------------------- def add_skill_commands @actor.added_skill_types.each do |stype_id| next if @stype_list.include?(stype_id) next if include_subclass_type?(stype_id) add_skill_type_command(stype_id) end end #-------------------------------------------------------------------------- # new method: include_subclass_type? #-------------------------------------------------------------------------- def include_subclass_type?(stype_id) return false unless $imported["YEA-ClassSystem"] return @actor.subclass_skill_types.include?(stype_id) end #-------------------------------------------------------------------------- # new method: add_subclass_skill_types #-------------------------------------------------------------------------- def add_subclass_skill_types return unless $imported["YEA-ClassSystem"] return if @actor.subclass.nil? @actor.subclass_skill_types.sort.each do |stype_id| next if @stype_list.include?(stype_id) add_skill_type_command(stype_id) end end #-------------------------------------------------------------------------- # new method: add_skill_type_command #-------------------------------------------------------------------------- def add_skill_type_command(stype_id) return unless @actor.added_skill_types.include?(stype_id) return if @stype_list.include?(stype_id) @stype_list.push(stype_id) name = $data_system.skill_types[stype_id] add_command(name, :skill, true, stype_id) end #-------------------------------------------------------------------------- # new method: add_skill_id_command #-------------------------------------------------------------------------- def add_skill_id_command(skill_id) return if $data_skills[skill_id].nil? return unless add_use_skill?(skill_id) name = $data_skills[skill_id].command_name add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id) end #-------------------------------------------------------------------------- # new method: add_use_skill? #-------------------------------------------------------------------------- def add_use_skill?(skill_id) skill = $data_skills[skill_id] return false if hide_until_learn?(skill) return false if hide_until_usable?(skill) return false if hide_until_switch?(skill) return true end #-------------------------------------------------------------------------- # new method: hide_until_learn? #-------------------------------------------------------------------------- def hide_until_learn?(skill) return false unless skill.command_hide_until_learn return false if @actor.skill_learn?(skill) return false if @actor.added_skills.include?(skill.id) return true end #-------------------------------------------------------------------------- # new method: hide_until_usable? #-------------------------------------------------------------------------- def hide_until_usable?(skill) return false unless skill.command_hide_until_usable return false if @actor.usable?(skill) return true end #-------------------------------------------------------------------------- # new method: hide_until_switch? #-------------------------------------------------------------------------- def hide_until_switch?(skill) return false unless skill.command_hide_until_switch > 0 return false if $game_switches[skill.command_hide_until_switch] return true end #-------------------------------------------------------------------------- # new method: use_skill_valid? #-------------------------------------------------------------------------- def use_skill_valid?(skill_id) skill = $data_skills[skill_id] return false unless @actor.skill_conditions_met?(skill) return true end #-------------------------------------------------------------------------- # new method: add_item_id_command #-------------------------------------------------------------------------- def add_item_id_command(item_id) return if $data_items[item_id].nil? return unless add_use_item?(item_id) name = $data_items[item_id].command_name add_command(name, :use_item, use_item_valid?(item_id), item_id) end #-------------------------------------------------------------------------- # new method: add_use_item? #-------------------------------------------------------------------------- def add_use_item?(item_id) item = $data_items[item_id] return false if hide_until_usable?(item) return false if hide_until_switch?(item) return true end #-------------------------------------------------------------------------- # new method: use_item_valid? #-------------------------------------------------------------------------- def use_item_valid?(item_id) item = $data_items[item_id] return false unless @actor.item_conditions_met?(item) return true end end # Window_ActorCommand #============================================================================== # ¡ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: create_all_windows #-------------------------------------------------------------------------- alias scene_battle_create_all_windows_bcl create_all_windows def create_all_windows scene_battle_create_all_windows_bcl create_confirm_command_window end #-------------------------------------------------------------------------- # alias method: create_party_command_window #-------------------------------------------------------------------------- alias create_party_command_window_bcl create_party_command_window def create_party_command_window create_party_command_window_bcl process_custom_party_commands end #-------------------------------------------------------------------------- # new method: process_custom_party_commands #-------------------------------------------------------------------------- def process_custom_party_commands for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS next unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command) called_method = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][3] @party_command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # alias method: create_actor_command_window #-------------------------------------------------------------------------- alias create_actor_command_window_bcl create_actor_command_window def create_actor_command_window create_actor_command_window_bcl @actor_command_window.set_handler(:use_skill, method(:command_use_skill)) @actor_command_window.set_handler(:use_item, method(:command_use_item)) end #-------------------------------------------------------------------------- # alias method: start_actor_command_selection #-------------------------------------------------------------------------- alias start_actor_command_selection_bcl start_actor_command_selection def start_actor_command_selection @confirm_command_window.hide unless @confirm_command_window.nil? start_actor_command_selection_bcl @actor_command_window.show end #-------------------------------------------------------------------------- # new method: command_use_skill #-------------------------------------------------------------------------- def command_use_skill @skill = $data_skills[@actor_command_window.current_ext] BattleManager.actor.input.set_skill(@skill.id) BattleManager.actor.last_skill.object = @skill status_redraw_target(BattleManager.actor) if $imported["YEA-BattleEngine"] $game_temp.battle_aid = @skill if @skill.for_opponent? select_enemy_selection elsif @skill.for_friend? select_actor_selection else next_command $game_temp.battle_aid = nil end else if !@skill.need_selection? next_command elsif @skill.for_opponent? select_enemy_selection else select_actor_selection end end end #-------------------------------------------------------------------------- # new method: command_use_item #-------------------------------------------------------------------------- def command_use_item @item = $data_items[@actor_command_window.current_ext] BattleManager.actor.input.set_item(@item.id) status_redraw_target(BattleManager.actor) if $imported["YEA-BattleEngine"] $game_temp.battle_aid = @item if @item.for_opponent? select_enemy_selection elsif @item.for_friend? select_actor_selection else next_command $game_temp.battle_aid = nil end else if !@item.need_selection? next_command elsif @item.for_opponent? select_enemy_selection else select_actor_selection end end end #-------------------------------------------------------------------------- # alias method: on_actor_ok #-------------------------------------------------------------------------- alias scene_battle_on_actor_ok_bcl on_actor_ok def on_actor_ok scene_battle_on_actor_ok_bcl return if !@confirm_command_window.nil? && @confirm_command_window.visible @actor_command_window.show end #-------------------------------------------------------------------------- # alias method: on_actor_cancel #-------------------------------------------------------------------------- alias scene_battle_on_actor_cancel_bcl on_actor_cancel def on_actor_cancel scene_battle_on_actor_cancel_bcl case @actor_command_window.current_symbol when :use_skill, :use_item @help_window.hide @status_window.show @actor_command_window.activate status_redraw_target(BattleManager.actor) end end #-------------------------------------------------------------------------- # alias method: on_enemy_ok #-------------------------------------------------------------------------- alias scene_battle_on_enemy_ok_bcl on_enemy_ok def on_enemy_ok scene_battle_on_enemy_ok_bcl return if !@confirm_command_window.nil? && @confirm_command_window.visible @actor_command_window.show end #-------------------------------------------------------------------------- # alias method: on_enemy_cancel #-------------------------------------------------------------------------- alias scene_battle_on_enemy_cancel_bcl on_enemy_cancel def on_enemy_cancel scene_battle_on_enemy_cancel_bcl case @actor_command_window.current_symbol when :use_skill, :use_item @help_window.hide @status_window.show @actor_command_window.activate status_redraw_target(BattleManager.actor) end end #-------------------------------------------------------------------------- # new method: status_redraw_target #-------------------------------------------------------------------------- def status_redraw_target(target) return unless target.actor? @status_window.draw_item($game_party.battle_members.index(target)) end #-------------------------------------------------------------------------- # new method: create_confirm_command_window #-------------------------------------------------------------------------- def create_confirm_command_window return unless YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW @confirm_command_window = Window_ConfirmCommand.new @confirm_command_window.viewport = @info_viewport @confirm_command_window.set_handler(:execute, method(:command_execute)) @confirm_command_window.set_handler(:cancel, method(:on_confirm_cancel)) @confirm_command_window.set_handler(:dir4, method(:on_confirm_cancel)) @confirm_command_window.unselect @confirm_command_window.x = Graphics.width process_custom_confirm_commands process_confirm_compatibility_commands end #-------------------------------------------------------------------------- # new method: process_custom_confirm_commands #-------------------------------------------------------------------------- def process_custom_confirm_commands for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS next unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command) called_method = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][3] @party_command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: process_confirm_compatibility_commands #-------------------------------------------------------------------------- def process_confirm_compatibility_commands #--- if $imported["YEA-CombatLogDisplay"] @confirm_command_window.set_handler(:combatlog, method(:open_combatlog)) end #--- end #-------------------------------------------------------------------------- # new method: start_confirm_command_selection #-------------------------------------------------------------------------- def start_confirm_command_selection if $imported["YEA-BattleEngine"] @status_window.show redraw_current_status @status_aid_window.hide end @status_window.unselect @actor_command_window.hide @confirm_command_window.setup end #-------------------------------------------------------------------------- # new method: on_confirm_cancel #-------------------------------------------------------------------------- def on_confirm_cancel @confirm_command_window.hide unless @confirm_command_window.nil? @actor_command_window.show @actor_command_window.setup(BattleManager.actor) @status_window.select(BattleManager.actor.index) prior_command unless BattleManager.actor.inputable? end #-------------------------------------------------------------------------- # alias method: next_command #-------------------------------------------------------------------------- alias scene_battle_next_command_bcl next_command def next_command if prompt_next_actor? scene_battle_next_command_bcl elsif YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW start_confirm_command_selection else turn_start end end #-------------------------------------------------------------------------- # new method: prompt_next_actor? #-------------------------------------------------------------------------- def prompt_next_actor? index = @status_window.index last_index = $game_party.battle_members.size - 1 for member in $game_party.battle_members.reverse break if member.inputable? last_index -= 1 end if index >= last_index actor = $game_party.battle_members[index] return true if prompt_ftb_action?(actor) return true if actor.next_command_valid? return false if YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW end return true end #-------------------------------------------------------------------------- # new method: prompt_ftb_action? #-------------------------------------------------------------------------- def prompt_ftb_action?(actor) return false unless $imported["YEA-BattleEngine"] return false unless $imported["YEA-BattleSystem-FTB"] return false unless BattleManager.btype?(:ftb) return actor.current_action.valid? end #-------------------------------------------------------------------------- # new method: command_execute #-------------------------------------------------------------------------- def command_execute @confirm_command_window.close turn_start end #-------------------------------------------------------------------------- # new method: command_name1 #-------------------------------------------------------------------------- def command_name1 # Do nothing. end #-------------------------------------------------------------------------- # new method: command_name2 #-------------------------------------------------------------------------- def command_name2 # Do nothing. end end # Scene_Battle #============================================================================== # # ¥ End of File # #==============================================================================
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On 3/22/2022 at 11:43 AM, Eric Matyas said:"SPIFF THE SPACEMAN"
lolz
An homage to Calvin and Hobbes; nice, very nice. -
Scrolling Battleback:
Currently, this script is available, but the formatting, is broken, even Archeia's editing didn't fix it properly.
Well, this archive has it fixed properly.
Spoiler=begin Scrolling Battle Background Creator: Ossra (RMWeb) Fixer: KBGaming =end #============================================================================== #** NS #============================================================================== class NS; end #NS #============================================================================== # ** NS::Battle_Plane #============================================================================== class NS::Battle_Plane # Switch to Enable Scrolling Background Enable_Switch = 15 # Variables for Horizontal and Vertical Scroll Speed Back1_X_Variable = 10 Back1_Y_Variable = 11 Back2_X_Variable = 12 Back2_Y_Variable = 13 end # NS::Battle_Plane #============================================================================== #** Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- #* Create Battle Background (Floor) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_C42W53GD_sb_create_battleback1) alias_method(:battleback_C42W53GD_sb_create_battleback1, :create_battleback1) end def create_battleback1(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back1_sprite = Plane.new(@viewport1) @back1_sprite.bitmap = battleback1_bitmap @back1_sprite.z = 0 @back1_sprite_ox = 0 @back1_sprite_oy = 0 else battleback_C42W53GD_sb_create_battleback1(*args, &block) end end #-------------------------------------------------------------------------- # * Create Battle Background (Wall) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_ms67JgWE_sb_create_battleback2) alias_method(:battleback_ms67JgWE_sb_create_battleback2, :create_battleback2) end def create_battleback2(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back2_sprite = Plane.new(@viewport1) @back2_sprite.bitmap = battleback2_bitmap @back2_sprite.z = 1 @back2_sprite_ox = 0 @back2_sprite_oy = 0 else battleback_ms67JgWE_sb_create_battleback2(*args, &block) end end #-------------------------------------------------------------------------- #* Update Battle Background (Floor) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_HNirC0QE_sb_update_battleback1) alias_method(:battleback_HNirC0QE_sb_update_battleback1, :update_battleback1) end def update_battleback1(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back1_sprite_ox += $game_variables[NS::Battle_Plane::Back1_X_Variable].to_f / 64 @back1_sprite_oy += $game_variables[NS::Battle_Plane::Back1_Y_Variable].to_f / 64 @back1_sprite.ox = @back1_sprite_ox * 16 @back1_sprite.oy = @back1_sprite_oy * 16 else battleback_HNirC0QE_sb_update_battleback1(*args, &block) end end #-------------------------------------------------------------------------- # * Update Battle Background (Wall) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_zmrQkMCU_sb_update_battleback2) alias_method(:battleback_zmrQkMCU_sb_update_battleback2, :update_battleback2) end def update_battleback2(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back2_sprite_ox += $game_variables[NS::Battle_Plane::Back2_X_Variable].to_f / 64 @back2_sprite_oy += $game_variables[NS::Battle_Plane::Back2_Y_Variable].to_f / 64 @back2_sprite.ox = @back2_sprite_ox * 16 @back2_sprite.oy = @back2_sprite_oy * 16 else battleback_zmrQkMCU_sb_update_battleback2(*args, &block) end end end # Spriteset_Battle
For those who would rather DL directly...
Ossra-Scrolling Battle BG.rb
Internet volatility is garbage! I am glad this topic is PINNED. -
Does MZ have a global save data plugin?
I wouldn't know; I am not an MZ user (yet). -
NUL is 0x00. In essence, blank data. In HxD, it'll appear as a dot in the text field. Yes, the data is 'gone'.
(in actuality, the data was not restored from NUL to SET - the save was only half done)
If we had access to the rvdata side of the source code, we could potentially fix this problem and possibly restore lost data.
(there's no reason we shouldn't have some kind of debugging tool for this or more people with source code access for these reasons among others)
Anyway, I really hope you figure it out, else, you may have to dig through a compressed iteration of your project, if you have releases out there that are compressed.
(I don't think it's fair to have a compression algorithm without a decompressor that comes with the software just in case something goes wrong - but that's how I'd do it and I guess I'm weird and different and 'uNaMeRiCaN' or whatever because of how I was raised)
MapInfo is literally a list of all the maps in the project, and what order the editor loads them in, along with various metadata not stored with Map###.
In truth, all one should focus on is reloading in the map data, and the MapInfo should regenerate itself. -
Makes me wonder if dropping one of them in Notepad++, quicksaving it and then trying to re-import the file would make any difference.
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I have only one word...

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Two Thousand Twenty Two version of the Rick Roll. lmfao
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On 2/3/2022 at 4:10 PM, ElCodes said:The first RPG Maker I used was XP and never used 2003... but I do remember the square... Just couldn't remember what it did. I've done a bit of research and I think you mean ceiling tiles? Currently, I haven't got anything in place for ceiling tiles. I might be able to add them though... I'd just need to see a video or something of them in action to figure out how they work.
A lot of older JRPG's have walls where the sprites can be hidden by these tiles. Final Fantasy V even has hidden passageways embedded in them (and a job skill related to revealing them), so there's plenty of reference material showing ceiling/high wall/passage wall tiles in action. A DuckDuckGo search query should be sufficient. (the server is misbehaving and thus nothing is working properly so only one letter of that is a hyperlink)
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15 hours ago, Natsuki-9 said:By the way, I just remembered the way how RPG Maker 2003 used to configure these tiles, it used a square, so you would be able to pass "under" the wall at the first tile, a 3D style like.
Is that possible on UR-RPG? If not, maybe you should consider it's an option that almost is not found in the newest RPGs and I think is really needed when creating tiles.RM XP did this as well (the square for autotiles). The Star is for passing under, or as the editor calls it, 'above characters'. Pro Tip: One can set Star Passability and then set the four way passability to off and still have that tile as 'above characters' but otherwise impassable. Why do this? Well, any reason, depends on the tile graphic, or dev reasoning.
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I believe that as is, it's great, PNSyndrome aside. (wouldn't be the first PNSyndrome-ridden preface either)
I won't lie though; the preface does sound exactly like the beginning of a Final Fantasy story. Given, how Final Fantasy has an ambiguous hook, a lot of story prefaces will often sound like the beginning of such, so yeah, difficult to avoid. -
SpoilerConditional Branch: (Script) $gamevariables[1] == $gamevariables[3] && $gamevariables[2] == $gamevariables[4] > Event Contents >>Else > Other Contents
I wouldn't even use two pages, but one. There's no need for a selfswitch if coords are being used, at least, not for the basic eventing.
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Happy Yule!
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Yeah, there's also the Indie World Order Discord. Given you're working on a Unity-based project, you'd probably fit in.
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The map of Catheel kinda reminds me of Hammerfell a bit.
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Will that recognize 0..15 (array?)
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Something tells me that it is a percentage. Not sure, just a hunch. Also, Extra value is not quite like that. Extra value is more like this:
(Base*LV) + (EX*LV)
If it were as you said, since in RM, Extra Value can be 0, then, it would be...okay yeah it kinda is, but the values are calculated independently and then added, and then the Acceleration A/B values are factored in, with B mainly for the upper level range. That's what I understand. Personally, I prefer external EXP tables, but that's another topic for another time.-
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To invalidate an entire script:
__END__
at the top of any script. Make sure there is nothing else on the line and that there are no leading spaces. May that be useful in some way.-
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Nice, very nice.
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12 hours ago, ElCodes said:Thank you
Dé rìen!
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Posted in IWO Discord.
This is cool, by the by.-
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That looks like Yanfly's Battle Engine to me.
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As of posting this; @Tsukihime's RGSS3 script blog is still up, and this script is still available for grabs in text form.
However, this script I'm archiving here is an updated version, which @roninator2 made additions to, for @MasterMoes. I took the liberty of cleaning it up and turning it into a proper ruby file, for archiving purposes, with proper text updating.
For those that would rather copy and paste directly:
Spoiler=begin #=============================================================================== Title: Custom Use Conditions Author: Hime Date: Jan 4, 2014 Updated: Nov. 21, 2021 Updated By: Roninator2, KBGaming as aid to MasterMoes URL: https://himeworks.com/2013/11/26/custom-use-conditions/ For KBGaming: https://kbgamingmusic.itch.io/ -------------------------------------------------------------------------------- ** Change log Nov. 21, 2021 - Allows one to use features to add skills and check for those skills as conditions - Considered a QoL update - Archived on RPG Maker Central because the internet is volatile Jan 4, 2014 - allows for "recursive" calls. Recursive calls do not check custom use conditions - added "Actor" condition Nov 29, 2013 - fixed bug where no use conditions caused it to always fail Nov 26, 2013 - Initial release -------------------------------------------------------------------------------- ** Terms of Use * Free to use in non-commercial projects * Contact me for commercial use * No additional commercial use contact necessary for KBGaming * No real support. The script is provided as-is * Will do bug fixes, but no compatibility patches * Features may be requested but no guarantees, especially if it is non-trivial * Credits to Hime Works in your project * Credits also to Roninator2, and KBGaming (the latter is optional) * Preserve this header -------------------------------------------------------------------------------- ** Description This script allows you to define custom skill requirements for your skills. By default, you can choose two require up to two weapon types. This script allows you to define requirements based on things like - actor's class - equipped weapons - equipped armors - equipped weapon types - equipped armor types - learned skills - New: skills given by features (if an equip/state gives a skill for example) - active states - formulas, for anything else You can create conditions to require multiple conditions to be met, or require at least one condition to be met. -------------------------------------------------------------------------------- ** Installation In the script editor, place this script below Materials and above Main -------------------------------------------------------------------------------- ** Usage -- Specifying Use Conditions -- Note-tag your skills or items with the following <use conditions> TYPE1: VALUE1 TYPE2: VALUE2 </use conditions> Refer to the reference section for a list of available use conditions. There is a special "formula" type that allows you to evaluate any arbitrary formula. The following formula variables are available a - current actor p - game party t - game troop s - game switches v - game variables -- Use Condition Groups -- All use conditions are organized into separate "use condition groups". The notetag that you see above describes a single condition group. You can have multiple condition groups by simply defining multiple notetags. A skill is said to be "usable" if at least one condition group is satisfied. A condition group is satisfied only if all conditions within the group are satisfied. That is, they evaluate to true. Therefore, if you have multiple condition groups, you are only required to satisfy one group in order to use the skill. See the example to understand how condition groups are used. -------------------------------------------------------------------------------- ** Example Suppose you have a Fire Slash skill that can be used under two different conditions as follows 1. You must have the "fire enchant" state (state 7), and equip a sword type weapon (wtype 2) 2. You are using the "Fire Dragon Sword" (weapon 21) To accomplish this, you will define two use condition groups by notetagging your skill with <use conditions> state: 7 wtype: 2 </use conditions> <use conditions> weapon: 21 </use conditions> -------------------------------------------------------------------------------- ** Reference The following use condition types are available type: weapon value: ID desc: requires the weapon to be equipped type: armor value: ID desc: requires the armor to be equipped type: wtype value: ID desc: requires the weapon type to be equipped type: atype value: ID desc: requires the armor type to be equipped type: actor value: ID desc: requires the user to be a specific actor type: class value: ID desc: requires the actor to have the given class type: state value: ID desc: requires the state to be currently applied to the actor type: learned value: ID desc: requires the actor to have learned the specified skill # New. Looks for if a skill is added by any feature. type: osl (other skill learned) value: ID desc: requires the actor to have acquired the specified skill, via any means including features # end New type: formula value: ruby formula desc: requires the formula to evaluate to true -------------------------------------------------------------------------------- ** Examples #=============================================================================== =end $imported = {} if $imported.nil? $imported["TH_CustomUseConditions"] = true #=============================================================================== # ** Configuration #=============================================================================== module TH module Custom_Use_Conditions Regex = /<use[-_ ]conditions>(.*?)<\/use[-_ ]conditions>/im end end #=============================================================================== # ** Rest of Script #=============================================================================== module RPG class UsableItem < BaseItem def use_conditions load_notetag_use_conditions unless @use_conditions return @use_conditions end def load_notetag_use_conditions @use_conditions = [] res = self.note.scan(TH::Custom_Use_Conditions::Regex) res.each do |result| group = Data_UseConditionGroup.new result[0].strip.split("\r\n").each do |option| case option.strip when /weapon:\s*(\d+)\s*/i cond = make_custom_use_condition(:weapon, $1.to_i) when /armor:\s*(\d+)\s*/i cond = make_custom_use_condition(:armor, $1.to_i) when /learned:\s*(\d+)\s*/i cond = make_custom_use_condition(:learned, $1.to_i) # New. Looks for if a skill is added by any feature. when /osl:\s*(\d+)\s*/i cond = make_custom_use_condition(:osl, $1.to_i) # end New when /wtype:\s*(\d+)\s*/i cond = make_custom_use_condition(:wtype, $1.to_i) when /atype:\s*(\d+)\s*/i cond = make_custom_use_condition(:atype, $1.to_i) when /actor:\s*(\d+)\s*/i cond = make_custom_use_condition(:actor, $1.to_i) when /class:\s*(\d+)\s*/i cond = make_custom_use_condition(:class, $1.to_i) when /state:\s*(\d+)\s*/i cond = make_custom_use_condition(:state, $1.to_i) when /formula:\s*(.*)\s*/i cond = make_custom_use_condition(:formula, $1) end group.conditions << cond end @use_conditions << group end end def make_custom_use_condition(type, value) return Data_UseCondition.new(type, value) end end end class Data_UseConditionGroup attr_reader :conditions def initialize @conditions = [] end end class Data_UseCondition attr_reader :type attr_reader :value def initialize(type, value) @type = type @value = value end def eval_use_condition(a, p=$game_party, t=$game_troop, s=$game_switches, v=$game_variables) eval(@value) end end class Game_BattlerBase def custom_use_conditions_met?(item) true end end class Game_Actor < Game_Battler alias :th_use_conditions_usable? :usable? def usable?(item) bool = th_use_conditions_usable?(item) return false unless bool unless @check_use_custom_conditions @check_use_custom_conditions = true bool = custom_use_conditions_met?(item) @check_use_custom_conditions = false end return bool end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :th_use_conditions_custom_use_conditions_met? :custom_use_conditions_met? def custom_use_conditions_met?(item) return false unless th_use_conditions_custom_use_conditions_met?(item) return true if item.nil? || item.use_conditions.empty? weapons = self.weapons armors = self.armors weapon_ids = weapons.collect {|obj| obj.id} wtype_ids = weapons.collect {|obj| obj.wtype_id} armor_ids = armors.collect {|obj| obj.id} atype_ids = armors.collect {|obj| obj.atype_id} state_ids = self.states.collect {|obj| obj.id } # New. Looks for if a skill is added by any feature. skill_ids = skills.collect {|obj| obj.id} # end New # for each group item.use_conditions.each do |group| # skip if any are not satisfied next if group.conditions.any? do |cond| value = cond.value case cond.type when :weapon !weapon_ids.include?(value) when :armor !armor_ids.include?(value) when :state !state_ids.include?(value) when :class !(@class_id == value) when :actor !(@actor_id == value) when :wtype !wtype_ids.include?(value) when :atype !atype_ids.include?(value) when :learned !@skills.include?(value) # New. Looks for if a skill is added by any feature. when :osl !skill_ids.include?(value) # end New when :formula !cond.eval_use_condition(self) end end # all are satisfied, so this group is satisfied return true end return false end end class Window_BattleItem < Window_ItemList #-------------------------------------------------------------------------- # Overwrite. Item usability is based on actor, not party #-------------------------------------------------------------------------- def include?(item) BattleManager.actor.usable?(item) end end



Theo - Limited Inventory
in Completed Scripts/Plugins/etc.
Posted
(enter silly cartoonish image of someone screaming 'YEE-HAW!' whilst popping off their revolver pistols)
Yeah, that was it! Merci beaucoup.
Now, I'm going to list every change I made otherwise.