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kyonides last won the day on August 17
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10 ⋆About kyonides

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Scripting, Writing, Prophecies
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A Couple of New Ports Have Arrived! From now on, all of the features already available on RMVX ACE are also included in its RMXP and RMVX counterparts! They all share the same Optional Script Calls! Yet, the way XP and VX define their layers differ a lot from VX ACE's. :S And yes, there is a mysterious woman with some strange abilities at the shores of Fork Island. :S
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Changes and Improvements Now Available! In the latest edition of my script I have modified the way the map spriteset would look for any given layer note to make sure it would not skip any layer at all. Now it's also possible to freeze and thaw the only waterfall that has ever existed in the demo! Freeze or Thaw the Upper Layer Code: upper_layer(1).freeze! upper_layer(1).thaw! Check whether or not the Upper Layer is Frozen Code: upper_layer(1).frozen?
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Layers & More Layers! Starting today, you can add several upper layers to a specific map! The initial release only let you add a single upper layer but this has changed in the latest installment of my script. Set a Map's Total Number of Upper Layers Pattern: <layers n> <layers 2> I have updated the previous posts accordingly.
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OtherLayers XP + VX + ACE by Kyonides Introduction This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map. I am sure there gotta be other scripts that provide similar features and you know what? I don't care about that! 😛 Embedded Notes for XP & VX First of all, both engines have no Map Note Boxes so you must use the Map's Name as a substitute. # This script lets you add another layer where you can place images that can # be either static or animated. # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers # - Pattern: <LUMn> - Example: <LUM2> # - Predefine an Upper Layer # - It must follow one of these patterns: # The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any) # <LUn filename n n> # <LUn filename n n Sn> # - Examples Using the fall_ image files: # <LU1 fall 3 20> # <LU2 fall 3 20 S10> Embedded Notes for VX ACE # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers - Pattern: <layers n> <layers 2> # - Predefine an Upper Layer # - It must follow one of these patterns: <layer up n filename pix n frames n> <layer up n filename pix n frames n switch n> # - Examples Using the fall_ image files: <layer up 1 fall pix 3 frames 20> <layer up 2 fall pix 3 frames 20 switch 10> Optional Script Calls - Valid for All Engines # - Change the Map's Upper Layer - It will replace any previous one! upper_layer(Number).name = "BaseFileName" # - Change the Upper Layer's Number of Pictures - if Animated upper_layer(Number).total = TotalPictures # - Change the Upper Layer's Timer (in Frames) upper_layer(Number).timer = Frames # - Change the Upper Layer's Switch ID upper_layer(Number).switch_id = SwitchID # - Change the Upper Layer's Data With a Single Call upper_layer(Number).set_data(TotalPictures, Frames, SwitchID) # - Freeze or Thaw the Upper Layer upper_layer(Number).freeze! upper_layer(Number).thaw! # - Check whether or not the Upper Layer is Frozen upper_layer(Number).frozen? DOWNLOAD DEMOS Terms & Conditions Free for use in non commercial games. Due credit is mandatory. Do not repost it anywhere! That's it! 😛
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rpg maker xp Some things I figured out in RM XP
kyonides replied to AVGB;KBGaming's topic in Editor Support and Discussion
Or it can be as easy as enclose the opening commands inside a conditional branch that checks if the player is facing left or right or downwards or upwards at the very same moment... -
Save Width and Length of an Image in Variables
kyonides replied to DorFenn's topic in Editor Support and Discussion
Have you even considered that it's way easier to open an image editor? Just get those values from it and then enter them in 2 game variables that will let you do what hiddenone was talking about on that blog. -
MapSteps XP + VX + ACE + MV Version 0.2.1 by Kyonides Introduction All editions of the Maker offer you a way to assign the Party's Steps to a Game Variable. Normally, that's all you ever needed to do right? What if you actually needed to keep track of the current map's steps only? Here's where this scriptlet comes to help you achieve your stepping goal! DOWNLOAD SCRIPT OR PLUGIN For All RGSS Versions Assign a Game Variable ID to VAR_ID and you're ready to go! The steps will be reset every single time you move to another map! $game_variables.set_last_map_steps $game_variables.reset_map_steps $game_variables.max_map_steps For MV The Plugin Manager will let you pick the perfect Game Variable for this task. $gameVariables.set_last_map_steps() $gameVariables.reset_map_steps() $gameVariables.max_map_steps() Terms & Conditions Free for use in any game! That's it!
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- rpg maker vx ace
- rpg maker xp
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Does anyone still have access to MGC Tilemap Ace and Map Zoom Ace?
kyonides replied to MasterMoes's topic in Editor Support and Discussion
The demos work fine indeed. -
KMaxLoss XP + VX + ACE by Kyonides Introduction Be a tyrannical game developer and make your heroes or even your mobsters suffer! How can you do that? By inflicting them a state that might reduce their MaxHP or MaxMP every time they get hit by a sword or a spell hurts them, of course. Go visit your State DB and leave an evil note tag there! Or add the State ID to the Constant in RMXP! Examples for XP (Yes, they're Constants!) HP_STATES = [1, 3, 5] SP_STATES = [2, 4, 9] Examples for VX _maxhp loss 4%_ _maxmp loss 2%_ _maxhp loss 4% max 60%_ _maxmp loss 2% max 50%_ Examples for VX ACE _mhp loss 4%_ _mmp loss 2%_ _mhp loss 4% max 60%_ _mmp loss 2% max 50%_ DOWNLOAD DEMOS Terms & Conditions Free for use in any game. Include my nickname in your game credits. I will only provide bug fixes if deemed necessary. Don't ask me about porting it to other makers. That's it!
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Klass Change & Skills XP + VX + ACE by Kyonides Introduction Perhaps you have NEVER EVER noticed that there is a missing feature (bug?) in all of the RPG Maker editions regarding the class change and its corresponding skills. Pick either XP or VX ACE or even MV and you will get the same result, your hero could change his or her class indeed... at a cost of not learning anything already listed in his or her new skillset!😮 NOTHING! Here comes my scriptlet to let you solve this issue in a couple of creative ways! Do Nothing! - Default (Still Able to Learn Skills in the Future) Replace Old Skills with New Skills. Add New Skills while Keeping the Old Skills. Keep Some of the Old Skills while Learning the New Skills. Skill Learning Modes: nil :replace :add Number, actually an Integer Actor's Notes for VX ACE Code: _class skills mode: replace_ _class skills mode: add_ _class skills mode: 5_ DOWNLOAD DEMO Terms & Conditions Free for use in any kind of game Include my nickname in your game credits! If you can adopt any creature, just don't do it! That's it!
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Is this a fair price for my soundtrack? Poll closes on 6/23/2023 at 11:59 PM
kyonides replied to The_Akumatizer's topic in Music Room
If there's a guy that sells his soundtrack PACK for something around $10.00 and there's another one that only offers you like a couple of them, guess who will get preferred over the other by the patrons? -
KBlockStates XP + ACE by Kyonides Introduction This script prevents your heroes or your enemies from choosing a target that is still afflicted by a Blocked Target alias Untargetable State. Set the value of the TARGET_STATE Constant found in the KBlockStates module to your Untargetable State ID. Available States: Traditional Block Target or Untargetable State No Attack State - Simple Attacks Get Blocked! No Healing State - Healing Skills Get Blocked! Don't forget to ask Sylvia about the "Bad States" whenever you see her! Other Notes This scriptlet seems to work with the default battle system so feel free to try it in your game project. I have not tested it while using any other battle system. The only reason why I came up with this idea was because Hime's script had a weird bug that has remained untouched ever since 2015... DOWNLOAD DEMO Terms & Conditions Free for use in your game. Include my nickname in your game credits. That's it.
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Looking to form a team of talented scripters for VX Ace (with paid commission)
kyonides replied to MasterMoes's topic in Recruitment
I am not offering my services but just telling you that you might need to make a better offer than the current one to entice advanced scripters to join your project. (Unless that's not really what you want to do here.) And please don't rush to conclusions just because you don't know how to do something as you were told. Asking questions is not bad, feel free to inquire of anything for any good reason. Nonetheless, declaring that something is useless because it's not what you expected or you simply are a newcomer that doesn't know how to use it, is sort of offensive. This is especially true when a veteran scripter is trying to help you somehow. Just don't do it again. -
Script value won't accept a variable value
kyonides replied to MasterMoes's topic in Editor Support and Discussion
Guys, my solution consists of not using a game variable at all, allowing you to save your game variables for other more important uses than just some very specific enemy's speed. For instance, you could use that variable for storing your party's gold or steps or anything else. To implement it, you'd simply copy the original script posted on the first post and then change the parts that share the same module or class name and method name. The script call would be TH.Enemy_Reposition.move_speed = +number. I don't think number 0 would ever help you there. I would also like to inform people that since this seems to be used in battle, the move speed has no real limit. Well, it never had a true limit on the map anyway. It just happens that the GUI doesn't allow you to go above 6, still, you can do that via a script call or a combo of a new script and changing the value of a game variable. Depending on your goals going over 6 might be too fast for your taste or your players' so be careful about setting a high value to it. Of course, if it is supposed to move like a ghost or a speedster by design, it might look "natural" so to say. And as a friendly reminder, don't rush to radical conclusions like some other forumer did here that can make a scripter feel like he or she is wasting his or her time by trying to offer some assistance to the OP because the poster simply refuses to accept any piece of advice for not getting the type of answer the poster had expected. -
Script value won't accept a variable value
kyonides replied to MasterMoes's topic in Editor Support and Discussion
Go to the method I mentioned and replace its contents with your favorite game variable ONLY, just like you did it on your first post. And don't expect me to answer any more questions. If you can follow the instructions without questioning, fine. I'll ignore future inquiries on this topic, anyway.