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Found 1,508 results

  1. Kai Monkey's Character Creation with Races Version 3.0 INTRO Welcome, all, to the third version of Kaimonkey's Character Creation with Races! Now MORE powerful than ever before. Although the script is still plug-in-and-play, a number of feature have been added which, if the user puts in a little extra time, can add a huge amount of depth to a game. GONE are the days where the player is forced to use just one party the game maker though up! Now the player can create the perfect party for him or her, every time they play your game! Features Base: Allow Players to select from a selection of Races, Classes and Appearances. Limit the Classes available depending on the Race chosen: Dwarves can't cast magic you say? No problem! "Gender" system sets a variable depending on Appearance chosen, allowing the game to react to the player's choice of Gender (Or anything else the Appearance dictates in your game Easy Config that allows you to tell your players the story of your world from the very start New in Version 3: A description box gives the player vital information needed to make informed decisions The script can be called multiple time on different actors, for the first time allowing the player to design their entire party Define an alternate set of options for character creation in your game: If you want to, at some point throughout the game, to allow the player to customize an actor being added to the party. You may have, for example, one set of options the 'Friendly Bandit' who joins the player near the start of the game, a different set for the 'Demigod Ally' who joins right before the final battle, and a different set still for the optional 'Mages Apprentice' which the player is rewarded for completing all the quests in the Mages Guild Screenshots Demo Here! Script: KaimonkeyCharacterCreationWithRaces.txt Additional Option set: AdditionalOptionSet.txt Basic Config The config is quite simple, and most of it is explained in the Script's config section itself. If you have any problems setting up this script for your game, just post here and I will do my best to help you. Starting Character Creation When you want to call the script, do the following 1)Ensure that any character you want to call the script on has no name and an "empty" appearance 2)When you want to call the character creation scene (Often, at the very start of the game) a)Create and event, and use the Advanced -> Script action and type CharCreationManager.setActorID(1) SceneManager.call(Scene_CharacterCreation) (Note, if you wish to call the script on a character who isn't the first actor in the database, change the "1" to the number of that actor) b)Add a Timing -> Wait (one second) c)run the Process Name Input event action, on that actor d (Optional)Then using an conditional branch run any other effects you only want to effect certain races, by checking the Variable defined in the main config (By default 25). e (Optional)Then using an conditional branch run any other effects you only want to effect certain genders or appearances, by checking the Variable defined in the main config (By default 26). f) if the event is an Autorun event, erase the event, so it does not repeatedly call the character creation scene Example: Advanced Config Multiple Character Creation Options Customizing Class Descriptions Terms of Use: Free to use for non-commercial projects, however you should PM about licensing for commercial projects. Finally "I hope that the Config section is easy to understand, and that this script does everything you want it to! If not, simply post here and I will do the best I can you help! -- Kaimonkey"
  2. Hello everyone! I have a problem with a command window in my script, I have created a conditional derivation, The first one has three options just like the second one, the difference is that the first one is destined to appear when the user selects that specific item, while The second is the default for all items. If you could help me I would thank you all!
  3. So I'm having a problem with using tileset pieces as the graphic for events. What I'm trying to do is use a tileset piece as the graphic of an event so that it can blend into the scenery of a house, in this case it's a shelf with food on it. When a certain switch is activated, the event that looks like a full shelf will turn into an empty shelf. My problem is that the switch is activated by interacting with the shelf, but RPGVXA only lets you activate tileset-graphic events if the tile being used can be walked on. This of course leads to the problem were, if I set the tile's graphic to be walk-able on, then the player will start walking on the shelf. Does anyone know how I can make non-floor tileset tile events intractable like a normal trigger-able event? Preferably with a script that allows that?
  4. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  5. INTRODUCTION Hello! I'm Declan, the creator of Perpetual Chains. Like many people here, I grew up on the RPG games of the 90's/00's. It probably became a contributing factor to the career I landed in. I became an actor, touring all over Europe and eventually doing commercial voiceover. During that time I meddled in RPG Maker and had written this story while on the road. Eventually I realised I could bring the story to life. Using online auditioning pages such as BTVA and CCC I got a handful of capable people wanting to train in voiceover to voice my characters. In short, I give them experience and mentoring and in return they let me use their voice. Before I knew it, this little labour of love became bigger and bigger, and I've been told to share with people what I've got. Perpetual Chains follows all the things I enjoyed about RPG games in my childhood such as compelling storytelling, emotionally deep characters and addictive battle systems. As you probably can see, the mapping and main menu isn't unique as I am a bit of a novice as a designer and programmer. However I feel the work of my voice actors and the music kindly donated to the project really brings the story to life. Any feedback would be greatly appreciated. The main thing I want to find out is if it is actually something people want to play and learn more about the story and world. If successful I have the capability in making a complete version and hiring people to do the things I cannot. So if you want to get involved feel free to let me know. I look forward to hearing from you all... YOUTUBE PAGE LINK WITH VIDEOS OF GAMEPLAY. CREDITS ALSO IN A YOUTUBE VIDEO. https://www.youtube.com/channel/UCj7VA8vpFXf-dFoFxl4xTzQ/videos DOWNLOAD LINK https://uploadfiles.io/xymh6jyo SYNOPSIS The world is at peace, thanks to the teachings of Neras, a religious queendom in the centre of the Ecclesian continent. Neras is both feared and respected to the furthest reaches of the world. They preach the story of ‘Alpha, The God of Light’, and ‘Omega, The Beast of Darkness’. The teachings tell of the battle between the two sides and warned that a descendant of Omega would be born and lead the world to destruction. Only the sacrifice of their Goddess and the penance of the people would bring the world back to salvation. This cycle would repeat itself again and again for eternity. The story follows Cyrus, a trainee solider from the distant kingdom of Espova who bares the tragic fate of being the next descendant of Omega. It also follows Aria, Princess of Neras and next in line to the role of Goddess. Through a stroke of fate, their destinies become entwined as they journey the continent of Ecclesia to find the meaning behind the prophecy. CHARACTERS Cyrus Breeze – An orphan from a village in the kingdom of Espova. He has been trained from a young age to become a soldier, as is common place for the kingdom. It is also the tradition for the orphan to take the surname of the place where they were raised. A polite and likeable person, he found himself having a happy and carefree upbringing surrounded by friends. Until one day the mark on his arm starts to glow and the power of Omega is born within him. Cursed and feared, he runs from the world and those who would wish him destroyed. He seeks to find the meaning behind the curse. Aria Vita Lumen – Princess of Neras, Aria was born with great privilege and responsibility. However to many she is seen as the antithesis of royalty. Crude and impolite, she rejects the role she has been given. This lead to her mother sending her to the abbey to tutor Aria in the ways of nobility. Though on her return it proved somewhat ineffective. With her mother busy ruling the faith and having no other relatives, she feels there’s something missing from her life. One day, she hears a rumour that a member of her family might actually be alive so she seeks to leave her responsibilities and find something more fulfilling. Moulder Clay – An ex-mercenary and hero of Espova. Back during ‘The Gaia Wars’ he hoped to line his pockets. In the end, convinced by Troy, a soldier from Espova, Moulder helps his new ally in turning the tides of the war and freeing the kingdom. Exhausted from battle Moulder is convinced by Troy to look after the latter's home of Breeze Village. During the war he finds a boy on the battlefield in the arms of its dying mother and seeing the destruction that he was partly responsible for, he opens an orphanage and trains the children to become soldiers so they could make a life for themselves. Since the war, he refuses to use his sword and instead fights with his fists. Richard Breeze – A fellow orphan from the kingdom of Espova, Richard and Cyrus were best friends from childhood. Young and motivated they make a pact that they would see the world together. In many ways his focused and serious approach is the opposite Cyrus’ more relaxed personality. However deep down he bears a sadness which stems from watching the murder of his parents during ‘The Gaia Wars’ when he was only three years old. Richard doesn’t understand his emotions about this trauma and chooses to suppress them. Freya Blythe – Daughter of Troy, the hero of Espova. Her father saved the kingdom during ‘The Gaia Wars’. With her mother dying from childbirth her father struggles to show Freya affection and therefore sends her to the orphanage in Breeze Village to be brought up by his friend Moulder. Beautiful and intelligent, she becomes close to the orphans, particularly Cyrus and Richard. The three of them became inseparable and Freya sees the two as her family. Upon being summoned back to the castle she focuses on becoming a mage in order to put distance between herself and her father. Tiberius Germana – A travelling lothario from Trysus. Son of Edgar, the now deceased general of the kingdom. Since Trysus lost ‘The Gaia Wars’ they was severely punished by Neras and the royal family were executed. It was up to the Germana family to lead the kingdom through the troubled times. While his brother leads with dignity, Tiberius ran from his responsibility to experience the thrills of the world. Now short of money, he gets a stroke of good fortune. He bumps into Cyrus and hopes bringing a capable warrior to his brother will let him be welcome back with open arms. Lazarus Octavia – A trainee knight from Espova. The family of Octavia has been close to the royalty of Neras for centuries. As Aria and Lazarus are the same age they were put together so they would be become friends. In actual fact, with Aria being more outgoing, Lazarus quickly becomes overwhelmed by her personality and becomes much more timid and shy. Even though they were supposed to be friends, Aria treats him more like a slave, jokingly threatening to have him executed if he doesn’t do what she says. Over the years he’s effectively become a wimp and although a skilled warrior, is pushed into becoming a knight when he would rather stay at home. Despite all this, he cares for Aria and hates seeing her alone. Roland Cestus – A leading knight of Neras. He continues the family line in being a protector of the goddess. As one of the few people Queen Cecilia can trust he spends a lot of time with Princess Aria hoping to raise her not only to become a noble queen but to have her own mind. A relaxed and pleasant man, many of the nobles blame him for the way the princess has become. Due to pressure from his enemies in Neras he IS ordered to go on a holy journey known as 'Crusade' away from the capital. Before he goes, he hopes to protect Aria as much as possible from those who would wish to control her.
  6. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  7. Hi guys, i'm new to the community. sorry if my english is not good, it's not my native language. I need help with a script i've been looking for a long time, it's basically a script that moves the battler 2 pixels up and 2 pixels down and loop that, but not when he attacks, and if he is defeated, just go down. I know it's weird to ask for something like this, but it will work perfectly for my battle system It has been so difficult to find a simple script like this, and sorry guys for bothering you with this Hope to get a answer soon!
  8. Introduction Welcome to the wonderful guide of bosses! You must be wondering what bosses are, right? Bosses are special types of enemies that spice up any types of games whether it's rpg, shooting, action, etc. What you want are bosses for an rpg, am I right? Let me give you a guide to better and badder bosses. I will update this guide when I find more stuff to add to this list. Section A: Types of Bosses There a many types of bosses in the story that act according to the situation. Take for example the "Final Fantasy" series repetitive and well known boss, Gilgamesh. Gilgamesh is a boss that appears as a goofy, stupid, prideful, but yet one of the most interesting bosses except for Kefka. Anyways Gilgamesh appears in Final Fantasy I, V, VI, and XII as bosses while in the other series as summonings. Gilgamesh always tries to make the scenes comical or serious and fighting him is very challenging except in FFV of course. Another repetitive boss would be the Omega Weapon, another type of boss in the FF series that appears as a secret boss. Secret bosses are bosses that are way beyond harder than the final bosses. They consist of powerful moves that can KO characters in a single hit or constantly hit them with status attacks. In the end when you defeat the secret boss, the rewards are little or always worth it. There are the normal bosses, who in-game are to challenge characters every time they near a part of the story or close to finishing a dungeon. These types of bosses are to halt the player from progressing any further into the story. These types of bosses act like a log in front of a gold flower that you manage to find in the woods and you have only a chisel to cut your way past it. Then there are the Final Bosses which are the bosses at the end of the story when the main character is close to completing his/her objective in the story. Exdeath in FFV was the final boss when Bartz and the party enter the void and which their objective was to beat him to save the world as in almost every FF game. Final Bosses are to be tough end game bosses and not a boss that gets killed in one shot (Sega CD Zelda). Final Bosses are to be the cliche and tell the player that it is time to meet their match or be ffed in the balls for punishment. They give the player a sense of accomplishment when they face the tough boss as they complete the game. Finally, there are the joke bosses. Literally they are a joke to the game like Seigfried, in FFVI who you fight on the Phantom Train that only dealt one damage and had 100 HP. These types of bosses are for entertainment purposes only and are to be beaten into a pulp instantly. Section B: The Many Types of Bosses Every boss must be different or the game will be considerably meaningless in every way. How bosses should act to how they look like it would be boring to fight a boss named "Soldier" and have him look like a soldier who looks frail and thin like "Angelina Jolie" (lulz). Bosses have to have their own name like "Dawnshredder" or "Barnum's Ultimate Grill Cat Titan" something like that and actually make them look dangerous and awesome. Bosses also must have personalities and not act like a robot unless they are actually are a robot type boss which I will find acceptable. If bosses have no emotion then it is not unique, it's just another Sephiroth wanna be just waiting in the shadows to be trolling everyone in the game. Take for example Kefka from FFVI and the Prinny Overlord from Disagaea, both are unique because one is barking mad and almost became a god while the other is a giant penguin with knives and bombs that is a walking bomb. These bosses have emotions that are unique from the stereotypical serious, momma-boy bosses and do actions that are not at all robotic. Religious Bosses or myth-type bosses are also great additions to any game. These bosses represent a religion or a story within the world that the characters fight in like "God". These bosses are to give reason to why something is in the game or a cause to a curse to a town. Section C: Boss Battles Boss battles as I explained are to be challenging and a stop gape for players when they go through the game. Bosses have high hp, mp, attack, defense, etc. Their stats are triple of the the players and his/her party also they are difficult to beat because of the array of attacks the bosses have. Bosses must BE difficult to be difficult to beat and not one hit death unless they are joke bosses. A good example of that is of course Sega CD's Zelda. Bosses must have special attacks that characters and other monsters don't have to make the battle hard, also they must be a constant nuisance to the parties stats as well like applying poison, blind, confusion, etc. Omega Weapon from the FF series had an attack that could kill, petrify, blind, etc. if it hit one of your characters. Also in a boss battle, bosses have minions that they have with them in battle that can prove an annoyance. When implementing a battle, try having the enemies come back from the dead some turns later or have the boss call reinforcements when he/she reaches a certain hp level. Final Boss battles are a big one because these battles are a test of one's meddle of what the player has gone through in the entire game. In the FF series V and VI, both final bosses had multiple bodies or battles within the final battle. Body parts that are connected to the boss that have it's own attacks and also high hp can be challenging to a player. Also add something to the boss when it dies like a suicide move or a move that can deal damage to the players party when it dies. Also sometimes you want to add flair or difficulty to boss battles, for example the dragon Shinryuu in FFV in the rift can change elements in battle, but the downside was it's type was always dragon making it susceptible to the Jump attack. By giving bosses elements can asses what the player does to the boss in battle. Also have a time and point when the boss is invincible for a certain period of time and you must defeat his minions to make the boss vunerable again. Also add some dialog during the fight as well to make the battle more energetic or sad either way to change the flow of battle. Also I suggest for some bosses to use transformations to throw off the player completely. One more thing is to try to limit player moves and actions in battle like banning their magic or skills so the player would have a hard time dealing with the boss, don't make it permanent though or it would be just a chore to beat the boss with only attack. Buffing up the boss is a good idea too so the player can focus on healing and buffing up their characters as well. Section D: Lewt! Bosses all have loot and good loot as well. Play WoW and you'll see that bosses drop gear, weapons, or items unattainable anywhere else. Some bosses drop keys or an item that allows the player to go further into the story and allow them to see beyond the stuck point where the player is at. If you don't create loot for the player then the player will be disappointed that they got no lewt! (Not really lulz.) Section E: Example Here are some examples of some G-R-E-A-T Boss Battles from different RPG games: Seymour FFX (Badass music and boss fight :3: I hope all of you enjoyed this guide and take into consideration into making a kick-ass boss battle!
  9. Tsukihime

    Window Timer

    Window Timer -Tsukihime This script provides basic countdown timer functionality for windows. The timer is stored in frames, and decreases by 1 per frame update. I have also implemented two features to demonstrate how it is used (ie: make this script actually useful) 1. Message windows. Automatically skips the message when time-out 2: Choice window. Automatically selects a time-out choice. Download Script: http://db.tt/BUQC7Vfa Usage This script uses the control character "\T" (case insensitive) to specify time-out. It is used in text input as follows \T[n] Where n is the number of seconds before time-out (1 second = 60 frames) In message windows, you just need to include the control character somewhere. In choice windows, the last choice that contains a time-out control will be selected as the time-out choice. So for example you might have choice 1 Yes choice 2 No choice 3 \T[5]Can you repeat the question? If choice 2 was the cancel choice, and you time-out, then choice 3 will be selected. For developers For the most part you will probably only need to specify the time-out behavior. Simply alias or super that method def update_timeout super # your code
  10. CSCA Game Over Options v1.0 By: Casper Gaming (Casper667) Introduction This script will allow you to change the gameover music and image seperately by changing the value of a variable in game. It also adds a menu to the gameover sceen with options to return to title, quit, or load a saved game. Text for each option is customizable. Features - Change gameover music w/ a variable - Change gameover image w/ a variable - Menu added to gameover screen with load, title, and quit options. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  11. Zen Blood

    Show Variables On Save Files

    Hello! I was hoping to program a text line in my save files that indicates where the player is at when they save the game. I've created a global variable ($v_player_location) that is set as a string so I can change the labeled "location" on a whim without having to change the map names in the editor. The player interacts with an event, within that event I have $v_player_location set to whatever location name I want it to be, and then the game saves. The "player location" does indeed show on the save files, but the issue here is that the location for every save file is portrayed as the same string because it's reflecting what $v_player_location currently is, instead of what it was at the time of each individual save. I was able to make the save files show individual play times. def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "play time: " + header[:playtime_s], 2) end As you can see, it uses the symbol :playtime_s It's been a while since I added the play time, so I'm not sure what "header" is referring to, whether its something I created or a system already in place within the RPGMVXA engine. Don't mind me, I'm half asleep. I've found that "header" is referring to the "def self.make_save_header" line within DataManager. I tried to turn the location into a symbol, too, that would initiate upon a new game and set when the player saves. def draw_location(x, y, width, align) draw_text(x, y, width, line_height, "location: " + contents[:plocation], 4) end This did not work. It seems as though I need to figure out how to tell the program I want to access :plocation within contents, but that one line alone can't do it. I probably have to do some version of the line "header = DataManager.load_header(@file_index)" to access :plocation, from what I can tell. Would anyone happen to have any ideas as to how I can grab the contents of a variable for each individual save and display it on the save files? Edit: Here's another piece of the puzzle that shows how the individual play times where achievable. It was also located in DataManager. Interestingly, it's referenced using "DataManager.load_header(@file_index)" instead of "DataManager.load_header_without_rescue(@file_index)". #-------------------------------------------------------------------------- # * Load Save Header (No Exception Processing) #-------------------------------------------------------------------------- def self.load_header_without_rescue(index) File.open(make_filename(index), "rb") do |file| return Marshal.load(file) end return nil end I had a feeling this would dig into the Marshal load/dump/ect; I'm not entirely sure where to go from here, but I'll keep plugging anyway at it. Another Edit: I read up on a similar question someone had, and a person offered a solution to add the variable under header. I was originally trying to place the variable under "contents". Supposedly, this was what would make the variable work. class << DataManager def self.create_game_objects orig_CGO #This works, I'm just not showing the rest of the script here. #MY OBJECTS $v_player_location = "" #blank at the beginning of the game end alias_method(:new_make_save_header, :make_save_header) def make_save_header header = new_make_save_header header[:plocation] = $v_player_location header end end #END CLASS class Window_SaveFile < Window_Base def draw_location(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "location: " + header[:plocation], 4) end end #END CLASS It doesn't, I'm getting an error "can't convert nil into string". This error goes away when I replace header[:plocation] in def draw_location with a string. So that's the issue here. It thinks :plocation is nil, even though I've at least given it a blank string and have it's string changed before a save file is made. Update: This error also goes away when I omit "location " + and keep header[:plocation]. This works well enough for me, but for future sake, I'd like to know why I can include "playtime: " + alongside header[:playtime_s], but not "location " + alongside header[:plocation]. Solution 1: If you're happy with just the variable showing without another string on the same line, this template should work for you. Thank you for reading!
  12. Quite simply, I'm not sure how to implement the aforementioned feature in the VX Ace version. What the triple pairing feature does, is allow one to setup three materia slots as linked slots rather than just two. I've tried to implement this feature before, but I kept getting errors and eventually trashed the idea. However, I know there is someone out there who would probably, maybe know how to help me with this. Oh, ya want the script for reference? Ya got it.
  13. Tactics Ogre PSP Crafting System Script by Mr. Bubble Summary This item crafting script is modeled after the crafting system implemented in the PSP remake of Tactics Ogre: Let Us Cling Together. It’s a very simple crafting system with a very simple GUI which I also used as a model. Players must have recipe books in their inventory when entering the crafting scene. Any recipe books owned by the player will be displayed in a list. When a recipe book is selected, all possible items, armors, and weapons in the recipe book will be listed and you will be able to craft them provided that the player has the necessary ingredients. Script Can be found here: http://wp.me/PxlCT-mI Installation Paste this script into its own page within the "Materials" section in the script editor of your project. How to Use This script utilizes notetags and has a customization module. Please read the comments thoroughly. Compatibility This script aliases some default VXA methods. There are no default method overwrites. Requests for compatibility with other scripts are encouraged and welcome. Terms and Conditions Free for non-commercial use. If you wish to use this for commercial games, contact me first. Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports.
  14. Need help understanding Victor Moving Platforms.
  15. Variable Hud Version: 1.0a Introduction A simple variable hud where you can show off to the player certain currencies or other values such as acquired gems etc.The choice is yours. Features Easy to use and install. Just like my previous scripts it is quite easy to setup the variable list and test it out. Unlimited variables to show but I suggest you only use around 5-7. Enable/disable the hud by a switch. Easy to positioning the hud as well as change the space beetween the variables. Support for icons. The choice to display a text next to the variable that will act like a vocab. Lag free! And more! Screenshots Script Get the script here. Updates None. Credit Do credit me, Nicke, if you are planing on using this script. Thanks. Can be use in a commercial project.
  16. Final Fantasy Styled Battle Log v3.06 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 3.00: Complete overhaul, which now allows users of the default battle system to control which messages in the Battle Log will display, as well as compatibility with various popular battle scripts such as VE Animated Battle, VE Damage Popup, Yanfly Engine Ace, Fomar's ATB, and Tankentai SBS. This version of the script is still in development for compatibility so PLEASE REPORT ANY ISSUES. In addition, more options have been added, such as setting an X offset to the Battle Log window, and text alignment options for default Battle Log messages and custom skill messages. - 3.01: Bugfixes. - 3.02: Compatibility for CP Damage Popup - 3.03: Code cleanup - 3.04: Streamlined compatibility for scripts using $imported. Users no longer have to identify the scripts they are using within the module, except in the case of Fomar's ATB which does not use $imported. - 3.05: Aliased the use_item method from Scene_Battle to support compatibility with many scripts. Unfortunately, compatibility with Tankentai SBS is no longer included. - 3.06: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Different font option added for actor/enemy skill/item usage. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Make sure you set any included patches you need to true! Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt, for some coding help. - AlliedG, for testing. - Punisher667, for testing. - Daniel Babineau, for providing bug reports for Tankentai SBS. - GreeNRM, for providing bug reports and testing for CP Battle Engine/CP Damage Popup.
  17. Basic Quest System v1.1a By Vlue Introduction Is your RPG too boring? Do people get lost easy? Do you want to make a mock MMO? You don't have to answer yes to any of those questions, but it helps if you want to use... Basic Quest System! Which gives you quests and junk. Yay. Features - Create quests with objectives and stuff. - Quests can rewards gold, or exp, or items, or nothing, it's up to you! - Nifty accepting and completing windows! - A quest log! - A quest overlay! Screenshots How to Use Make a lot of quests, set up quests in events, enjoy! Script On pastebin, as usual: http://pastebin.com/tyM7s1Pj FAQ Q: I have a question. A: No you don't. Credit and Thanks - By Vlue - Free to use in any project, commercial or otherwise (despite what my accountant says (hah, like I have an accountant)), with credit given Author's Notes ... of these scripts now.
  18. MasterMoes

    Swapping window positions

    So I'm working on a game that uses a whole lot of different scripts that involve windows, like an improved shop or an improved menu. I'm currently making multiple games at once, and all of them use some of the same scripts featured in my other games. The problem is, I don't want the positions of the windows to be the same in each game... As an example, lets say a window layout looks like this on the screen: What I want to do is change the positions of each window, making every window on the top appear on the bottom and vise versa, and same goes for the left and right positions of the windows. The window example should change to this: So in conclusion, how would this be possible? I'm using mostly Yanfly's and Galv's scripts if that helps. Getting this problem solved would really help me, and even just changing the top and bottom or just the left and right would be perfect too. Anybody know how to do this? -~MasterMoes
  19. MasterMoes

    Character select script?

    Hi, so I'm new to RPGMakerCentral, so I'm sorry if this is the wrong category for this topic... So I'm working on an open world survival game with RPG Maker VX Ace, and everything is going perfectly... except one thing. This game involves a gameplay mechanic were you must rescue survivors so you can play as them. I basically need a character select script. I know plenty of them exist, but the ones I found aren't what I'm looking for! So here's what I'm trying to do in my game: When a player finds a survivor, a switch is activated that declares the player has found that survivor. When the player goes back to base, the player can choose up to 3 survivors they've unlocked to join the party, plus the main character that is always in the party. Does a script exist for this type of game mechanic?
  20. Hello, first of all, I'm sorry if someone already asked this, or there's a thread about this, I'm not sure how to describe it properly. In battles, there are events that can be triggered when the enemy or actor receives a certain state, right? How can you make an event trigger that involves a stat buff/debuff like the default characters RPG makers give? (Like, Terence's Breath Weapon buffs a member's attack once) In short, is it possible to use buffs and debuffs a condition for events?
  21. AeghtyAteKees

    Categorize Item Scene

    Hey guys, I'm using this script to add more categories to the item scene. It works really well and is miraculously compatible with my item scene script. HOWEVER. I would like to request a small, simple tweak that I just don't know how to go about implementing myself. I would like a category tab to only appear IF there is an item in that category. Could anyone help me accomplish this? THANKS. :D
  22. Hello everyone I am just starting using VX ACE but is it true that the maximum game window size is only 640 x 480? if this is true then is my only option if I want a bigger screen is to switch to rpgmaker MV or xp? I definitely want to check this B4 switching also while I'm here I'm looking for a online Rpgmaker tutor who I am happy to pay per hour over Skype :) so PM me if you are interested
  23. N.A.S.T.Y. Extra Stats(Version 1.1) By: Nelderson Updated: 3/27/12 Introduction This script gives actors and enemies extra stats that you can use anywhere in your game! Features - New Stats for your game. - Define a formula for each new stat you make. - Use these new stats in skill formulas, or whatever else you feel like. - See your extra stats on the Status screen (Up to 6). - Equipment can increase these stats with a notetag. How to Use The instructions on the script itself has everything you need! Demo I'll make one if you guys want one! Script FAQ Q: What does N.A.S.T.Y. stand for? A: Nelderson's Awesome Scripts to You! Credit and Thanks - Nelderson - Zetu, for her original script, and showing me the value of Structs <3
  24. FP: Move Routes Author: Tsukihime Overview Need to extend your move route options? Or looking for an easier way to make move routes? Features Move towards/away from event Turn towards/away from event Compact move string! More will be added as I find more interesting things to add Usage All of these are accessed through "set move route" menu. Choose "script" and then enter the custom move commands. You can specify a sequence of move commands by typing a move-string moves("UDUDLRLR3R3R3L3L") They are in the form of "[number][direction]". It tells the event how many times to move in that direction. If no number is specified, then it's just one. U means up D means down L means left R means right. For diagonal movement, use the following Q is upper-left W is upper-right A is lower-left S is lower-right You can also specify some extended behaviors. move_toward_event(2) move_from_event(3) turn_toward_event(1) turn_from_event(5) The events are specified by event ID. By default the events are named "EventXXX" where XXX is the event ID. You can use that for reference. Download Script: http://db.tt/isHnpN7H notes Actually, I don't want to type all of these long method names. How about we just stick to things like "tt_event" instead of turn_toward_event "tf_event" instead of turn_from_event If you look at the script I've provided some shorthand aliases if you want to use those (if you don't mind forgeting what they mean)
  25. I'm sure this isn't a super difficult thing to pull of, but I'm terrible at scripting, so if anyone can help me out and explain things to me like I'm five, that would be great. I'm using the default battle system with only a few Victor modifications to the display (Arrow cursor, custom collapse, damage pop-up, etc) and no modifications that alter the function of battle.
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