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Found 1,494 results

  1. 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.
  2. 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
  3. 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?
  4. 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?
  5. 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?
  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. 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
  8. 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
  9. 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
  10. 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)
  11. 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.
  12. Enemy Voices in Battle Version: 1.0 Author: DiamondandPlatinum3 Date: October 2, 2013 Planned Future Versions You tell me Description This script grants you the ability to have your enemies talk throughout battle. Enemies will say things when attacking/using skills/getting damaged/etc. Features Play Voices when Enemy is Attacking, Taking Damage, or using a Skill. Gives you the ability to change the ratio that meets the damage voice criteria if you don't like the defaults. Can easily set up voices per enemy per skill & item via the use of notetags. Can mute battle voices with an event switch or by an enemy having a specific state attached to them (ie. Silence). Enemies can have a death cry when they fall in battle. Screenshots Cannot Screenshot Audio Instructions Instructions are inside of the ScriptScript Get it from here Credit DiamondandPlatinum3ThanksIAMFORTE - A glorious person deserves a glorious thank you Support Post in this thread or PM me. Known Compatibility Issues I am unaware of any scripts it doesn't work with; if you find any, post in this thread. Demo Not Available yet. Author's Notes This weeks scripting has been brought to you by the letter 'L', as in "Love that car" - Mitsubishi Terms of Use You may find my Terms of Use Here.
  13. AeghtyAteKees

    Add barriers to fly script!

    Hi, guys. I'm using Galv's Superman Ability to allow my player to fly, though it has no movement restrictions whatsoever. The player is set to THROUGH and can move freely from corner to corner of the map. Would it be possible to tweak "passable?" to check for a region ID I could use to draw some boundaries that block passability even when flying? Thanks in advance!
  14. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  15. This script modify the way battle order works. Now each batter acts separately from the other and the time before its next action is determined by its speed . It modify heavily the way the battle systems works so it may not be compatible with a lot of battle scripts. I will try to work on compatibility patches in the next days , first with my own scripts and then with yanfly battle engine .(It's almost like there is more people that use this than people using the default engine) I'm still releasing now to gather some feedback first on the UI , should I hide the battle order window and only show it on a button press? How would you put in the interface a preview of how an action will affect the battle order? (I'm really bad at imagining at UI) Second I would also like to know what kind of skills affecting the battle order would you like to see ? I have some ideas but if you have suggestions,I will start with them . Also should the agility stat affect the speed whith which a battle recover its action . If yes,how? = false if page.span == 1 } @turn_count += 1 end def battle_start @timer = FFX::ActionSpeed-1 BattleManager.battle_start @action_battlers = [] preemptive = BattleManager.make_action_list all_battle_members.each { |battler| battler.speed = 0 - battler.agi } preemptive.each{ |battler| battler.speed -= FFX::SurpriseBonus } battler_turn end def speed_order(a, diff = a.speed - b.speed if diff < 0 return -1 elsif diff > 0 return 1 else return a.name <=> b.name end end def update_action_order @active_battlers = [] @alive_members = [] all_battle_members.each { |battler| @active_battlers.push(battler) if battler.alive? && battler.movable? @alive_members.push(battler) if battler.alive? } @active_battlers.sort! {|a,b| speed_order(a, } while @active_battlers[0].speed > 0 @active_battlers.each{|m| m.speed -=1 } @alive_members.each{|m| m.update_buff_states } @timer+=1 $game_troop.increase_turn if @timer%FFX::ActionSpeed == 0 end update_list end def update_list list = [] @active_battlers.each { |battler| for i in 0 .. 3 list.push(Info_Battler.new(battler,i)) end } list.sort! {|a,b| speed_order(a, } @action_list_window.refresh(list) end def battler_turn update_action_order @subject = @active_battlers.shift @subject.make_actions if @subject.actor? BattleManager.actor_index = @subject.index start_actor_command_selection else turn_start end end def command_attack BattleManager.actor.make_actions BattleManager.actor.input.set_attack select_enemy_selection end def command_guard BattleManager.actor.make_actions BattleManager.actor.input.set_guard next_command end alias ffx_on_skill_ok on_skill_ok def on_skill_ok BattleManager.actor.make_actions ffx_on_skill_ok end alias ffx_on_item_ok on_item_ok def on_item_ok BattleManager.actor.make_actions ffx_on_item_ok end def next_command turn_start end def turn_start @party_command_window.close @actor_command_window.close @status_window.unselect BattleManager.turn_start @log_window.wait @log_window.clear end def start_actor_command_selection unless scene_changing? refresh_status @status_window.unselect @status_window.open @status_window.select(BattleManager.actor.index) @party_command_window.close @actor_command_window.setup(BattleManager.actor) end end def process_action return if scene_changing? if !@subject || !@subject.current_action turn_end end return turn_end unless @subject if @subject.current_action @subject.current_action.prepare if @subject.current_action.valid? @status_window.open @subject.speed += @subject.current_action.speed execute_action end @subject.remove_current_action end process_action_end unless @subject.current_action end def turn_end BattleManager.turn_end process_event battler_turn end def process_action_end @subject.on_action_end refresh_status @log_window.display_auto_affected_status(@subject) @log_window.wait_and_clear @log_window.display_current_state(@subject) @log_window.wait_and_clear BattleManager.judge_win_loss end end class Window_ActionList < Window_Selectable def initialize(height) @list=[] super(Graphics.width-100,50,100,height-100) end def refresh(list) @list=list contents.clear draw_all_items end def item_max @list.size end def draw_item(index) rect = item_rect(index) string = @list[index].name change_color(FFX::Active_Color) #if @list[index] == @list[0] draw_text_ex(rect.x,rect.y,string) draw_horz_line(rect.y+rect.height/2) #change_color(normal_color) end def draw_horz_line(y) line_y = y + line_height / 2 - 1 contents.fill_rect(0, line_y, width, 2, line_color) end def line_color color = normal_color color.alpha = 128 color end end class Info_Battler attr_reader :name attr_reader :battler attr_accessor :speed def initialize(battler,turn) @name = battler.name @battler = battler @speed = battler.speed + turn * FFX.action_time(battler,battler.atk_speed) end end
  16. I eventually found one (on this site, actually) but after inserting it under materials and placing the notetag, it didn't work. I proceeded to scrap the idea and just test out damage on some skills. I then started to get an error about the script I had just deleted! I'm very new to vx ace and rpg maker in general, so i'm kind of freaking out with this error. I've tried using different actors, giving them different skills; even inserting the script again and I still get an error. Can anyone help me with my problem? (here's the script in case anyone was wondering)
  17. WCouillard

    Kread-EX Vampiric Damage Mod?

    OK, so, kinda stuck on another mod... I have a script by Kread-EX that let's you assign a notetag to a state, and users with that state will absorb a certain amount of HP as designated by the notetag. What I want to do is also allow this notetag to apply to certain skills, rather than just states. I've successfully modified it to also be able to drain a portion on MP, but getting it to work with skills... not so much. Here is the original script... # :=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Put <vampire: x%> in the state's notebox. #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vamp = user.states.select {|state| state.vampire != nil} if vamp && !vamp.empty? @result.hp_drain = (@result.hp_damage * vamp.first.vampire.fdiv(100)).round end end end And here is the modified one that also allows MP draining (for States). If anyone could help me to get this to work for specific skills as well as states, I'd love you forever. NOTE: I also added a way to eliminate certain skill IDs from utilizing the vampiric state. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. # # Some additional functionality added by WCouillard #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Instructions # # Put <vampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as HP. # # Put <mpvampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as MP. #=========================================================================== # ■ Module VAMP #=========================================================================== module VAMP #-------------------------------------------------------------------------- # ● List Skill ID's that ignore vampiric effects, even with state applied #-------------------------------------------------------------------------- # ● NOTE: Important to include all HEALING abilities here #-------------------------------------------------------------------------- IGNORE_SKILLS = [89, 90, 91, 286, 288, 290, 291] end #=========================================================================== # ■ RPG::Skill #=========================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ● Determine if vampire skill #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire skill #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire state #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire state #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::UsableItem #=========================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vampskill = user.skills.select {|skill| skill.vampire != nil} mpvampskill = user.skills.select {|skill| skill.mpvampire != nil} vampstate = user.states.select {|state| state.vampire != nil} mpvampstate = user.states.select {|state| state.mpvampire != nil} if item.is_a?(RPG::Skill) for i in 0..VAMP::IGNORE_SKILLS.length if item.id.to_s == VAMP::IGNORE_SKILLS[i].to_s return end end end if vampskill && !vampskill.empty? @result.hp_drain = (@result.hp_damage * vampskill.first.vampire.fdiv(100)).round end if mpvampskill && !mpvampskill.empty? @result.mp_drain = (@result.hp_damage * mpvampskill.first.mpvampire.fdiv(100)).round end if vampstate && !vampstate.empty? @result.hp_drain = (@result.hp_damage * vampstate.first.vampire.fdiv(100)).round end if mpvampstate && !mpvampstate.empty? @result.mp_drain = (@result.hp_damage * mpvampstate.first.mpvampire.fdiv(100)).round end end end So, what happens is that any skill now drains, rather than only those with the notetag. Notetagging is something very new to me, despite using VX Ace for like a decade. I never really messed with it. Any assistance greatly appreciated. :D
  18. Author: Valentine Version: 1.1.0 About VXA-OS is the most complete and secure free tool for creating 2D online games from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online and Darknessfall. Features Current: » 4 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 moderator commands; » Global server battle system; » Passwords protected with the MD5 cryptographic function; » 99% of event commands on the server; » Common server events; » Configurable resolution; » Global Switches; » EventMachine network library; » Friends system; » Quest system; » Account Editor; » Teleportation; » Paperdolls; » Party; » Minimap; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection, Wait and Move Event; » Customized movement of events; » Parallel process start conditions and automatic start of events on the server; » Weapons and long range skills. Images » Login » Character selection » Bank and party » Quests and friend list » Admin panel Download With DirectX: Mega 4shared No DirectX: 1) After downloading the DirectX version, download the Game.exe below and replace it with the one in the folder Client Download Game.exe 2) Open the Script Editor (F11) 3) Browse the script [VS] Mouse: 4) Replace ALL the script [VS] Mouse with: #============================================================================== # ** Mouse #------------------------------------------------------------------------------ # Autor: Cidiomar #============================================================================== module Mouse typedef 'unsigned long HCURSOR' dll = 'System/VXAOS.dll' Mouse__setup = c_function(dll, 'void Mouse__setup(struct RArray*, struct RArray*, struct RArray*, void *)') Mouse__update = c_function(dll, 'void Mouse__update()') Mouse__getPos = c_function(dll, 'void Mouse__getPos(long *)') Mouse__getOldPos = c_function(dll, 'void Mouse__getOldPos(long *)') @triggered = Input.triggered @pressed = Input.pressed @released = Input.released @repeated = Input.repeated @last_lclick = Time.now @last_rclick = Time.now @dbl_lclick = false @dbl_rclick = false @pos = Array.new(2, 0) Mouse__setup.call(@triggered, @pressed, @released, @repeated) def self.click?(button) return @triggered[1] if button == :L return @triggered[2] if button == :R end def self.press?(button) return @pressed[1] if button == :L return @pressed[2] if button == :R end def self.release?(button) return @released[1] if button == :L return @released[2] if button == :R end def self.repeat?(button) return @repeated[1] if button == :L return @repeated[2] if button == :R end def self.dbl_clk?(button) return @dbl_lclick if button == :L return @dbl_rclick if button == :R end def self.tile_x # Corrige o display_x, já que a tela pode se mover #16 em vez de 32 pixel na horizontal se a largura da #resolução for superior a 1000 x = $game_map.display_x > 0 && $game_map.display_x > $game_map.display_x.to_i ? self.x + 16 : self.x (x / 32 + $game_map.display_x).to_i end def self.tile_y (($game_map.display_y * 32 + self.y) / 32).to_i end def self.in_tile?(object) object.x == tile_x && object.y == tile_y end def self.update Mouse__update.call() @pos = [0, 0].pack('l2') @old_pos = [0, 0].pack('l2') Mouse__getPos.call(@pos) Mouse__getOldPos.call(@old_pos) @pos = @pos.unpack('l2') @old_pos = @old_pos.unpack('l2') @dbl_lclick = double_left_click? @dbl_rclick = double_right_click? end def self.double_left_click? return false unless click?(:L) result = false t_diff = Time.now - @last_lclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_lclick = Time.now @last_pos = @pos end result end def self.double_right_click? return false unless click?(:R) result = false t_diff = Time.now - @last_rclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_rclick = Time.now @last_pos = @pos end result end def self.x; @pos[0]; end def self.y; @pos[1]; end def self.pos; @pos.dup; end def self.old_x; @old_pos[0]; end def self.old_y; @old_pos[1]; end def self.old_pos; @old_pos.dup; end def self.moved?; @pos != @old_pos; end end #============================================================================== # ** Graphics #============================================================================== module Graphics def self.is_fullscreen? false end def self.toggle_fullscreen end end Tips How to attack and chat with events: Press Ctrl. How to open the admin panel: Press F9. Tutorials Level next to the player's name in the chat Show group in chat and on top of character Only complete mission when speaking with NPC Enemies do not attack administrators Do not attack party member Black background under the name Independence of RTP Additional Utilities MySQL Database Simple launcher License VXA-OS is a free open source framework, distributed under a very liberal license (the well-known MIT license). The project can be used for any purpose, including commercial purposes, without any cost or paperwork. VXA-OS is not in the public domain and its creator retains its copyrights. The only requirement is that if you use VXA-OS, you must give credit to the creator by including the copyright notice somewhere in your game. In no event shall the copyright owner or copyright owner be liable for any claims, damages or other liabilities. Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan Shiy RGD
  19. Would anyone be able to assist me in modding Yanfly's Party System to make it so when a characer is taken out of the party via the "Remove" command, their equipment is also removed? #-------------------------------------------------------------------------- # * Remove All Equipment #-------------------------------------------------------------------------- def clear_equipments equip_slots.size.times do |i| change_equip(i, nil) if equip_change_ok?(i) end end This is from Game_Actor, which does exactly what I need, I'm just having some trouble getting it to run this when a party member is removed in Yanfly's Party System. I'm not getting crashes, but I don't seem to be able to get it to actually clear out the equipment. #-------------------------------------------------------------------------- # alias method: remove_actor #-------------------------------------------------------------------------- alias game_party_remove_actor_ps remove_actor def remove_actor(actor_id) game_party_remove_actor_ps(actor_id) return unless @battle_members_array.include?(actor_id) index = @battle_members_array.index(actor_id) @battle_members_array[index] = 0 $game_player.refresh $game_map.need_refresh = true rearrange_actors end Here is the aliased method from Yanfly's Party System which handles removing an actor, which is in Game_Party.
  20. Trying to use VE Passive States to apply states based on if an actor's equipment currently has X armor type (light armor, hat, etc.). I feel like I'm close to getting it to work (no longer getting game crashes), but the effect isn't doing anything. Would anyone be able to tell me the proper syntax to check using this script? VE - Passive States <passive state: 77> actor.equips.include?($data_armors[304...324]) ? true : false; </passive state> Currently, this isn't causing a crash, but it isn't working (and this one is meant to directly check an actor's equipment, rather than it's type, which would be better). Anyone know where I'm going wrong here?
  21. I want to make a skill that makes enemies who attack an actor get debuffs Ex: Fire Shield I cast the Skill to Actor A > All enemies who attack Actor A will get Burn Debuff I tried to add an effect on Skill Effect Database, but instead the target cast in the ability is affected How to give a debuff when enemies attack an actor, without give a debuff to the actor?
  22. roguewildchild

    Skill Set Effect Error Line 37

    During the Tutorial we are given a script to copy: #=============================================================================== # Skill Self Effects # By Jet10985 (Jet) # Requested by Touchfuzzy #=============================================================================== # This script will allow you to specify a skill's effects tot arget the user # instead of the target, on skills that don't already effect the user. # This script has: 0 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Game_Battler: item_effect_apply #=============================================================================== =begin To specify the effects, use this notetag in the skill's notebox: <self effect: 1> or <self effect: 1, 2, 3> to specify more than 1 effect -------------------------------------------------------------------------------- Use of this script could be as the following. You make a "Berserk Strike" skill, which does 200% damage to an enemy. You make the 2nd effect "Defense Down 50%" and want it applied to the user. You'd use this notetag: <self effect: 2> =end class RPG::Skill def self_effects if @self_effects.nil? @self_effects = [] self.note.each_line {|a| scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i) scan[0][0].scan(/\d+/).each {|b| @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1 } } end @self_effects end end class Game_Battler alias jet3745_item_effect_apply item_effect_apply def item_effect_apply(user, item, effect, reffed = false) if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed user.item_effect_apply(user, item, effect, true) return end jet3745_item_effect_apply(user, item, effect) end end .... What do I change so my basic attack won't read this script and get an error?
  23. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  24. Hello Everyone, So I was able to fix my original issue myself by messing around with the X and Y coordinates a bit. However, I still have 1 question and that's because of the resource manager. From everything I have seen online it says that all photos have to have a resolution of 554 X 416 or 640 X 480 with a script. However, In the resource manager it says that a graphic/picture is a file containing the images to display using in-game events and the images can be any size. When add my photo into my game with the correct resolution its still outside of the "frame" as in the sides of the photo almost seem like they are being cut off by boarders. Is there a way to expand the actual game screen so that the game screen is the size of the laptop screen automatically?
  25. OK, so I made a script a long time ago, to only show the members of your battle party in the menu. By default, RPG Maker VX Ace shows every single member of your party in the menu, and simply grays out the ones who are not in the battle party. The issue here is that players can still use those characters' abilities, etc. while they aren't in the party, which is sort of stupid. So, the script I wrote was to limit that, only give the player access to the members of their party who were active in battle, and generally work more like a traditional JRPG. Clearly, an external party swap system was necessary when using this script. YEA Party System is the one I (and I'm sure many others) am using. So here's the bug: when you use the Abilities/Equip/Status command in the menu, and select a party member, then change your party to remove that member, the cursor will still try to select the party member you removed, even if they aren't in the battle party. Confirming on this empty space leads to a game crash. So, pretty serious bug. Here is the script, if anyone can tell me what to add to prevent this issue from occurring (ideally, choosing Abilities/Equip/Status from the main menu would always reset to selecting the first actor in the party), I'd be eternally grateful. Not being able to figure out this issue is actually holding up an imminent release of my project, lol. # ╔══════════════════════════════════════════════════════╤═══════╤════════════╗ # ║ Menu Battle Members Restriction │ v1.01 │ (03/11/15) ║ # ╠══════════════════════════════════════════════════════╧═══════╧════════════╣ # ║ Author : William Couillard ║ # ║ Thanks : Traverse ║ # ║ E-Mail : cooliebk18@yahoo.com ║ # ║ Website : ??? ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ABOUT ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script forces the default menus to only allow the player access to ║ # ║ party members who are in the current battle party. By default, all party ║ # ║ members are accessible, so even party members who aren't in battle can ║ # ║ use their skills or change their equipment. This script is intended to be ║ # ║ used alongside a Party Change script, such as Yanfly's Party System. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ TERMS OF USE ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Do not edit the script's header or comments. ║ # ║ ► Free to use in commercial projects as long as proper credit is given to ║ # ║ ALL the names in the above header. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ FEATURES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Restricts default menus to only allow access to party members who are ║ # ║ in the active battle party. Custom menus for other scenes are not ║ # ║ affected. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ KNOWN ISSUES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► None. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ CHANGE LOG ║ # ╠═════════════════════════════════════════════════════════════════╤═════════╣ # ║ ■ March 11, 2015 : Bugfixes. │ (v1.01) ║ # ╟─────────────────────────────────────────────────────────────────┼─────────╢ # ║ ■ December 04, 2014 : Initial release. │ (v1.00) ║ # ╠═════════════════════════════════════════════════════════════════╧═════════╣ # ║ OVERWRITTEN METHODS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script overwrites a few methods in various default scripts. ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Game_Party < Game_Unit ║ # ║ ► def menu_actor_next ║ # ║ ► def menu_actor_prev ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Window_MenuStatus < Window_Selectable ║ # ║ ► def item_max ║ # ║ ► def draw_item ║ # ║ ► def process_ok ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ INSTRUCTIONS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ Simply paste this script anywhere BELOW Window_MenuStatus. If you are ║ # ║ using this script alongside Yanfly's Party System, place this script ║ # ║ below it. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ IMPORT SETTING ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ $imported = {} if $imported.nil? # Do not edit $imported["WC-BattleMemberRestriction_1.01"] = true # Do not edit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Game_Party ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This class handles parties. Information such as gold and items is ║ # ║ included. Instances of this class are referenced by $game_party. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Game_Party < Game_Unit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT NEXT ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_next index = battle_members.index(menu_actor) || -1 index = (index + 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT PREVIOUS ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_prev index = battle_members.index(menu_actor) || 1 index = (index + battle_members.size - 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Game_Party ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Window_MenuStatus ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This window displays party member status on the menu screen. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Window_MenuStatus < Window_Selectable # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ GET NUMBER OF ITEMS ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def item_max $game_party.battle_members.size end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ DRAW ITEM ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def draw_item(index) actor = $game_party.battle_members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ PROCESSING WHEN OK BUTTON IS PRESSED ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def process_ok super $game_party.menu_actor = $game_party.battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Window_MenuStatus ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ END OF SCRIPT ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ Thanks for taking the time!
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