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Found 1,558 results

  1. Hi. I've created my own attribute points system, based on events. I want to make level up system available from menu, because I use Sapphire's ABS and don't want the window with attributes pop-up during fights. Is there a way to call a common event from menu? I would like to add an option "Level up", which would do nothing if player doesn't have any attribute points (a variable I use in events), but otherwise toggles a common event with attribute system. I want to put it under "Status" option. Thanks
  2. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  3. Hello there! I got yet another, unanswered question. I'd like to have a skill that inflicts more damage if the target has a buff. Any buff. How do I check if b is overall buffed?
  4. Hi I've installed Kread-EX's Alchemic Synthesis ~GO GO TOTORI!~ Script. What I need help with is creating categories. At the moment I can only get the 4 lists which are Items, Weapons, Armours and Key Items. Firstly, how do I change the name of these categories without changing the main command names? Also, how do I add extra categories such as the different categories of armours: Helmets, Light Armours, Accessories, etc Or if I wanted to create a new item type called Lapis for example. I have a very basic understanding of scripting, but whatever I try to edit doesn't seem to work. I've even tried editing on an empty project and I'm still having the same problems. Would I need to install another script to work alongside, to add these categories? The script is below:
  5. I'm trying to make a "restart battle" system in RPG Maker VX Ace. What I'm trying to do is make a system that recognizes if all 4 actors in a battle are dead. Using Yanfly's death common event script, a common event is run whenever an actor dies. When the common event is called, a conditional branch checks if all the party members are dead. The problem is that a conditional branch can't recognize when the whole party is inflicted by a state, you can only check individual characters. Since the player gets to choose who they want to be in their party from a choice of many different characters, the conditional branch has to recognize the state of the party members 1, 2, 3, and 4, not any specific characters. So basically, is it possible for a conditional branch to check if all the party members are inflicted with a certain state?
  6. Hello, everyone. There was a thread on here that asked a similar question back in 2015, but it looked like the OP was attempting to create this effect for all windows, instead of a specific window like I want to do. I have a customized window for a puzzle that accesses class Window_HorzCommand. The player's selection cursor keeps redirecting to the first choice because I need to refresh the command bar each time a selection is made. I have found out that I can control where the cursor starts here: class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) clear_command_list make_command_list super(x, y, window_width, window_height) refresh select(0) # <------ Right there activate end Here's the order of my classes: Window_CustomWindow < Window_HorzCommand, Window_HorzCommand < Window_Command I want to Window_Command's select value specifically for Window_CustomWindow. From that point on, I can easily figure out what to do. I'd just need to create a variable that changes depending on the player's last selection, that would change the value of select, so that the cursor would begin in the player's last selected position. How would I change select for my custom class? I feel it may involve an alias, or something, but nothing is coming together in my head. Thank you for your time!
  7. There's a severe compatibility issue between victor's rotational moving script and the "set_char" animation script call in galv's move route script. I'm too defeated and tired to really go into detail but in a nutshell, galv's script relies on the default direction variable found in Game_CharacterBase, and victor's script completely changes how the direction variable works. This makes it so that when using "set_char" in a move route, it is impossible to select a different character direction. Victor's script splits the direction variable into three different variables, "current_direction", "final_direction" and "direction". It's very confusing to me. This is the area of galv's script that I believe needs fixing (and the "set_char" script call function is all I want from this script and is crucial): def set_char(name,index,pattern,direction) @gstop = true @direction = direction @pattern = pattern - 1 @character_name = name @character_index = index - 1 end I'll just link the entirety of Galv's script here. And here's the rotational moving script by Victor: #============================================================================== # ** Victor Engine - Rotational Turning #------------------------------------------------------------------------------ # Author : Victor Sant # # Version History: # v 1.00 - 2011.12.23 > First release # v 1.01 - 2011.12.30 > Fixed get on and off vehicle glitch # v 1.02 - 2012.01.01 > Fixed initial event direction and added new tags # v 1.03 - 2012.01.04 > Compatibility with Character Control # v 1.04 - 2012.05.30 > Compatibility with Pixel Movement # v 1.05 - 2012.07.24 > Compatibility with Moving Platforms # v 1.06 - 2012.11.03 > Fixed issue with direction ladders # > Fixed issue with direction after map transfer #------------------------------------------------------------------------------ # This scripts allows to set a different movement when the character changes # the direction he is facing, instead of facing directly the new direction # the character tunrs smoothly with a rotational movement. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.05 or higher # If used with 'Victor Engine - Multi Frames' place this bellow it. # # * Overwrite methods # class Game_CharacterBase # def set_direction(d) # # * Alias methods # class Game_CharacterBase # def init_private_members # def update # # class Game_Event < Game_Character # def clear_page_settings # def setup_page_settings # # class Game_Player < Game_Character # def initialize # # class Game_Interpreter # def comment_call # #------------------------------------------------------------------------------ # Instructions: # To instal the script, open you script editor and paste this script on # a new section bellow the Materials section. This script must also # be bellow the script 'Victor Engine - Basic' # #------------------------------------------------------------------------------ # Comment calls note tags: # Tags to be used in events comment box, works like a script call. # # <actor rotation on> # <actor rotation off> # These tags allows to turn the rotation move on or off for the player. # # <event i rotation on> # <event i rotation off> # These tags allows to turn the rotation move on or off for events. # i : event ID # #------------------------------------------------------------------------------ # Comment boxes note tags: # Tags to be used on events Comment boxes. They're different from the # comment call, they're called always the even refresh. # # <rotation move> # This tag allows the rotation move for events if VE_ROTATE_EVENTS = false # It enables the rotation move only for the page where the comment # is located # # <block rotation> # This tag disable the rotation move for events if VE_ROTATE_EVENTS = true # It disable the rotation move only for the page where the comment # is located # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * Set rotational turning for events # If true, automatically all events will have rotational turning. # If false, you must add the rotational turning manually by adding the # comment tag for rotational turn on it. #-------------------------------------------------------------------------- VE_ROTATE_EVENTS = false #-------------------------------------------------------------------------- # * Set wait time between the frame change during rotation #-------------------------------------------------------------------------- VE_ROTATION_WAIT = 3 #-------------------------------------------------------------------------- # * required # This method checks for the existance of the basic module and other # VE scripts required for this script to work, don't edit this #-------------------------------------------------------------------------- def self.required(name, req, version, type = nil) if !$imported[:ve_basic_module] msg = "The script '%s' requires the script\n" msg += "'VE - Basic Module' v%s or higher above it to work properly\n" msg += "Go to http://victorenginescripts.wordpress.com/ to download this script." msgbox(sprintf(msg, self.script_name(name), version)) exit else self.required_script(name, req, version, type) end end #-------------------------------------------------------------------------- # * script_name # Get the script name base on the imported value, don't edit this #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") end end $imported ||= {} $imported[:ve_roatation_turn] = 1.06 Victor_Engine.required(:ve_roatation_turn, :ve_basic_module, 1.05, :above) #============================================================================== # ** Game_CharacterBase #------------------------------------------------------------------------------ # This class deals with characters. Common to all characters, stores basic # data, such as coordinates and graphics. It's used as a superclass of the # Game_Character class. #============================================================================== class Game_CharacterBase #-------------------------------------------------------------------------- # * Overwrite method: set_direction #-------------------------------------------------------------------------- def set_direction(d) @stop_count = 0 return if @direction_fix || d == 0 || rotating? || (ladder_down? && d == 2) set_final_direction(d) @rotation_wait = VE_ROTATION_WAIT @clock_rotation = rotation_direction @current_direction = @final_direction if !rotation_enabled? || tranfering? update_direction if tranfering? end #-------------------------------------------------------------------------- # * Alias method: init_private_members #-------------------------------------------------------------------------- alias :init_private_members_ve_roatation_turn :init_private_members def init_private_members init_private_members_ve_roatation_turn @final_direction = 0 @current_direction = 0 @rotation_wait = 0 end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_roatation_turn :update def update update_rotation if rotating? update_ve_roatation_turn update_direction end #-------------------------------------------------------------------------- # * New method: set_final_direction #-------------------------------------------------------------------------- def set_final_direction(d) diag = $imported[:ve_diagonal_move] && diagonal_enabled? && diagonal? case d when 2 then @final_direction = diag ? 1 : 0 when 4 then @final_direction = diag ? 3 : 2 when 6 then @final_direction = diag ? 7 : 6 when 8 then @final_direction = diag ? 5 : 4 end end #-------------------------------------------------------------------------- # * New method: rotation_direction #-------------------------------------------------------------------------- def rotation_direction clock = 0 nclock = 8 clock += 1 while @final_direction != (@current_direction + clock) % 8 nclock -= 1 while @final_direction != (@current_direction + nclock) % 8 clock < (8 - nclock) end #-------------------------------------------------------------------------- # * New method: rotation_enabled? #-------------------------------------------------------------------------- def rotation_enabled? @rotation_enabled end #-------------------------------------------------------------------------- # * New method: rotating? #-------------------------------------------------------------------------- def rotating? @final_direction != @current_direction end #-------------------------------------------------------------------------- # * New method: update_rotation #-------------------------------------------------------------------------- def update_rotation @pattern = @original_pattern return @rotation_wait -= 1 if @rotation_wait > 0 @rotation_wait = VE_ROTATION_WAIT add = $imported[:ve_diagonal_move] ? 1 : 2 dir = @current_direction dir = (dir + add) % 8 if @clock_rotation dir = dir - add if !@clock_rotation dir = $imported[:ve_diagonal_move] ? 7 : 6 if dir < 0 @current_direction = dir end #-------------------------------------------------------------------------- # * New method: update_direction #-------------------------------------------------------------------------- def update_direction case @current_direction when 0 then @direction = 2; @diagonal = 0 when 1 then @direction = 2; @diagonal = 1 when 2 then @direction = 4; @diagonal = 0 when 3 then @direction = 4; @diagonal = 7 when 4 then @direction = 8; @diagonal = 0 when 5 then @direction = 8; @diagonal = 9 when 6 then @direction = 6; @diagonal = 0 when 7 then @direction = 4; @diagonal = 3 end end #-------------------------------------------------------------------------- # * New method: update_clear_direction #-------------------------------------------------------------------------- def update_clear_direction case @direction when 2 then @current_direction = @final_direction = 0 when 4 then @current_direction = @final_direction = 2 when 6 then @current_direction = @final_direction = 6 when 8 then @current_direction = @final_direction = 4 end end #-------------------------------------------------------------------------- # * New method: get_final_direction #-------------------------------------------------------------------------- def get_final_direction case @final_direction when 0 then [2, 0] when 1 then [2, 1] when 2 then [4, 0] when 3 then [4, 7] when 4 then [8, 0] when 5 then [8, 9] when 6 then [6, 0] when 7 then [4, 3] end end #-------------------------------------------------------------------------- # * New method: ladder_down? #-------------------------------------------------------------------------- def ladder_down? $game_map.ladder?(@x, @y + 1) end #-------------------------------------------------------------------------- # * New method: transfer? #-------------------------------------------------------------------------- def tranfering? $game_player.transfer? && (player? || follower?) end end #============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Alias method: clear_page_settings #-------------------------------------------------------------------------- alias :clear_page_settings_ve_roatation_turn :clear_page_settings def clear_page_settings clear_page_settings_ve_roatation_turn @rotation_enabled = false end #-------------------------------------------------------------------------- # * Alias method: setup_page_settings #-------------------------------------------------------------------------- alias :setup_page_settings_ve_roatation_turn :setup_page_settings def setup_page_settings setup_page_settings_ve_roatation_turn @rotation_enabled = VE_ROTATE_EVENTS || note =~ /<ROTATION MOVE>/i @rotation_enabled = false if note =~ /<BLOCK ROTATION>/i set_final_direction(@direction) @current_direction = @final_direction end #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false end end #============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles maps. It includes event starting determinants and map # scrolling functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_roatation_turn :initialize def initialize initialize_ve_roatation_turn rotation_on end #-------------------------------------------------------------------------- # * Alias method: get_on_off_vehicle #-------------------------------------------------------------------------- alias :get_on_off_vehicle_ve_roatation_turn :get_on_off_vehicle def get_on_off_vehicle return if rotating? get_on_off_vehicle_ve_roatation_turn end #-------------------------------------------------------------------------- # * Alias method: init_private_members #-------------------------------------------------------------------------- alias :clear_transfer_info_ve_roatation_turn :clear_transfer_info def clear_transfer_info clear_transfer_info_ve_roatation_turn update_clear_direction end #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true @followers.rotation_on end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false @followers.rotation_off end end #============================================================================== # ** Game_Follower #------------------------------------------------------------------------------ # This class handles the followers. Followers are the actors of the party # that follows the leader in a line. It's used within the Game_Followers class. #============================================================================== class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false end end #============================================================================== # ** Game_Followers #------------------------------------------------------------------------------ # This class handles the followers. It's a wrapper for the built-in class # "Array." It's used within the Game_Player class. #============================================================================== class Game_Followers #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on each {|follower| follower.rotation_on } end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off each {|follower| follower.rotation_off } end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_roatation_turn :comment_call def comment_call call_change_actor_rotation call_change_event_rotation comment_call_ve_roatation_turn end #-------------------------------------------------------------------------- # * New method: call_change_actor_rotation #-------------------------------------------------------------------------- def call_change_actor_rotation if note =~ /<ACTOR ROTATION (ON|OFF)>/i $game_player.rotation_off if $1.upcase == "OFF" $game_player.rotation_on if $1.upcase == "ON" end end #-------------------------------------------------------------------------- # * New method: call_change_event_rotation #-------------------------------------------------------------------------- def call_change_event_rotation if note =~ /<EVENT (\d+) ROTATION (ON|OFF)>/i $game_map.events[$1.to_i].rotation_off if $2.upcase == "OFF" $game_map.events[$1.to_i].rotation_on if $2.upcase == "ON" end end end If I can't get this solved then I will disappointingly need to remove the rotational moving script, but I've grown very accustomed to it and would prefer not to. So if the direction variable in galv's script could be made to become compatible with victor's script, that'd be awesome... but in truth, I am completely stumped in how to do that. Thank you for any support, truly
  8. Im having 2 problems with an enemy im trying to add One is that the fight only starts when the player actively runs into the creature, and the other is that the player attacks barely ever miss, even with max evasion. Am I doing anything wrong? I'd like to know 2020-03-18_18-30-55.mp4
  9. Hello everyone, I don't know if my question is going to sound weird, I'm trying to make a game with a real time system (I'm inspired by Zelda Majora's Mask), I know it's not really possible, but I would like keep its appearance. I know that events outside the map where the player is do not exist, they are not instantiated. We cannot for example trigger an event move, change the map, and when returning, the movement continued during this time. That said, even within a map it does not work as I would like. If I trigger an event (in parallel process) which is supposed to carry out a displacement (pathfinding), the displacement will be carried out only if the event enters the screen area of the player. This can give rise to inconsistencies such as for example: a guard patrols around the city, he passes in front of the player and leaves the screen, the player takes the opposite direction and expects to find him along the way , but in fact the guard stopped immediately after leaving the screen and waited for us to get closer to resume his patrol. I wonder two things: 1 / Is this problem an inherent part of the software limits or a script could solve it? 2 / Otherwise, do you have any ideas to get around the problem and maintain a semblance of life in real time in the game? I had thought of transporting the event case by case depending on if the player is supposed to cross his path at this time, but it seems really too heavy and complicated. I hope I have been as clear as possible, thanks for your attention!
  10. Hello there! Another question for y'all, and this time it's a silly one. I'm using the Custom Use Condition script by Tsukihime, and I wanted to create a skill that can only be used if the user is at full Magic Power. What's the RGSS formula I should use to check if this condition's true?
  11. CSCA Core Script By: Casper Gaming (Casper667) Last update: May 16, 2013 Latest Version: 1.0.6 Introduction This script provides functions and classes used and shared by many different CSCA Scripts. This is REQUIRED by: CSCA Colosseum - LINK CSCA Dungeon Tools - LINK CSCA Achievements - LINK CSCA Encyclopedia - LINK CSCA Treasure Maps - LINK CSCA Vehicle System - LINK CSCA Sidequests - LINK How to Use Place in your materials section. Make sure this script is pasted ABOVE all other CSCA Scripts. Plug and Play. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  12. Scene Combine for RGSS3 by efeberk Introduction This script will allow to combine two items and generate a new item from combined items. Screenshot: Script
  13. UncannyBoots

    Game breaking common event problem

    I don't really know in which place to put this topic. It involves eventing which is kind of programming so I put it in this subforum. I'm having many many issues getting a motorcycle element in my game to work properly, but this is by far the biggest. I'll do a quick rundown of how the mechanic works, and what the issue is: In a parallel process common event, conditional branch checks if button is pressed. If it is, it will call another common event that changes player sprite, speed, and many other things and voila, he's riding a motorbike. It's like the Key Item button from Pokemon that allows the player to ride the bike with a press of a button. Press the button again and the opposite happens; the sprite turns back to the default player sprite, speed goes back to normal, etc. Now here's where the game breaking issue comes in. When walking onto a transfer event, right as the player moves onto that event, if you press the bike button immediately, the game transfers to the next screen and the common event is cut short. This is not a hard glitch to pull off, either. The switch that says the bike is on/off changes, but the graphic doesn't, the speed doesn't, and the other things don't change (for example, passability. You can pass over certain tiles on the bike that you cannot when walking. Player can't dash off of the bike is another thing). So the player will still be on the bike, will have a fast speed, but then cannot dash as if he is off of the bike, and can go over tiles that the bike isn't supposed to be able to ride over, because the bike switch is off, so the game thinks he's not on the bike. What truly baffles me, is that I have it so the switch turns on/off at the end of the conditional branch, while I have the dashing on/off near the middle of the command list, and everything else is either before the dash on/off or before the switch on/off. So evidently, common events don't even go through the command list in order? I haven't a single clue. Long story short, because this is complicated but this gets to the heart of the problem: How would I make it so that when pressing a button and walking onto a transfer event at the same time, the common event that gets called with that button press won't get stopped halfway through its processing?
  14. Tyseus

    Check if stat is not buffed

    Just like the title says: is there a formula to check if the target of a skill currently has no buffs, or doesn't have a specific buff? I know that "a.buff(x)" checks if X stat is buffed, but is there a formula for checking if it isn't?
  15. UncannyBoots

    Galv Camera Slide issue

    I'm back again lol. As usual I already have a gist of what needs to be done but I don't know how to actually write code in RGSS3. Unlike my last problem though I do believe this one will be a lot easier. So I'm using Galv's Cam Slide script. When riding a motorcycle in my game, you have the option to speed up. It goes very fast and when going up or down, the player outruns the screen cam slide, going off screen. The solution I'm thinking of is to change "ch = (Graphics.height / 2)" to be something like "ch = (Graphics.height / 2 + 100)" when the player is holding the up key and the shift key, and "ch = (Graphics.height / 2 - 100)" when the player is holding the down key and the shift key. How would you write that? Example: if [up key is pressed] && [shift key is pressed] ch = (Graphics.height / 2 + 100) elsif [down key is pressed] && [shift key is pressed] ch = (Graphics.height / 2 - 100) else ch = (Graphics.height / 2) end Replace the stuff inside "[ ]" with the actual script code. I don't know if you have to define button directions or not though Here's the script: #------------------------------------------------------------------------------# # Galv's Cam Slide Control #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 1.0 #------------------------------------------------------------------------------# # 2015-10-09 - Version 1.0 - release #------------------------------------------------------------------------------# # This script gives the camera a slide effect and also more control of where # the camera is focused. You can set it to follow an event or scroll to an x,y # position on the map. #------------------------------------------------------------------------------- # SCRIPT CALL #------------------------------------------------------------------------------- # $game_map.camslide(status) # status can be true or false (default true) # # # when false - cam reverts to default, # # does not slide and 'scroll map' event works # # # when true - slide effect and targeting # # works but 'scroll map' does not. # # $game_map.camtarget(x,s) # x is event ID # # s is speed of camera scroll (800 default) # # the greater the speed the slower the scroll # # sets camslide to true automatically. # # $game_map.camtarget_xy(x,y,s) # x,y are the x,y co-ordinates on the map. # # s is speed (same as above) # # sets camslide to true automatically. # # $game_map.cam_default # sets camtarget back to player # # sets camslide to true automatically. #------------------------------------------------------------------------------- class Game_Player < Game_Character alias galv_scroll_gp_gc_update_scroll update_scroll def update_scroll(last_real_x, last_real_y) return if !$game_map.free_cam galv_scroll_gp_gc_update_scroll(last_real_x, last_real_y) end end class Game_Map attr_accessor :free_cam attr_accessor :camtarget alias galv_scroll_gm_initialize initialize def initialize galv_scroll_gm_initialize cam_default end def camslide(status) @free_cam = !status end alias galv_scroll_gm_setup setup def setup(map_id) cam_default galv_scroll_gm_setup(map_id) end def camtarget(x, spd = 800) @camtarget = @events[x] @free_cam = false @camspeed = spd end def camtarget_xy(x,y,spd = 800) @camtarget = Camxytarget.new @camtarget.camxy(x,y) @free_cam = false @camspeed = spd end def cam_default(speed = 800) @camtarget = $game_player @free_cam = false @camspeed = speed end alias galv_scroll_gm_update_scroll update_scroll def update_scroll return galv_scroll_gm_update_scroll if @free_cam @scroll_rest = 0 cw = (Graphics.width / 2) ch = (Graphics.height / 2) sx = 0.016 + (@camtarget.screen_x - cw).abs / @camspeed sy = 0.016 + (@camtarget.screen_y - ch).abs / @camspeed y_pos = @camtarget.screen_y.to_i x_pos = @camtarget.screen_x.to_i if y_pos < ch $game_map.scroll_up(sy) elsif y_pos > ch $game_map.scroll_down(sy) end if x_pos < cw $game_map.scroll_left(sx) elsif x_pos > cw $game_map.scroll_right(sx) end end end class Camxytarget < Game_CharacterBase def camxy(x,y) @x = x @y = y @real_x = @x @real_y = @y end end
  16. 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?
  17. Download here: https://rpgmaker.net/games/11469/downloads/11183/ PLOT FEATURES SCREENSHOTS CHARACTERS: CONTACT US: Official email: remainderstudios@gmail.com Doubts, questions, send videos and gameplays, report bugs and more.
  18. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  19. I asked in my status about this but the solution is beyond whatever minimal scripting ability I have. I was going to link the status update here but it doesn't seem like I can lol but it's easy to find by clicking onto my profile. The status update is " Wish I knew how to change the z value of the player or of events. Anyone have any ideas?" I was just going to let it go but then I remembered that there has already been made a similar script that fixes the way star tiles work with large sprites: ##----------------------------------------------------------------------------- # Large Sprite ☆ Display Fix v1.3 # Created by Neon Black at request of seita # v1.4 - 12.18.14 - Added position tuning # v1.3 - 1.12.14 - Viewport/position issue fixes # v1.1 - 8.18.13 - Fixed an odd lag issue # v1.0 - 8.17.13 - Main script completed # For both commercial and non-commercial use as long as credit is given to # Neon Black and any additional authors. Licensed under Creative Commons # CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/ ##----------------------------------------------------------------------------- ##------ ## By default, this script only affects the player. To allow it to affect ## an event page as well, add a comment with the tag <large sprite> to the page ## of the event you would like to have affected by this. class Sprite_Character < Sprite_Base ##------ ## The ID of the terrain used to display the large character above ☆ tiles. ## If the player is below this tile (y position), the sprite will appear ## above all tiles and events from that y position up. If the player is on ## the same tile or above (y position) the event will appear BELOW ☆ tiles ## from that position up. ##------ UpperTerrain = 1 ##------ ## This value is the pixel tuning used to check the location. This is ## because characters tagged with a '!' in their name are drawn lower than ## normal characters and are considered to be lower than these. This causes ## the script to think they are on the tile below where they really are and ## draw them above tiles they should appear under. ##------ Tuning = -1 alias :cp_011214_update_bitmap :update_bitmap def update_bitmap(*args) if graphic_changed? && @set_upper_area_sprite @force_no_gfx_change = true else @force_no_gfx_change = false end cp_011214_update_bitmap(*args) end ## Alias the update method to add in the new graphic check. alias :cp_073013_update_pos :update_position def update_position(*args) cp_073013_update_pos(*args) check_encompassed_area if sprite_is_onscreen? end ## Alias the dispose to dispose the upper sprite. alias :cp_073013_dispose :dispose def dispose(*args) @upper_area_sprite.dispose if @upper_area_sprite cp_073013_dispose(*args) end #~ ## Alias the graphic changed method to allow the sprite to revent to what it #~ ## was during the last frame. This allows the check to work again. #~ alias :cp_073013_graphic_changed? :graphic_changed? #~ def graphic_changed?(*args) #~ cp_073013_graphic_changed?(*args) || @set_upper_area_sprite #~ end ## Check if the sprite is onscreen. Reduces redundant drawing. def sprite_is_onscreen? return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower) return false unless @character.is_a?(Game_Player) || @character.large_sprite return false if @character.screen_z >= 200 top_left, bot_right = get_edge_corner_dis return false if top_left[0] > Graphics.width return false if top_left[1] > Graphics.height return false if bot_right[0] < 0 return false if bot_right[1] < 0 return true end ## Get the top left and bottom right positions. def get_edge_corner_dis top_left = [self.x - self.ox, self.y - self.oy] bot_right = [top_left[0] + self.width, top_left[1] + self.height] return [top_left, bot_right] end ## Long method that checks each position and draws the upper sprite. def check_encompassed_area if @set_upper_area_sprite && !@force_no_gfx_change old_src = self.src_rect.clone self.bitmap = @old_bitmap self.src_rect = old_src end @set_upper_area_sprite = false top_left, bot_right = get_edge_corner_dis last_x, last_y, copy_region = nil, nil, 0 map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32 total_height = (self.height + @character.jump_height).round self.width.times do |x| xp = map_xd.to_i + top_left[0] + x unless xp / 32 == last_x last_x = xp / 32 last_y, copy_region = nil, 0 total_height.times do |y| yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning next if yp.to_i / 32 == last_y last_y = yp.to_i / 32 if last_y == (@character.screen_y + @character.jump_height + Tuning + map_yd).to_i / 32 break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain next end next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain copy_region = [self.height, total_height - y + 1].min set_upper_sprite break end end next if copy_region == 0 rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region) @upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect) self.bitmap.clear_rect(rect) end if !@set_upper_area_sprite && @upper_area_sprite @upper_area_sprite.visible = false end end ## Creates the upper sprite that's a copy of the current sprite. def set_upper_sprite return if @set_upper_area_sprite @upper_area_sprite ||= Sprite.new @upper_area_sprite.bitmap = Bitmap.new(self.width, self.height) props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror", "bush_depth", "opacity", "blend_type", "color", "tone", "visible", "viewport"] props.each do |meth| @upper_area_sprite.method("#{meth}=").call(self.method(meth).call) end @upper_area_sprite.z = 200 @set_upper_area_sprite = true @old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height) self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect) self.src_rect = old_src_rect end end class Game_Event < Game_Character attr_reader :large_sprite alias :cp_081713_setup_page_settings :setup_page_settings def setup_page_settings(*args) cp_081713_setup_page_settings(*args) get_large_sprite_conditions end def get_large_sprite_conditions @large_sprite = true return if @list.nil? || @list.empty? @list.each do |line| next unless line.code == 108 || line.code == 408 case line.parameters[0] when /<large sprite>/i @large_sprite = true end end end end I was wondering, then, if this could be a basis for a new script that fixes large sprites going over adjacent events? Keep in mind that I am no programmer. If I was I probably wouldn't have been so drawn to using RPG Maker :P
  20. Hello again, It's been a while~ I think I'm posting this in the right place, so here goes... I feel like this is relatively self-explanatory, but basically I was wondering if there is a way to increase the amount of Enemies allowed in any given battle past 8, which is, of course, the maximum amount RPG Maker VX Ace allows by default. I'd imagine a script would probably be needed for this, but all of my attempts to find such a script have been fruitless. I have seen at least one video on YouTube showcasing a battle with more than 8 enemies present all at once, each getting their own turn in the battle, so I imagine it must be possible somehow. I wouldn't say it's majorly important or anything; just something I've been wondering about for a while. Thanks in advance to anyone who replies~
  21. I'm trying to use enemy max hp ($data_enemies[x].mhp) in a script call: but the game crash: there is a way to use it?
  22. Final Fantasy Styled Battle Log v2.05 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. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. 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. 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 (Kayzee), for some coding help.
  23. rapid_Movement

    Material / Tutorials for GTBS?

    I walked into this program pretty recently looking for an excuse to try my hand at ruby, and to waste some time trying to make some of the far-flung D&D / game concepts my friends and i talk about have a more tangible component to them. It's been a lot of fun so far, but the main problem i'm having is just a relic of VX Ace's relative age - trying to keep up with deprecated documentation, websites that no longer work (and of course weren't captured by archive sites), and generally sifting through ~eight years of materials. I've specifically been blown away by the complete and utter death of a series of scripts that it looks like no one has even mentioned since 2013 - the GTBS / Layy_Meta_Editor script system, apparently created specifically to target my desperate dork nostalgia for final fantasy tactics / tactics ogre (and apparently the only script ever made for VX Ace even approaching this style of battling?), and after tracking down the creator's functional beta of the script set, i'm starting to understand why its died out - all discussion and tutorial materials were apparently on the creator's direct site, which shut down, and these scripts are, in my admittedly limited experience with the program, on the upper end of complexity. After about four hours of drearily reading through the sparsely commented scripts themselves and stabbing wildly at doing things, i have several .LAYYMETA files, a notepad of jumbled mechanics included in the system i'm not entirely sure about, and a headache. My specific question might be more tailored to a professional necromancer - is there a hidden trove of GTBS tutorials under my nose i can use to learn the system? Failing that, (or maybe even with that), is it one of those old, unsupported systems that can't really be recommend to a guy not super familiar with ruby or coding in general? Or is getting a handle on writing and editing scripts kind of a six of one, half dozen of the other thing, where as long as you're neck deep in text you're learning at about the same rate, in your experience? More generally, is there a usual accepted source you can go to in situations like this, or is asking questions on forums and slumming around the creators' original websites for clarifications sort of the gold standard? Thanks for any help you can give. You all seem to have a wonderfully tight-knit community here.
  24. Are there any scripts or ways in general to make a custom vehicle -- think a car or a motorbike -- that can drive over certain impassible tiles (like rough potholes and ditches that the player normally cannot walk over)? I don't know how to write a script from scratch but I have an idea of how it would be done. When player has $game_switches[x] on, tiles covered with a specific region ID will be passable. Something like that should work in theory, I think...
  25. Can a conditional branch (with the use of script) recognize which party member is selecting their actions in battle? I want a conditional branch to run from a parallel process common event when the 2nd actor in line on the world map is choosing what move to make in battle. When it's the turn of the actor who chooses their actions second in battle, an event will run that applies a state to party member 2 as soon it's his turn. Here is the event processing: Basically, the order of your party's formation in battle applies a bonus state depending if they are 2nd, 3rd, or 4th to pick their actions. Each state applied still stays in effect after battle btw, and they're cleared at the start of a new battle (done via the call of another common event). With this system, it gives players a reason to change the party's formation. What would be the method for making a conditional branch like this?
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