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Found 1,478 results

  1. 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!
  2. 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
  3. 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)
  4. 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
  5. 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
  6. 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 $game_map.need_refresh = true rearrange_actors end Here is the aliased method from Yanfly's Party System which handles removing an actor, which is in Game_Party.
  7. Trying to use VE Passive States to apply states based on if an actor's equipment currently has X armor type (light armor, hat, etc.). I feel like I'm close to getting it to work (no longer getting game crashes), but the effect isn't doing anything. Would anyone be able to tell me the proper syntax to check using this script? VE - Passive States <passive state: 77> actor.equips.include?($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?
  8. 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?
  9. 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?
  10. 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?
  11. 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
  12. 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?
  13. 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!
  14. Basic Options Menu v1.1 By Vlue Introduction Ever had people complain your sound effects were too loud? Or music maybe? If they have, or if they haven't, there's this script now. Provides your players with an options menu to do things like... change the volume of bgm and se and etc... woo. Compatible with Basic Window Resizer, Basic Message SE, and Basic Autosave just so I can have a cooler screenshot of an options menu! Features - It's an option menu. So you can option menuy things. Like change the volume of BGM or SE. Screenshots How to Use Plug and play! Or setup as needed in the script itself. Script Grab it on the pastebin here: http://pastebin.com/LjRsUGeH FAQ Nada Credit and Thanks - By Vlue - Free to use in any project with credit given, commercial or not! Author's Notes I wasn't kidding, Basic Autosave and Basic Message SE were just created to make that screenshot better.
  15. Chaos Krux

    Thunder Spirit Battler

    Hi, might I ask for the assistance of the general populous once more? RPG Maker VX Ace has Battlers for a Fire, Ice, Water, Earth, and Wind Spirit type Enemy by default, and I can also use other battlers in the base resources for Light and Dark. The problem is Thunder. In my project, summons can be fought and subsequently obtained throughout the game that are linked to certain elements, and Thunder is the only one I don't have a battler for. If anyone has any idea of where I can find something that might work as a Thunder Spirit Battler, I'd appreciate the help. It would also be nice if the battler matched the style of the ones from VX Ace, so it doesn't look out of place. Thanks! Edit: I realise Programming probably isn't the best place to post this, but I didn't realise it was under Programming until after I posted it, and I'm not sure if there's a way to move it... Sorry!
  16. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  17. I'm working on a project in VX Ace, using Yanfly's Menu Cursor script. When trying to back out of the Game End window and return to the menu, I receive this error: The scripts I have installed are: Yanfly Core Engine Yanfly Save System Yanfly Menu Cursor Modern Algebra Quest Journal I tried removing the quest script and that didn't change anything, so I'm sure that's not the problem. I also tried moving the cursor script around, to the bottom or between the core engine and save system, but those didn't change anything either. I'm not sure what the issue is, as I don't have much programming knowledge. Can anybody help? I saw that somebody has asked about this before but they didn't receive a working solution and the thread is closed.
  18. Hi! I don't see an official request board here any longer, where there used to be, so I hope I'm posting this in the appropriate area. If not, I apologize! So, I'd like to make an official request for an add-on to Yanfly's Equip Engine for Ace. I have some items with, let's say, LOTS of effects on them. So many, that it becomes impossible to include all of them on two lines of text in the Ace editor. I'd love to see an add-on where players can press a key (let's say the A key on the keyboard) while their cursor is on an item in the equip menu (either an item already equipped, or while selecting an item to equip) that would bring up a window with all of the item's effects listed (although not generic things like "MCR * 140", I'd actually want to be able to write a notetag that would return the exact texts I've input). Text coloring and icons should also be able to be included. The help window at the top should still retain whatever text was put into the editor. So let's say I'm going to equip an item, and I see it is increasing tons of different stats. The item's help text in the editor would say something like, "Press the A key to see special effects" and after doing so, a window would show, with all of the different lines I've input to explain the item's effects. Eight possible lines ought to be enough. If anyone knows of a script that already does this, please let me know. Otherwise, I thank you for reading, and hope someone takes on this request. :D Be well!
  19. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  20. Chaos Krux

    Zombie Regeneration Functionality?

    Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
  21. Hey guys, 2nd post, having another issue, seems to be a problem with the engine. Any support will help. The Problem: The playtest, (or running the game) crashes when unloading pictures. I am doing a data collection screen, with 17 buttons that record names with name input. After each field is completed, I replace the button with a picture of the button in a different color. All 17 images display just fine, however the crash occurs when trying to erase said pictures. I have cut it down to just 7 pictures being cleared and it works just fine, so I have determined that clearing the pictures is what is causing the problem. The Fixes I Have Tried: I have turned the pictures transparent, and cleared them slowly over several events. Causes Crashes I have the images switch to smaller transparent images, and clear them later. Causes Crashes I have substituted the files, to make sure none of the images are causing the problem, Still Crashes. The only work around that works at this point is just making the images transparent and leaving them alone, but I am concerned it may cause issues later on in the game if I dont clear the images. Sorry for the long post. To recreate the issue, one could just display 17 pictures one by one, and then clear them one by one, or all at once. Also I am not sure if it helps at all, but the crash is not immediate. The game functions for a few seconds, freezes and crashes. No error messages. Sorry for the long post, any help would be great! Thanks guys!
  22. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  23. CSCA Save File Plus By: Casper Gaming (Casper667) Last Update: March 5, 2013 Latest version: 1.0.0 Introduction Changes the way the save file selection screen looks. Also has a (very basic) new game + system. Screenshots Basic view of the changes. How to Use Place in your materials section. Plug n Play. Optional New Game + options require setup. Instructions for that in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Notes One of my very first scripts that I never released outside of my website. If you got it off my website before this post, please re-download it to get the newest version. Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  24. [LDS] Save Screen Version: 1.0 Creator ~Levi Stepp~ History Introduction This is just a basic Save Screen that draws a few things. Features Actor Faces Location Name Playtime 6 Party Member Save File Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. There is no config at the moment. Demo No demo is needed, Plug N' Play. Script Get it Here FAQ No Questions asked yet. If you have suggestions, let me know. I am still learning RGSS3, I don't know how to make custom configures for people yet.
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