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Found 1,620 results

  1. 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
  2. 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?
  3. 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.
  4. 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
  5. 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~
  6. 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?
  7. 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.
  8. 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...
  9. 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?
  10. 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
  11. I am needing help on how to do some things, or get a script recommendation that can achieve my desired effects. Essentially I am just wanting to be able to Recruit Enemies into Party. I've searched the web and haven't had luck in finding the proper help, but I know this is somewhat a commonly asked thing. How I want it to work is, when only 1 enemy left alive and is >=25%HP, that you can use "Recruit", and success rate of if the enemy joins or not is based on variables per enemy. Any help with this is much appreciated. Thus far I've only had minor success in accomplishing this, but so far still not at all as I'm intending it to be. Also couple other things I'm trying to figure out at the moment, Is there a way I can restrict max party to 3? And any thing that is or is similar to when you get newly acquired party members, they go to "town" (if your party is currently full), and only at "town" you can manage who is in your active party? (as an example of type of system I mean, something basically similar to Pokemon, how when you have 6 mons already, a newly caught mon goes to the PC) Thanks much for any advice and help.
  12. Essentially I'd like to make it so that if an autotile has a certain terrain tag, it will behave like a "star" tile, aka you can walk behind/under it. This will be useful for buildings, and it won't force me to have to make separate B-E tiles and take up precious tile space; instead I'll be able to just use the building autotiles I have created. I already have a solution for making the bottom of the building impassible.
  13. PhoenixSoul

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  14. I know it's a long shot, but since most people who worked with VX regular and Ace making scripts are no longer active I'm seeing if anyone that's still active could help me convert a script. It was made in VX but I'm wanting to see if someone can remake it for Ace possibly. i'd pay a little bit of cash for the help if needed.
  15. Tyseus

    On Kill effect with state X

    Hi y'all. I basically want my actor to have a specific state as a passive, which is done. I, however, want said state to grant a free buff(or to add another state, in my case) when the actor defeats an enemy. How's it done?
  16. Tsukihime

    Gab Manager

    Gab Manager -Tsukihime The original gab window script says this So I added a gab window to every scene. Download Script: http://db.tt/EM8xWrro Required: Gab Window Usage Show a gab window by calling SceneManager.show_gab(args) Instructions for what the gabs are can be found in the gab window script. You can choose where to position the gab window by super'ing the `create_gab_window` method in your own scene classes and setting the x and y values. Example With the Gab Manager is it very easy to add extra gabs everywhere. Of course, you need to fine-tune the window and gab and overall looks, but you probably would be doing that anyways. This piece of code accomplishes the above: class Scene_Shop < Scene_MenuBase def create_gab_window super @gab_window.x = 150 @gab_window.y = -10 end alias :scene_gabs_do_buy :do_buy def do_buy(number) text = sprintf("Purchased %d %s for %d %s!", number, @item.name, buying_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_buy(number) end alias :scene_gabs_do_sell :do_sell def do_sell(number) text = sprintf("Sold %d %s for %d %s!", number, @item.name, selling_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_sell(number) end end
  17. Actor creation system Author: Tsukihime Overview This script provides basic functionality for creating new actors during the game. Features Add or update an existing actor Create completely new actors Choose your own actor face, character sprite, and class Choose how to distribute bonus stats Choose a name for your new actor Easily customize your face/classes/character sprite choices Lock or unlock classes from being selected Usage Actor creation is accessed via script call SceneManager.call(Scene_ActorCreate) If you want to modify an existing actor, you must prepare the scene with an extra call SceneManager.scene.prepare(actor_id, class_fixed?, face_fixed?, char_fixed?) The actor ID must be one of the actors that are currently in the game. The rest of the arguments are for locking fields from editing. So for example if you want to prevent the user from changing class, face, and character sprite, you would say SceneManager.scene.prepare(actor_id, true, true, true) You can lock or unlock classes with the following script calls $game_system.lock_class(n) $game_system.unlock_class(n) Where n is the class ID. In the actor information screen, you can specify details about your new actor, distribute bonus stats, and choose a name. At the top of the script there is some configuration. In particular, if you want to add more faces and character sprites, you just have to add the filenames to the lists. Note that I'm assuming you're using Ace's 4x2 sprite sheets. You can also specify how much bonus stats actors start with. Downloads Script: http://db.tt/PcZ84zgR Required: Custom Database Notes If anyone can draw a better scene that would be great. I'm planning to add some more options like selecting some extra starting features for your new actor.
  18. Theo - Interact Hover Notification Version : 1.1 Type : Graphics addons Original Post : Theolized RGSS3 Introduction : This script simply displays interact notification text over event Features : Set interact notif for each event Only triggered if event in front of player, has action button as trigger, and it isn't blank or erased Screenshots : Scripts : Grab on Github Terms of Use : Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.
  19. Feature: Attack Animation -Tsukihime This script allows you to change your "attack" animation. For example, when a state is applied, you might want to show a different animation to reflect the effects of the state. Download Script: http://db.tt/BZmMolI9 Required: Feature Manager Usage Tag database objects with <ft: atk_anim x> For some animation ID x
  20. So, here's the skivvy. I have set up a certain table of global codes to be used, and in some areas, the codes render the text just fine. However, in only this particular scene, where I'd like to have the text and/or icons show up properly, they instead show garbage. I'd like to know how to fix this, and I'm on a deadline so this is info I need ASAP. I'll be tagging people specifically so that this is seen sooner rather than later. I don't know where to get the global codes script (I have an archive of scripts and that's where I got it from), and Yanfly's wordpress should still be around. Tagged for fast visibility are... @Rikifive @Kayzee @Seriel
  21. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  22. Is there any way to make the speed for scrolling backgrounds go slower? 1 is the lowest you can go (0 just stops scrolling) but even 1 is too fast for what I'd like. I don't know where the speed calculations are in this script (if they're there at all) but I would assume they can be changed. I'd appreciate any help if true #============================================================================== # +++ MOG - Title Multibackground - [Stand Alone Series] (V1.2) +++ #============================================================================== # By Moghunter # https://atelierrgss.wordpress.com/ #============================================================================== # Adiciona múltiplas camadas animadas na tela de titulo. #============================================================================== #============================================================================= # v1.2 - Correção no efeito WAVE. #============================================================================= module MOG_TITLE_BACKGROUND BACKGROUND_EFFECT = [] #============================================================================= # # BACKGROUND_EFFECT[ A ] = [B , C , D, E ,F] # # A - LAYER ID # B - EFFECT (0 - Scrolling 1 - Waving) # C - SPEED X / Wave Power # D - SPEED Y / Wave Speed # E - Z-axis # F - FILE NAME # # # EX # # BACKGROUND_EFFECT[0] = [0,4,1,0,"Background_0"] # BACKGROUND_EFFECT[1] = [1,5,100,10,"Background_1"] # BACKGROUND_EFFECT[2] = [0,20,40,1,"Background_2"] # BACKGROUND_EFFECT[3] = [1,10,0,5,"Background_3"] # BACKGROUND_EFFECT[4] = [1,5,20,3,"Background_4"] # BACKGROUND_EFFECT[5] = [0,0,10,20,"Background_5"] # ... BACKGROUND_EFFECT[99] = [1,50,20,32,,"Background_99"] # #============================================================================= BACKGROUND_EFFECT[0] = [0,1,1,1,"Background"] #(the second and third numbers in the array are the scroll speeds) end $imported = {} if $imported.nil? $imported[:mog_title_multibackground] = true #============================================================================== # ■ Scene Tittle #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● Dispose Background #-------------------------------------------------------------------------- alias mog_t_background_dispose_background dispose_background def dispose_background mog_t_background_dispose_background @sprite_ex_sprite.each {|sprite| next if sprite == nil ; sprite.bitmap.dispose ; sprite.dispose} end #-------------------------------------------------------------------------- # ● Create Background #-------------------------------------------------------------------------- def create_background @bb_data = [MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[0],MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[1]] @bb_data[0] = [0,0,0,0] if @bb_data[0] == nil ; @bb_data[1] = [0,0,0,1] if @bb_data[1] == nil if @bb_data[0][0] == 0 @sprite1 = Plane.new ; @sprite1.bitmap = bb_bitmap(0,@bb_data[0]) else @sprite1 = Sprite.new ; prepare_wave_effect(@sprite1,0,@bb_data[0]) end @sprite1.z = @bb_data[0][3] if @bb_data[1][0] == 0 @sprite2 = Plane.new ; @sprite2.bitmap = bb_bitmap(1,@bb_data[1]) else @sprite2 = Sprite.new ; prepare_wave_effect(@sprite2,1,@bb_data[1]) end @sprite2.z = @bb_data[1][3] @sprite_ex_sprite = [] for i in 0...100 ; @bb_data.push(MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[i + 2]) ; end @bb_data.each_with_index do |data, i| next if (data == nil or i < 2) if data[0] == 0 @sprite_ex_sprite[i] = Plane.new ; @sprite_ex_sprite[i].bitmap = bb_bitmap(i,data) else @sprite_ex_sprite[i] = Sprite.new ; prepare_wave_effect(@sprite_ex_sprite[i],i,data) end @sprite_ex_sprite[i].z = data[3] end end #-------------------------------------------------------------------------- # ● Prepare Wave Effect #-------------------------------------------------------------------------- def prepare_wave_effect(sprite,index,data) range = (@bb_data[index][1] + 1) * 5 ; range = 500 if range > 500 sprite.bitmap = Bitmap.new(Graphics.width + (range * 2),Graphics.height) sprite.bitmap.stretch_blt(sprite.bitmap.rect, bb_bitmap(index,data), bb_bitmap(index,data).rect) center_sprite(sprite) wave_effect_s(sprite,@bb_data[index]) end #-------------------------------------------------------------------------- # ● BB Bitmap #-------------------------------------------------------------------------- def bb_bitmap(index,data) return Cache.title1(data[4].to_s) end #-------------------------------------------------------------------------- # ● Wave Effect S #-------------------------------------------------------------------------- def wave_effect_s(sprite,data) sprite.wave_amp = 1 + data[1] ; sprite.wave_speed = 100 + 100 * data[2] sprite.wave_length = sprite.bitmap.width ; sprite.x -= sprite.wave_amp / 2 end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_t_background_update update def update mog_t_background_update scroll_bb(@sprite1,@bb_data[0]) ; scroll_bb(@sprite2,@bb_data[1]) @bb_data.each_with_index do |data, i| ; next if (data == nil or i < 2) scroll_bb(@sprite_ex_sprite[i],data) ; end end #-------------------------------------------------------------------------- # ● Scroll BB #-------------------------------------------------------------------------- def scroll_bb(sprite,data) if data[0] == 0 ; sprite.ox += data[1] ; sprite.oy += data[2] else ; sprite.update ; end end end end EDIT: Yeah they definitely don't have an easy way to modify the speed. The "Scroll BB" at the bottom is the equation for the scrolling and the speed seems to be interpreted by the VX Ace engine.
  23. How to Make an Animated Title Screen Scripting Tutorial Tutorial Made by: Soulpour777 Graphics: Moghunter's Master Demo Q: I wanted to make my own simple animated title screen, but I don't have the knowledge to do so. I want to make my own way of making a Title Screen just like Moghunter's scripts, can you teach me? This is basically the goal of this tutorial. Today, we're going to make our own Animated Title Screen! Awesome, right? Yayy! Before we start, we will need the following materials! Remember that I may add new materials as we go on to the tutorial. Save them under your Titles1 folder. That is where we will all be putting our graphics in. Now that we have the necessary graphics needed, let's jump right into the scripting. Open your RPG Maker VX Ace and start a new project. I recommend making this in a fresh project so it won't cause any disruption on your project. Just to be safe Now, once you created a new project, press F11 to go the Script Section. You can also click the Script Section Icon on your Ace's tool ribbon. Go to the Materials part on your script and create a new section below. This is where we are going to start our scripting. The things we need to do on our Title Screen are the following: Use our Game_Title as the title instead of the Default Game Title Make our background Make some images move To begin with, start with this on your script: What we did here was to create a class called Scene_Title inheriting its functions from Scene_Base. Instead of rewriting Scene_Title's method start, we created an alias. What is an alias? Alias simply means a new name for our method. We need to call the alias on that method as well, it is called Calling the Original Method. If you are wondering why there is a : sign on the alias, that is because : signed things are considered methods. You can also alias it this way if you want: alias soul_animated_titlescreen_simple start Does the alias need to be like that? Can't we make our own alias? No. It is not necessary. You can alias it with any name you want. If you are wondering what create_grass_fog and create_trees are, that is what we will define next. We need to overwrite our create_background from the original Scene_Title, so do this: This time, we changed the original things inside the create_background method. We created a new Plane object and made a bitmap whose name is the "Background" which we just had saved awhile ago. Now, let me explain a few things here (also from the help file to be more accurate of what they actually mean): Planes Planes are special sprites that tile bitmap patterns across the entire screen and are used to display parallax backgrounds and so on. Bitmap The bitmap class. It represents images. Now that we got those done, when we created our instance variable named background, which is a plane and holds a bitmap named "Background" from our game folder Titles1, we set up its z attribute. What does the z do? z The plane's z-coordinate. The larger the value, the closer to the player the plane will be displayed. If multiple objects share the same z-coordinate, the more recently created object will be displayed closest to the player. Basically what it means is the higher the value of the z, the closer the plane would be displayed. Treat it like a layer in Photoshop. For example, if you created a new layer from Layer 1, Layer 2 is displayed before Layer 1. Now, we need to do that for the Fog0 and Fog1 too, so on your script, add this: So on this part, we defined our create_grass_fog and create_trees that we just called on our start method. This is the interesting part. Well first off, as you noticed, we inherited methods from Scene_Base, right? That means everything from the Scene_Base also works in Scene_Title. We need to borrow the update_basic method from Scene_Base and call it on Scene_Title. If you search your Scene_Base, you can see there the update_basic method. So, on our script, we need to make something like this: Oops! Let's explain what happened here. We retained the Graphics.update, Input.update and update_all_methods from update_basic. That is because they are important on making the Scene_Title work. Now, what does @grass_fog.ox += 3 and @trees.ox += 1 mean? What is ox? ox The x-coordinate of the plane's starting point. Change this value to scroll the plane. Q: I advance read the Sprite Class and it says it also has ox. Can't we just use sprites instead? A: Good question, isn't it? Well the reason for that is because the Sprite won't replicate itself or rather does not work like a Parallax. When you use Planes, it works like a parallax and repeats itself, unlike sprites, they don't when they scroll. So what we did here is: we made the Fog0 scroll horizontally by 3 and the trees by 1. We created it in update_basic because it works every frame. Moving on, we need to draw our Game's Title, so we need to overwrite the draw_game_title. On your script, do this: And lastly, we need to dispose every image that we made here. So, on your script, do this: Let me explain what we did here on the dispose method. dispose Frees the plane. If the plane has already been freed, does nothing. We freed the bitmap first and freed the object. So we disposed the image and disposed the Plane object we just created. It works the same if you created a Plane or a Sprite. The bitmap we just disposed there is the bitmap object we used on the plane. Since we did not overwrite the dispose_background method, we need to do this on our script: What we did there is just removing the things its doing on dispose_background. You can also put the things on dispose_all_used_graphics on dispose_background if you like. That's basically it! This should be the final product of your code: Go ahead and test it! Q: Can we add more images and create more animations into it like scrolling upwards too? A: Definitely yes! Make sure to create them in a method, call them from the start method. Make sure they're instance variables too! Also, don't forget to dispose them Organize your Plane's z well too. Q: If its possible to do an upward motion for the plane, how would I do that? oy The y-coordinate of the plane's starting point. Change this value to scroll the plane. You can do something like this: @image_i_like_to_scroll.oy += value where value is the number of scroll speed you want to deal with the image. Add that in update_basic. That's all folks! I added a DEMO of this tutorial as well, so you can get to see it in action!
  24. Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
  25. Hello, I was wondering if it's possible to display a character's full boddy image (not portrait) in the Staus screen. Like having all the info like name, equipment and stuff to the left and an image of the character in the right. I edited Window_Status to move the text to the left but then realised that I haven't the slightest idea of how to add an image for each character and each class that the character might have. So even if I figured out how to add an image I wouldn't know how to make it character or class specific. I'm also using this Dragon Quest menu script, not sure of it's relevant. I maded a little mock up of what I want.
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