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Found 1,849 results

  1. So I've started to get into RPG Maker with my son, but I'm not a programmer. I've looked all over, but can't find or don't understand the things I've read. In simple terms, how do I make a button that goes down when you stand on it and back up again when you're not stood on it? I've got it to go down: >Set Move Route: This event (Wait) :$>Turn Down :$>Turn Left :$>Turn Right :$>Turn Up It then stays down. How do I get the event to store the players location and the event's location, compare them and then go back up if the two aren't the same? (I'm slowly working towards making a puzzle where the character or a boulder can stand on a button to open a door.) Thanks very much for your help!
  2. Hello again, I've implemented a custom font into my RPG Maker VX Ace game (Bahnschrift font) using Yanfly Engine Ace. Additionally, I've set my game's resolution to be 928x512 (resulting in a game window size of 29x16 tiles). I'm using Zeus81's fullscreen++ script for better full-screen optimization. One of the features of full-screen++ is how it aliases the game's graphics, keeping the pixelated graphics of events sharp and clear. The event windows remain clean and sharp as well. In other words, going full screen expands the game window without any interpolation. However, whenever the game is in full-screen mode, the text gets blurry. For some reason, only the text is affected by VX Ace's anti-aliasing process in full-screen mode, whether I have a custom font or not. I tried changing the size of the font, the font itself, and the customizable settings in Yanfly's script, but no matter what it still looks blurry and ugly. I want the text to remain jagged when it generates in full-screen mode (giving it a pixelated style). Alternatively, it would work to have the color pallet remain completely white (making the gray edges white). Does anyone know how I can fix this?
  3. I want to make an anti cheat thing in my game where if you are in game outside of your home without your dog you get a message and your save file is wiped. Anyone know if this is possible without scripting? If not I'll just set them at your home at lvl 1 with nothing. No money, no armor, no weapon.
  4. ChimkinTheGamer

    Help with things

    1. How do I turn my project into an exe. I've searched the dark parts of the internet (Page 2 on google) and not found help. 2. I found out I can sell my creations, but do I have to credit rpg maker in my game to distribute it legally? 3. Is it possible to make a monster join your team through use of item? I want to make a Dragon taming game where you battle dragons, and even hatch your own, building up your team for the final fight. Keyword here is hatch. I want it so you can use an item to get a dragon.
  5. Patches (DoubleX)ECATB Base Formula(Possibly hurts code performance but frees you from copying the same <ecatb rate: RX> to every battler) Note Introduction Purpose Be an enhanced version of YSA-CATB with bug fixes and addons integrated Features Possibly upcoming features Games using this script None so far Compatibility Fix DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Compatibility Screenshots Video https://www.youtube.com/watch?v=E692R6s8F0I https://www.youtube.com/watch?v=6E0-X0wbLAM Demo Coming Soon Prerequisites Terms Of Use Instructions Author's Notes FAQ Authors Changelog Download Link DoubleX RMVXA Enhanced YSA Battle System: Classical ATB
  6. Good morning/night/evening. Hello everyone. I've been having a little problem about the options texts, like, the normal texts appears but not the ones on the options window. I already tried checking out the custom scripts but I don't have any script that chances anything about the options not even texts. Maybe I accidentally changed something on the default scripts but dunno how to fix it nor even wich script may be... I already tried searching trough the web to see what script creates these windows; but I only found scripts that overwrites the options, creates effects and stuff like that... so like... I'm very confused...
  7. Hello RPGMakers, I am in need of help. I am trying to remove the little popup that happens when I make character gain MP. It looks a little like this: It's the green text, and it pops up whenever I make a player gain MP to their character. I was wondering if there was a way I could remove that text? If so, please let me know.
  8. I'm using Hime's "Custom Use Conditions" script for my VX Ace game, but there seems to be an issue with it when I require a certain skill on another skill. I have a weapon that adds a skill called "axe lucubration", which is a skill that's only good for allowing a character to use skills that require "axe lucubration". The issue is, though, is that a skill that originates from an equipped weapon doesn't accomplish the custom use condition. Rather, the required skill must come from the character. Does anyone know of a way this problem can be solved? Some other things I've tried that didn't work: I tried setting the "axe lucubration" skill's availability to settings like anytime or battles only and tested this script without any other scripts, but nothing changed. Also, the skill that requires "axe lucubration" was given to the character through the "change skills" event, not through another weapon or levelling up. Script link: https://himeworks.com/2013/11/custom-use-conditions/
  9. Hey, I'm currently using a script which just points to a x,y location on the map. But I want to be able to use it in a more complex way. The script is only able to point to a location on the current map you're on. I want it to be able to point to a location a different map. How it should/might work: Events used as doors/transfers can be tagged with a exit door tag to read their location(x , y) this is used for caves and in door maps Events used as doors/transfers can be tagged with a specific door tag to read their location(x , y) this is used for world maps, towns, open areas. if the player is on the same map as location then script works normally if the player is on a map with only 1 exit and its not the same map as location then the location will be set to the exit if the player is on a map like a town where there's no exits then the script will look for a specific door tag to use that as the location script call will be like 3,4,6,"tag" (mapid, x, y, specific tag) calling this again should overwrite the old call (so if i was going to the market then changing it to the blacksmith will then lead me to the black smith) so scenarios: you are in a house and you get a quest to go to the market the script will set final destination to (*market map*, 33, 20) (map, x, y) user will assign which specific tag is used for the current final destination the script will then scan for a tag on the events if it reads exit tag (which it will since we're in a house) then it will set temporary destination to the location of the exit tag. the player then follows the compass the the exit the next map is the town where there should be no exit tags, the the script will then scan for the specific tag that matches the one the user assigned for final destination and set temporary destination to the location of the exit tag finally the player walking in the door of the market now the script sees its now on the same map the final destination and then works normal. So basically how the compass works in skyrim where if you're inside but the quest is in a different map it will show that. there can also be indication changes to let the player know if they are on a different map. I would love to thank you for read though to this far and really apricate the facts you are interested in helping. The Script In Question:
  10. Okay, so here, I'm wanting to create a board for those of us who are experiencing script conflicts, and mayhaps someone may come along with a solution to them, or post their own conflicts. Rules: 1) NO STUPID CRAP. No flaming, trolling, etcetera. Take it to the back alley, thanks. 2) Links to scripts in question are appreciated, but of course, this is the internet and the internet has a well-known habit of deleting and yeeting itself from existence, so if the original source, is, you know, 404 ERROR NOT FOUND or likewise-similar, and there's no backup/archive, we will accept YOUR COPY, but please have one that's unmodified, kaythanks. 3) You have to be descriptive. One liners are not enough. That tells us nothing. Squat. NENHUM. Also, a single image with the default error dialog is not much better. It's slightly better, but not much. 4) This is not a hard rule, but a strong recommendation, and a bit of a nudge-plug. One of our own, dearest @Kayzee has a better error reporter for if Ruby doesn't like something. We suggest getting that and using it. They have two versions, one that replaces main and one that doesn't. Ties into Rule 3, pretty much, and will definitely help. 5) Lastly, if you are here to provide a solution, patch, or an update, then by all means, feel free. However, let those who posted their issues know about it though, kaythanks. Oh, one more thing. only one rule is an actual hard rule. Rule 1. We don't want that here. With that out of the way... I have a script conflict I don't know how to address. Conflict: SEE - Item Menu v. @Tsukihime - Instance Items Error type: Soft (no crash) Error Persistence: The Item Menu just simply does not recognize instance items and I do not know how to make it work with them. How I realized this: In the item menu, there's supposed to be four lines of text that describes the item in better detail, but it's attached to the item's ID, which per instance is different than the template ID, and the instance ID is not accounted for by the item menu script, therefore, the lines of text are blank.
  11. Natsuki-9

    Items pictures inside a window

    Hello, I'm learning coding and I need help with an script. I'm using Crazyninjaguy script for this (because Yanfly script seems a little too complicated for me). Until now I managed to make it look as I want to, but I have a problem with a new window I created; it doesn't shows the items picture, and I don't understand why... (This image is an example, I made it with Etude 87 Menu editor) Like in the image, I want the Gold window to have the Items descriptions and the locate window to have the Items picture. But dunno how to do it... I just managed to make the windows look like I want to, but I don't know why the items pictures do not appear where I want them to (actually they do not appear at all...) I already created the Items picture window but I can't guess what to do next. Someone knows how to fix it? How to do it? I need help with scripting...
  12. NguyenLeDuyMinh

    I need help about a “Loading bar Script”

    Hi everyone ! I am a new member in RPG Maker Central and today I want to ask everyone about a "Loading bar Script" I have taken a lot of time to find a "Loading bar Script", but up to now, I haven’t found out, yet Can you give me some scripts about the "Loading bar" ? Actually, I have used a MOG’s loading bar script, but when I am testing, it’s only can use one time in one game, I mean when I write a Script call for a second time, it will get an error and I don’t know how to fix it. So I hope everyone can give me some other Loading bar scripts and I thank you so much Sorry about my bad English, hope you understand what I mean. (Because I am not a American or a British ) Thanks for reading !
  13. i tried searching around but i couldnt find anything regarding it, but is there a script that can make it so when you click inventory you don't get the options to choose between "weapons" "items" and "key items" etc, its all just simply all in one tab
  14. so im simply trying to use the zoom feature from Zues81's map effect script but every time I use it, it zooms into everything in the game (including "ground" for parallel map), everything except the "overlay" portion of the parallel map. i show pictures of the map zoomed in and out so you can see what I'm having a issue with, just trying to see if there is a way around this so it not only zooms in the "ground" as well but also the "overlay" zoomed in : not zoomed in:
  15. First off let me say I wasn't quite sure where to post this. I'm using 2 scripts to give the characters both extra frames of animation and turn in 8 directions. But it's the sprites I need help with. I thought I followed both to the letter however when I boot up the game the sprites are cropped, missing half of the sprite. I can't fix this, so I'm asking for help. The scripts I'm using are this one and this one over here. Instructions how they work are written in the scripts so no need to explain here. The sprites I'm using are at the bottom. Are they too big for these scripts? Too close together? Thanks for any help you can give. ^^ P.S Those sprites are for test purposes only right now.
  16. Land Vehicle v1.07 By: William Couillard (Coolie) Last Update: September 29th, 2021 This script allows you to change the "Boat" vehicle into a land vehicle capable of traveling on the same terrain that the player is able to. You can opt to keep random encounters on or off (you can change this for the other vehicles, also), as well as choose whether or not touch events (including teleports) or action button events (pressing a button to start an event) should still process while piloting the vehicle. You can also set the movement speed of the vehicle. Screenshot(s) Features Changes the "boat" vehicle to be changed to travel on land Customizable land vehicle speed Allow or disallow touch events from processing while driving the land vehicle Allow or disallow action button events from processing while driving the land vehicle Allow or disallow enemy encounters from processing while driving the land vehicle, ship, and/or airship Land Vehicle will only animate while moving Ship and Airship still animate while idle Special Thanks Galv (1.01 compatibility help) MrTrivel (1.04 feature help) Chigoo (1.06 feature help) Script Link http://pastebin.com/aSFvZiY1 Compatibility Patch Script: Land Vehicle v1.07 & Galv's Vehicle On/Off Locations http://pastebin.com/3FC5Cxyb
  17. boutterson

    Or statements for quest

    I've been working on a class quest. Where the actor does an action and gains a item to give them a new class. got it all to work for the most part. Except I want the player to have the ability to come back and get the item again if they choose to. But I don't want them them to have more of that item a time. So I was working with conditional branching and using a custom script, making a check at the current class of the player . This is what I got so far, as I only want the option for the dialogue if the actor is one of these three classes. $game_actors[1].class_08 || $game_actors[1].class_10 || $game_actors[1].class_12 But it keeps returning an "undefined method error." I've done a couple different options trying to see where the error lies. Any help would be great.
  18. Is there a way to make a common event, that would disable random skill. I know i can seal specific skill, but that would mean I have to make separate state for separate skill, and then use random number command in common events. Is there an easier way or a script to do it?
  19. Lord Vectra

    Evented Shapeshifting System

    I am Vectra. Today, i will be talking about how to make an evented shape shifting. The idea has came from this: http://www.rpgmakervxace.net/topic/33541-shapeshifting-in-battle/#entry227802 Note: I'm going to use a wolf as an example and Imma show two ways to do this. Here's what you need At least 2 Actors 1 common event 1 Switch 2 Variable 1 Condition Branch Let's say Billy wants to be a wolf. You need a actor who is a wolf and one who is Billy. You need 1 variable that equals to Billy's EXP You need 1 variable that equals to Wolf's EXP Go to Control Variable Go to game data <= If you have VX, skip this step and go to step 6 Go to actor Go to the right, you should see level Change it to EXP It should look like this: Control Variables: [Var ID: Billy's EXP] = [billy]'s EXP Vx Ace Vx @>Conditional Branch: Switch [0051:Wolf] == ON @>Control Switches: [0051:Wolf] == OFF @>Change EXP: [billy], - Variable [0002: Billy's EXP] @>Change EXP: [Wolf], + Variable [0002: Billy's EXP] @>Change Party Member: Add [Wolf] @>Change Party Member: Remove [billy] @> : Else @>Control Switches: [0051: Wolf] == ON @>Change level: [Wolf], - Variable [0003: Wolf's EX] @>Change EXP: [billy], + Variable [0003: Wolf's EXP] @>Change Party Member: Remove [Wolf] @>Change Party Member: Add [billy] : Branch End @> The switch tells whether you are a wolf or not. You subtract the EXP because you want it to be 0 so when they come back, you'll just add the EXP + gained EXP rather than having to find the difference of EXP and gained EXP and all that extra work. Adding one member and removing the other is the "transformation." You are replacing Billy with his wolf self and vise versa. Once you do the above, you make a skill call the common event. If you are on Vx, in the skills' tab, common event is next to "animation." If Vx Ace, go to the "effects" section, double-click, go to the 4th tab, and you should see this... Pick the correct common event and BAM! You're done. Here's another way to do this...(2nd method) This is only used if you don't wish to create another actor, but it is highly recommended as this requires much more work. Here's what you need 1 Actor 2 Common Events 1 States 2 Skills Create a skill called "Wolf Transformation" (or anything you like) Create a skill called "Wolf Transformation OFF"(or anything you like) This is how the common event for "Wolf Transformation" should look... @>Change Actor Graphic: [billy], 'Faceset name', index#, 'Charset Name', index# @>Change Actor Name: [billy], 'Wolf' @>Change Parameters: [billy], stat name -/+ # @>Change Skills, + [Wolf Transformation OFF] @>Change Skills, - [Wolf Transformation] @>Change Skills, + [skill Name](Encase you wanted to add any additional skills) @> This is how the common event for "Wolf Transformation OFF" should look... @>Change Actor Graphic: [Wolf], 'Faceset name', index#, 'Charset Name', index# @>Change Actor Name: [Wolf], 'Billy' @>Change Parameters: [Wolf], stat name -/+ # @>Change Skills, - [Wolf Transformation OFF] @>Change Skills, + [Wolf Transformation] @>Change Skills, + [skill Name](Encase you wanted to add any additional skills) @> Change parameter is if you want to give the wolf extra HP or extra ATK. You add the OFF skill to the Wolf to change to Billy. You use the "Wolf Transformation" skill to get from Billy to Wolf. It's so Wolf doesn't have the transformation skill and Billy won't have the OFF skill. Add (or subtract) any extra skills that you don't want the wolf(or Billy) to know. To make the skills call them, you do the exact same thing you do for the first method. Any Questions?
  20. Author: Calestian Name: Multiple Currencies Version: 1.1 Features: User can set more than one different currencies. There is a new Menu tab displaying all currencies. Different shops can use different currencies. Images: Script: Link:Multiple Currencies
  21. Aslanemperor

    How to show credits during gameplay

    Tutorial topic: How to show credits during gameplay. Brief description: Have you ever watched a movie and seen how the credits pop up as the opening action scene plays out? People are talking, fighting, doing all the movie things, but the credits appear and vanish along the way without disturbing the flow of action. It's become such a common thing that movie critics actually criticize films that don't do their opening credits in this way. This method will allow you to have that in your game without scripts or even a lot of special skill! Requirements: Obviously, you will need RPGMaker VX Ace (this should also work with everything but MZ as it only requires that you have access to the built in battle animations tab). Beyond that, you will need a simple photo editing software like Photoshop. I use GIMP because it's free and relatively simple to use. You can technically do this with paint, but if you do, you will need to use another service to make the background transparent. Before I discovered GIMP, I used lunapic as it's free and all online. This is inferior to GIMP in my opinion, but it has the advantage of not requiring the download of a frankly massive program. TL;DR: You need an RPGMaker that has the animation tab (so any except for MZ) and you need a way to edit pictures while keeping them transparent. Step 1; The Credit: To begin, we need to take a random base from the animations folder of the RTP. We're not actually going to change it, but rather, we're going to use it as a template. I used Thunder4 because it's one of the larger bases with room for 25 animation panels. I advise making a copy and pasting it into another folder, then working on the copy so that you don't accidentally overwrite the base picture. Once you have it loaded up in your editor, erase everything so that the only thing left is the transparent background, As shown here: Choose a small corner of the template then, and insert the text you want! Don't worry about it being more than one animation panel. It probably will be larger than one, depending on how much you have to type. For my test case, I used a simple "A Game By Aslanemperor" Save, export, or whatever you need to do. Take any extra steps you may need to make the image transparent. This is standard with GIMP, and I hear that Photoshop makes this pretty easy as well. Once this is done, simply import this into your game using the built in Resource manager in RPGMaker. Step Two; The Animation: This part can get a little time consuming, but is still VERY simple. My example took up two panels worth of room on the template (out of a max of 25). As such, I took those two panels, and set them side by side over where I wanted them to go. The animation system makes this very easy as everything is designed to lock neatly into place, so as long as you pay attention, it will be a simple matter to make everything look good. Now we figure how long you want your credit to show itself, and where you want it on the screen. For this example, I placed mine directly in the center. When you're putting together your frames, keep timing in mind. 1 second is equal to roughly 30 animation frames. Because of this, I set up the fade in to last through the first 26 frames, then had it hold solid for another 45, followed by a more rapid 15 frame fade out. I did this by right clicking each individual panel and adjusting the "Opacity" number. Because I wanted this to be close to a full second of fade in, I added 10 points to the value on every frame, making it go fully Opaque at frame 26, with a value of 255. This is why it can be a bit time consuming. Once you know what you're doing, however, it doesn't take long to put these together. It took me just over 5 minutes to put everything for this animation together. You'll notice that there's a box for the animation beyond just the scope of the target. That box represents your screen. Depending on where you want this to show up on the screen, that's where you'll place your animation box. For instance, if you align it with the top left of that box, it will show up on the top left corner of the screen. Step Three; Implementation: So, you've made your "Credits" animation, and you're ready to place it. The way I did it, was to have an event along the path the player has to follow, and when they walk over that area, it triggers the credit animation. I set the animation to be centered on the player. This way, it keeps on showing in the area I want as he walks: Don't forget when making your event that you want to set it to end after the player has walked past it. Also, DO NOT click for it to wait if you want your character to continue doing things while this shows. Conclusion: So, I found this entire process to be extremely easy, and can be done with things that anyone has access to (you can even manage this with just paint and a web browser). It's a unique way to put your credits into your game without a clunky opening video (which usually requires some sort of video editing software). If you have any questions, or you know an easier way to pull this off, I'm happy to hear it. I hope this helps someone!
  22. Aslanemperor

    Sniper Shooting

    So, my current project is a game about cowboys in a fantasy setting. One of the characters is a Sniper. As such, I have an idea about what I'd like him to be able to do, but I haven't the foggiest about how to make this happen. I'm afraid this might end up requiring a script. If so, I'll go sniffing over in the scripting page. Hopefully someone knows another way to do this, or maybe an established script that makes this possible. So, the idea that I have is that there will be certain spots the player can discover on most "dungeons" that are "sniper blinds." If they find this, they can leave this character behind, and when they get in battle, he can act with special skills and can't be hit. However, in this mode, if the rest of the party dies, it must still end with a game over. If I must, I'll just make all of the troops have a condition that says that if he's the only one left, game over (I think that can be done with simple in battle eventing). The hard thing will be the Sniper Blind thing. Maybe create a copy of him, then switch the party members until you exit the dungeon? I dunno. What are your thoughts?
  23. Good evening, you all. I am working in a Battle Window script and it's almost completed. But I have a problem, I want make a movable Actor Command window. Like that:. Although I have the video's script, it doesn't worked. Here the script:. After that, I also tried to use Moghunter's script, but I failed... Here the script:. Then, can you guys help me with my script? Because, I tried to modify my script countless times, but it isn't working... Here my script (I am modifying Ventwig's script):. EDIT: I already fix my problem.
  24. 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.
  25. ♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.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) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
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