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Found 1,494 results

  1. Finally done it! I can't find any more bugs! ITS FUNCTIONALLY PERFECT! NOW UPDATED TO BE MORE USER-FRIENDLY! This allows the player to steal items from any shop in your game. The player has a 47% success chance, but the other 53% is up to you to decide! How stealing works: You select the new steal tab in the shop, select the item you want, then hope to god that you got that item. How to make the consequence: If the player fails the dice roll, then switch 21 is set to true. I will let you figure out what to do with that switch in the events; I usually make Parallel Processes that swap 21 with the other switch. How to change values: Just change the values under preferences. Contact me about any problems Warning: May not work with other shop scripts Terms Please give credit to me if you're using this, even if you modify this or merged it with another shop script, give credit to all those who were involved. If you got questions or small modification request regarding this, let me know. Also let me know if you want to use this in your own shop script. Paste this under materials, but above main
  2. AeghtyAteKees

    Adjust Loading Time

    Hello! I'm using Galv's Variable Instance Bars script, and at line 73: ACTIVE_TIME = 100 # How long the bar takes to fill/change. I'm wanting to change the fixed value (100) to a variable I can adjust ($game_variables[160]). However, I can't simply replace the number with the variable. Can someone explain to me why not? (I get an undefined method '[]' for nil: NilClass.) Thank you!
  3. EST - BRIBE AND BATTLE ROYALE VERSION 1.3 version history v1.3 - fix some bugs where the faction a or b cannot target bribed member - make the bribed enemy cannot be targeted by actor. - compatibility with EST - ENEMY POSITION v3.2 v1.2 - add some method alive and dead method for each faction &amp;amp; bribed v1.1 - change some method to alias for better compatibility v1.0 - finish the script (ADD ONS) - currently have 2 add ons - Agro System - Bribed Enemy join after battle since i got some request i post add ons for that request here this script have two function: 1) make bribed enemy: bribed enemy will attack other enemy beside bribed enemy. how you make the enemy to be bribed. just add the state to that enemy. (for the bribe system is up to you... ex: bribed by hitting enemy with skill that give money, enemy have loyalty, etc) note: bribed enemy is excluded from $game_troop.alive_members so you cannot hit them (hey they are your allies... don't hit kill them will you) and thus you will win if all alive enemy is bribed unfortunately i haven't added function so our actor could heal the bribed enemy. since it need to rewrite the windows actor selection. and could be problems with compatibility with other script. 2) do battle royale currently this support battle royale. we assign enemy to faction. example: slimeA, slimeB is faction A batA, batB is faction B then slime will hit either our party or faction B members. and bat will hit either our party or faction A members. thus the battle royale begin. let's the best team win. to set the faction just add the state at battle start using troop event pages example : turn 0. slimeA +faction A state, slimeB +faction A state BatA +faction B state, BatB +faction B state. this script already tested to work with normal battle system and victor animated battle system (victor map battle havent tested yet) i also used it with yanfly ace battle engine. if any bugs occur using above system just tell me and i will try to fix it. unfortunately i don't use other battle system and thus i might not make compatibility with other battle system. especially tankentai (just because it's hard to make compatibility with tankentai).. Script http://pastebin.com/Nd8nXkaa Demo https://www.dropbox.com/s/1ebi8uoine4tt38/EST_BATTLE_ROYALE.rar Screenshots 1) lets the battle royale begin ! I use Tsukihime Enemy Reinforcement to set more than 8 enemy. because if we only have 8 and split it to 2 faction... it will only 4 v 4 v party. not intense enough LOL. and to add the state i use script call since i cannot add state using command editor for the extension enemy:
  4. I been trying to get Mog Hunter's Linear Motion Battle System for Ace to work with Tskihime's Shape Shift script. The issue is it changes everything except the battler. I know it's an update graphic issue but I am not sure how to fix it, or patch it. So it would be great if someone could make a patch for it work with Mog Hunter's Linear Motion Battle System properly. Here are the scripts: It requires the Effects Mangager. http://himeworks.com/2013/09/effect-shapeshift/ Here is a demo of the Linear Motion Battle System. https://atelierrgss.wordpress.com/rgss3-lmbs-linear-motion-battle-system/ Thank you in advance.
  5. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  6. Tidloc's Minimap v.1.0.1 by Tidloc Introduction Ever wanted a Minimap to float at the corner of your screen or have the opportunity to scout through a map for something without having to run from A to B to C...? Here's a solution for you! Features shows a minimap at the screen minimap discovers itself upon traveling over the map adds a scene where you can interact with the minimap: add custom marks see notes only visible in this scene for marks on events change maps (like on teleporting events) if that map has been discovered so far Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. This script is pretty much plug and play, only needs the constants in the beginning of the script to be set up. (Either way, please read the instructions at the beginning of the script) Also you might want to use my HTML-like-tagging script. See the demo for examples or the side of my header for details about this script. Demo Download this open zip-file. Script Download this file for the script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! otherwise, will follow when questions appear Known Bugs - none so far Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog:
  7. (Due to the original script writer being good at making ticking bombs, another script writer has written a better version and so this script/aid request is no longer needed) ... So, I found that with DoctorTodd's script, if one wanted to have it so that the autosave function didn't work if there were like battle cutscenes going on or if one has a menu tutorial that uses the menu call, or if a cutscene is stretched across several maps, one couldn't really do this unless if one compromised and only used the Autosave.call script command, which would only work with evented battles. So, I decided to make an add-on script that can further bind these features to switches, if one desires, and I've run into a snag I don't know how to troubleshoot. What I am going to do is post both the Autosave script and my add-on here, and I'll also post the error I've been getting. ... DT's Autosave: ... My Add-On: ... Error Code: ... Any assistance I can get with this, much appreciated, merci beaucoup.
  8. RK5 Debug Console "I was tired of testing stuff in the Editor - Now I can do that on move" Version: 1.2.1 def draw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them. Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly. end def features -=> Use build-in commands! Think of cheats or commands in Minecraft lel (spawn items/gold, noclip and stuff like this) -=> Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=> Check values maintained by variables etc. -=> Everything is up to you! Planned Features: -=> More commands - because why not? end def draw_instructions ● SCRIPT DIFFICULTY: ★★✰✰✰ - ★★★★✰ from build-in commands - to advanced usage ● REQUIRED SCRIPTS! [-] CP Keyboard Input script by Neon Black |> [profile] http://forums.rpgmakerweb.com/index.php?/profile/626-neon-black/ |> [script] http://pastebin.com/raw/rD4rQtKP ● USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=> Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=> Type /help in console to view available commands and such. end def draw_currenty_available_commands end def create_screenshots # Screenshots #Some gifs showing this script in action: @> Testing stuff on fresh project @> 'HOOK' Command! @> Testing commands ~ Uses version under development @> Toying with menu ~ Uses version under development end def terms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. Contact me first. -=> You ARE allowed to edit this script to your needs. -=> You ARE NOT allowed to repost or post modified versions of this script without my permission. -=> You ARE DEFINITELY NOT allowed to claim this script as your own. Just to be clear. ^,^ -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well While I won't kill anybody for breaking these terms of use, it still would be a violation of personal rights, that shouldn't happen. By using this script you accept these terms of use. Not reading them DOES NOT exempt you from liability. end def put_download_link download_link = RK5 Debug Console V.1.2.1 by Rikifive.txt +8 required_script = CP Keyboard Input script v1.0a by Neon Black #CHANGELOG end
  9. Theolized Sideview Battle System (Or if you prefer, you may call it Theo Animated Battle) Original Post : Theolized Sideview BS Version : 1.3c (Stable) / 1.4 (Open Beta) Type : Battle System / Battle Engine Opening : This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. Introduction : This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent. To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not. Translation done! Enjoy now! Features : Animated battle of course Free battler sequence Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent Built-in damage counter The rest are written in script ... and my sample game ... Screenshots (Taken from old version) : Video : video for version 1.3 (also trailer for the sample game) video for version 1.4 video for setup demonstration You can look at my playlist if you want more Scripts : Scripts Download = github repository (old version, havent update it yet) Demo = Sample Game Version 1.4 (Beta) : Click here | Mirror Animation Samples / Alternative demo : Click here | Mirror Note : If you want to download in solidfiles. Here is the way IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015 Just various bugfixes. Most likely going to stable version https://github.com/theoallen/TSBS/blob/master/Patch/Version%201.4%20Bugfixes.rb How to patch? Simply put it below implementation Newly Released addon : Animated Actor on Menu - Check out the video Questions and Answers : Terms of Use : Special Thanks : Author notes : I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll. As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask Version 1.4 Release note : My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS. It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead. I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo. I changed the config 1 and config 2 parts. So, you need to update them as well. Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone. Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead. Battle music taken from Dragonic Symphony if you wonder. I added extra showcase of my scripts like animated portrait and hover notif Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well. After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.
  10. [VXACE] EST - NOTEBOOK SYSTEM Version: 2.5 Author Estriole (yin_estriole@yahoo.com) also credits Woratana for Adv text Reader VX version Jet for Notebooks Menu VX version Pacman for converting Jet Notebooks menu to ACE Introduction This script make you able to have txt files and view it from the games in a form of notebook entry. useful for making in game information / lore. or simple tutorial. Feature - type your information in txt files - view the info from the game - support escape code from most message system (except some code) - have decorate tags such as to italic the text. [cen] to center the text alignment. to right the text alignment - can have category (sorta like folder) - can sort the entry - can launch common event on the text reader scene (Requires tsukihime Scene Interpreter script) - can launch common event AFTER the text reader scene Version History: How to use: see script header Screenshot: New Screenshot (new feature from v2.5) Script http://pastebin.com/ryjyH2vK Demo https://www.dropbox.com/s/k3lwift5c0k1uge/EST_NOTEBOOK_SYSTEM.rar
  11. I couldn't find a working or running script that does this and any solutions that don't require scripts haven't worked. If anybody has a script for this, i need it. The reason i need it is because i just like that sorta thing, and there's a certain character in my game with abysmal stats (45 MHP, 3 ATK, 5 DEF, etc.) but a low target rate and 3 actions.
  12. I can't find a script or method that makes it so that when you take a hit, instead of HP just going down by x, it goes down by 1 x amount of times and while its going down, you can still do things and potentially save your party member if you're fast enough like it is in Mother 3. If its possible, I want it to drain from an HP bar instead of the Odometer, be able to change drain speed, NOT show text when you take damage or take mortal damage, and display a special effect when taking mortal damage. These functions are not required, but i would like them. I'll be incredibly grateful if someone can make this or has this.
  13. So it was working fine until today, and I keep getting this error now. I even copied and pasted the entire script again.
  14. Spent most of my time in Unity and Gamemaker but wanted something nice and simple so I can focus more on my story lines and actions instead of coding 95% and 5% actually going anywhere... So, I saw that RPG VX was on sale for $12...so, I figured why not... no sense messing with trial restrictions like most other types of software. I started watching a tutorial channel but it seems that literally EVERY SINGLE tutorial is based on RPG VX ACE... I know they are essentially the same but the one thing I seem to be missing that is very important to my game idea are the random encounters (like a FF1 style of play)... I noticed that the "regions" icon is missing from my VX. I ran a search in help for region and do not see any results. I have also not found any info on whether or not this is a feature only in Ace? Again, I am new to RPG Maker and already stopped until I figure out whether or not I have wasted $12.
  15. Bigger sprites: So I have 2 characters that should take up one space as one character. I already use a script that makes XP characters usable in VX Ace (Created by Melosx and translated by ShinGamix) I think if I modified the script a little, I would get the desired results. I know to change the check for $xp but I don't exactly know how to make the sprite set bigger. I am not contacting Melosx because of inactivity since 2017. Not contacting ShinGamix either because he seems to just translate, and inactive since August 2018. Sprite animations: How can I make my sprites use an animation? Something like a dancer dancing, or a UFO bobbing. Can't I just use .gif sprite set?
  16. Magic Junction System - basic Author: Tsukihime Overview This script provides basic magic junction functionality. Magic can be used to increase your stats. The bonus that you receive depends on how many units of that magic you have, as well as the junction bonus for that stat. For example, "Life II" may provide large bonuses for "max HP" stat, but very little bonuses for "atk" or "def". Or possibly even negative bonuses. Currently it supports the 8 basic parameters. Support for xparams and sparams will come later. Features Junction magic to boost your stats Junction bonus can be positive or negative Supports the 8 basic parameters Usage To junction magic, first you must obtain magic units. Then, go to your menu and select the "Junction" menu. The junction scene can also be called using script calls SceneManager.call(Scene_MagicJunction) To specify the junction bonus for a particular stat, tag the skill with <j-[stat]: [amount]> For example, <j-mhp: 20> <j-atk: 0.34> <j-agi: -2.5> Where the amount if any valid real number (positive or negative) And stat is one of mhp (max HP) mmp (max MP) atk (attack) def (defense) mat (magical attack) mdf (magical defense) agi (agility) luk (luck) Download Script: http://db.tt/svZVRaxm Required: Magic Units must be placed above this script Notes Junction bonus formula: junction_bonus * num_units
  17. Simply, the topic. This looks interesting, but there's no info on how to do it.
  18. AeghtyAteKees

    Simple Message Feature

    Hello! I'm using MA's Advanced Text System (extensively!) in my project. It's just missing one feature. Displaying pictures in the message window. I need to add this option. Yanfly even has a very similar script that HAS this feature, and it looks to me like it should be as simple as copying the code and adding it to MA's. Maybe I wasn't adding it in the right spot? At line 556 in MA's script is the section for processing escape characters. Yanfly has a very similar section in his script at line 436. I'm unsure why it doesn't work to copy when 'PIC' text.sub!(/\[(.*?)\]/, "") bmp = Cache.picture($1.to_s) rect = Rect.new(0, 0, bmp.width, bmp.height) contents.blt(pos[:x], pos[:y], bmp, rect) and add it to MA's script. There's clearly something I don't understand. I'm not a coder. Thank you guys for the help, as always.
  19. Vis_Mage

    Don't Show Damage if Damage = 0

    Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
  20. Gravemaster

    Files Corrupted

    While VX Ace was open, some idiot pulled the cable from my computer, and now every single data file has been corrupted. I don't know what to do. I've uploaded the data folder here. There is at least a month of work here that hasn't been backed up, probably 2-3. I'm at my wit's end. Windows 10 for some reason does not keep restoration points at its folders like it's supposed to. Please help. Alternatively, I had uploaded a much more recent version for a friend, but I had checked the "encryption" box, and the data folder isn't visible when I open the downloaded file. If someone can somehow extract them from there, I will only lose a week's worth. https://drive.google.com/open?id=1ZasZQZbnoNLooSPI4PA7PBh4PRJ_oNUZ Corrupted Data folder: Data.rar
  21. Lucas22

    JPS Pathfinding script issue

    Hello everyone, I created this topic about a script that has been around for a while and that can be found here : Here is the problem : this script seems to be the best in its field and available, but it turns out that its programming completely prevents to save in game. I'm surprised that no solution has been provided since then. The author no longer seems active, but I find it a pity that his work can not really benefit anyone in the future, because a rpg without the ability to save is not an acceptable option. I am not a script programmer, and I ask if there is a programmer in the community who would take a look at this script to see if a fix is feasible ? If not, I would like to know more about the possible solution mentioned by Sixth : Concretely, how to clear these variables in a script ? For example, we could do a common event with a script call (which clears the variables, then saves and finally returns the variables in their original form) ? Thanks to those who bothered to read me.
  22. Script name DoubleX RMVXA Confusion Edit Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns. Screenshots Features Use of notetags(requires knowledge of notetag usage) to set specific states with those restrictions to have the edited confusion effects A way to set all states with those restrictions to have edited confusion effects without using notetags(and ignoring them) Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - evaluate_item_with_target, friends_unit, opponents_unit, prepare, valid?, make_targets, confusion_target, targets_for_opponents or targets_for_friends under class Game_Action - make_actions under class Game_Actor may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.02e(GMT 0100 13-8-2015): - Fixed some syntax errors and typos v1.02d(GMT 1400 7-7-2015): - Improved this script's efficiency and readability v1.02c(GMT 0000 2-6-2014): - Fixed bugs on adding stuff other than damage in custom damage formula v1.02b(GMT 0300 22-3-2014): - Fixed bugs on <exclude self> notetag implementations v1.02a(GMT 0600 21-3-2014): - Added <exclude self> notetag v1.01b (GMT 0000 17-1-2014): - Methods are aliased rather than rewritten v1.01a (GMT 0000 3-1-2014): - Added <confusion edit> notetag to enable confusion edit for states v1.00a (GMT 1600 1-1-2014): - 1st version of this script finished (DoubleX)Confusion Edit v1.02e.txt
  23. Keypad Input - Version 1.1 Galv Introduction For those sci fi games where you enter a code at the door or something. More for that than anything, really... heh. Features The keypad is just a fancy version of the 'Number Input' event command. When "OK" is pressed, it outputs the entered number to the chosen variable. When "X" is pressed, it outputs -1 to the chosen variable (for eventing). From then on, it's up to your eventing skills what to do with the number. Set a variable for it to use and maximum numbers allowed to be input. Screenshots How to Use Place script under Materials and above Main. Read script instructions. Show the keypad with script call: keypad_input If you want to check high numbers in a conditional branch, you can use 'script' $game_variables[1] == 123456789012345 Script Get it here FAQ None yet. Credit and Thanks - Galv Author's Notes 2012-10-15 - Version 1.1 - Updated to allow for larger maximum number input to display properly.
  24. Triacular

    Virtual tile size?

    I am attempting to make a battle system similar to Deltarune's battles. I asked what things to change in the code to remove the walking grid. I was told that I should reduce the size of the virtual tile size. I'm wondering where the code for the virtual tile size is. I know that Game Maker is a thing, but I can't afford it.
  25. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.