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Found 1,621 results

  1. Salutations! Tsukihime provided a wonderful script that would allow a skill to replace another at level up with very minimal work, designer-side. It can be found here: There's also a script included that provides compatibility with Yanfly's Victory Aftermath, which can be found here: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ The issue is, when a skill is replaced, it WILL show up in the aftermath level up display, but "New Skill" is missing. If the level up does not have a skill that replaces another, or has a skill of both types, "New Skill" will appear. I was wondering if anyone could take a look at this and see if there's a fix so that "New Skill" will appear in both situations (honestly, I wouldn't mind it if it always appears at level up, even when nothing new is learned.)
  2. In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
  3. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  4. I would like to permanently remove the option for the player to move up for the whole game (for everything/always: Menus, gameplay, etc.) Is this possible? Thanks
  5. Nirwanda

    Pathway: Desire Resources

    I made some grayscale resources for my indie in a week game Pathway Desire and while they are somewhat limited and i'm no expert spriter... I thought: why not share them? This is how they look (if you're too lazy to click on my signature): These tiles are formated for RM VX/ACE. As for terms of use: you're free to use them both commercially and non comercially credit would be appreciated. Also, since I'm kind of free these days so if you want me to add a little something to the tileset (except maybe water, I have no clue how to do it) I'm taking requests. NOTE: This will contain some small spoilers about the game (bosses, mostly). So, if you ever want to play it, consider giving it a whirl before checking these out. Tiles: Characters: Faceset The character with the hat is inspired by RMW's Scinaya's female healer from Restaff june 2012 Icons: For icons I used mostly Crazy_Leen's http://forums.rpgmakerweb.com/index.php?/topic/31274-crazy_leens-crazy-resources-retro-resources/ (Turned to grayscale of course) But her iconset lacks armor and a few other icons I needed, so I had to create those myself. Though they're not on the same level as hers: Battlers: They're for sideview and are sort of inspired by Milano cat's battlers: http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html Well I hope someone finds this useful and thanks for checking out my thread. If you don't like anything about the sprites, advice is also appreciated.
  6. Author: Valentine Version: 2.0.4 (launched in 05/01/2020) About VXA-OS is the most complete and secure free tool for creating 2D online games from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall and Mystical Hunter. Features Current: » 5 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 monitor commands; » Global real-time battle system on the server; » Passwords protected with the MD5 cryptographic function; » 99% of the event commands on the server; » Common server events; » Configurable resolution; » Global switches; » EventMachine network library; » Friends system; » Quests; » VIP system; » Account Editor; » Teleportation; » Paperdolls; » Guild; » Party; » Minimap; » PvP; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection and Move Event; » Customized movement of events; » Condition of automatic start of events on the server; » Editor of players, global switches etc. Images » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Download With DirectX: Mega 4shared Without DirectX: 1) After downloading the version with DirectX, download the executable Game.exe below and replace it with the one in the folder Client Download Game.exe 2) Open the Script Editor (F11) 3) Search for the script [VS] Mouse: 4) Replace ALL script [VS] Mouse with: #============================================================================== # ** Mouse #------------------------------------------------------------------------------ # Autor: Cidiomar #============================================================================== module Mouse typedef 'unsigned long HCURSOR' dll = 'System/VXAOS.dll' Mouse__setup = c_function(dll, 'void Mouse__setup(struct RArray*, struct RArray*, struct RArray*, void *)') Mouse__update = c_function(dll, 'void Mouse__update()') Mouse__getPos = c_function(dll, 'void Mouse__getPos(long *)') Mouse__getOldPos = c_function(dll, 'void Mouse__getOldPos(long *)') @triggered = Input.triggered @pressed = Input.pressed @released = Input.released @repeated = Input.repeated @last_lclick = Time.now @last_rclick = Time.now @dbl_lclick = false @dbl_rclick = false @pos = Array.new(2, 0) Mouse__setup.call(@triggered, @pressed, @released, @repeated) def self.click?(button) return @triggered[1] if button == :L return @triggered[2] if button == :R end def self.press?(button) return @pressed[1] if button == :L return @pressed[2] if button == :R end def self.release?(button) return @released[1] if button == :L return @released[2] if button == :R end def self.repeat?(button) return @repeated[1] if button == :L return @repeated[2] if button == :R end def self.dbl_clk?(button) return @dbl_lclick if button == :L return @dbl_rclick if button == :R end def self.tile_x # Corrige o display_x, já que a tela pode se mover #16 em vez de 32 pixel na horizontal se a largura da #resolução for superior a 1000 x = $game_map.display_x > 0 && $game_map.display_x > $game_map.display_x.to_i ? self.x + 16 : self.x (x / 32 + $game_map.display_x).to_i end def self.tile_y (($game_map.display_y * 32 + self.y) / 32).to_i end def self.in_tile?(object) object.x == tile_x && object.y == tile_y end def self.update Mouse__update.call() @pos = [0, 0].pack('l2') @old_pos = [0, 0].pack('l2') Mouse__getPos.call(@pos) Mouse__getOldPos.call(@old_pos) @pos = @pos.unpack('l2') @old_pos = @old_pos.unpack('l2') @dbl_lclick = double_left_click? @dbl_rclick = double_right_click? end def self.double_left_click? return false unless click?(:L) result = false t_diff = Time.now - @last_lclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_lclick = Time.now @last_pos = @pos end result end def self.double_right_click? return false unless click?(:R) result = false t_diff = Time.now - @last_rclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_rclick = Time.now @last_pos = @pos end result end def self.x; @pos[0]; end def self.y; @pos[1]; end def self.pos; @pos.dup; end def self.old_x; @old_pos[0]; end def self.old_y; @old_pos[1]; end def self.old_pos; @old_pos.dup; end def self.moved?; @pos != @old_pos; end end #============================================================================== # ** Graphics #============================================================================== module Graphics def self.is_fullscreen? false end def self.toggle_fullscreen end def self.vsync=(vsync) end def self.vsync end end Tips How to attack or talk to event: Press Ctrl. How to open the administration panel: Press F9. English vocabulary: Open the script editor (F11) and replace the [VS] Vocab script with: #============================================================================== # ** Vocab #------------------------------------------------------------------------------ # Este módulo lida com o vocabulário. Todos os textos # exibidos no jogo ficam aqui. #------------------------------------------------------------------------------ # Autor: Valentine #============================================================================== module Vocab # Login and account creation Username = 'Username' Password = 'Password' RepeatPass = 'Repeat password:' Email = 'Email:' Remember = 'Remember?' Register = 'Register' Connect = 'Connect' NewAcc = 'Register' Login = 'Log in' # Character creation and selection NotVIP = 'You are not VIP' VIP = 'You have %s VIP days.' Name = 'Name' Sex = 'Sex:' Class = 'Class:' Graphic = 'Graphic:' Points = 'Points:' Male = 'Male' Female = 'Female' Empty = 'Empty' Play = 'Play' # Chat SecondaryText = 'Press Enter to talk...' Map = 'Map' All = 'All' Party = 'Party' Guild = 'Guild' Private = 'Private' # Menu alert ServerOffline = 'The server is offline!' ServerFull = 'The server is full. Try again later!' ConnectionFailed = 'The connection failed!' Insufficient = '%s must be at least %d characters!' ForbiddenCharacter = 'The name can only contain letters, numbers and space!' Kicked = 'You got kicked out!' IPBanned = 'Your IP is banned!' OldVersion = 'This version is old. Please update!' AccBanned = 'Your account is banned!' InvalidUser = 'Invalid user!' InvalidPass = 'Invalid password!' InvalidName = 'Invalid name!' InvalidEmail = 'Invalid email!' InvalidCommand = 'Invalid command!' PasswordsNotMatch = 'Passwords do not match!' IPBlocked = 'You missed the data 5 times. Your IP was blocked for 3 minutes!' MultiAccount = 'User logged in!' Inactivity = 'You have exceeded the maximum downtime!' EnterPass = 'The character will be permanently deleted and cannot be recovered. Please enter your password to confirm the deletion.' AccExist = 'This user already exists!' Successful = 'Account registered successfully!' CharExist = 'This name is already in use!' # Game alert Teleported = 'You have been teleported.' Pulled = 'You were pulled.' Muted = 'You have been muted for 30 seconds.' NonPvP = 'You can not attack here.' AttackAdmin = 'You cannot attack an administrator.' NotEnoughMoney = 'Insufficient money.' NotSellItem = 'This shop does not buy items.' NotTarget = 'You have no target.' NotSeeTarget = 'You are not seeing the target.' TargetNotInRange = 'Target out of range!' InsufficientLevel = 'You do not have enough level to use this item.' InsufficientMP = 'You do not have enough MP.' GlobalSpawning = 'Wait 1 second to speak again in the global chat.' NotAmmunition = 'You have no ammo.' NotPickUpDrop = 'You still can not get this item.' RequestDeclined = 'Your request was declined.' FullInventory = 'Your inventory is full.' FullTrade = 'The trade is full.' FullBank = 'The bank is full.' FullDrops = 'You cannot discard item now.' ProtectionLevel = 'You or your target does not have enough level to duel.' EquipVIP = 'Only VIP players can use this equipment.' SoulboundItem = 'This item is linked to your soul and cannot be traded, dropped or deposited in the bank.' Blocked = 'was blocked.' Unlocked = 'has been unlocked.' Busy = 'This player is busy.' Ask = 'Are you sure?' # Skills Attack = 'Attack' Support = 'Support' # Friends FullFriends = 'Your friends list is full.' FriendAdded = 'has been added to your friends list.' FriendExist = 'This player is already your friend.' FriendRequest = 'wants to be your friend. Accept?' Friend = 'Friend' # Trade TradeRequest = 'invited you for an trade. Accept?' TradeComplete = 'wants to complete the trade. Accept?' TradeDeclined = 'The trade was declined.' PlayerNotInRange = 'Player out of range.' InTrade = 'You are already in an trade.' Trade = 'Trade' # Bank Items = 'Items' Weapons = 'Weapons' Armors = 'Armors' # Party InParty = 'This player is already in a party.' PartyRequest = 'invited you to a party. Accept?' PartyMemberJoined = 'joined the party.' PartyMemberLeave = 'left the party.' DissolvedParty = 'Party dissolved.' FullParty = 'Your party is full.' NotParty = 'You are not in a party.' # Guild NewGuild = 'Guild creation' YouInGuild = 'You are already in a guild.' PlayerInGuild = 'is already in the guild' GuildExist = 'This guild already exists.' EmptyFlag = 'You did not draw the flag.' NotGuildLeader = 'You are not the leader of the guild.' FullGuild = 'Your guild is full.' GuildRequest = 'invited you to the %s guild. Accept?' NotGuild = 'You are not in a guild.' Leader = 'Leader' Member = 'Member' NewLeader = 'New leader:' Notice = 'Notice:' Main = 'Main' Manage = 'Manage' # Help Equipable = 'Equipable by' NotEquipable = 'Not equipable by' Consumable = 'Consumable:' BaseDamage = 'Base damage:' Soulbound = 'Soulbound' TwoHanded = 'Two-handed weapon' OneHanded = 'One-handed weapon' ItemType = 'Type:' Normal = 'Normal' MPCost = 'MP cost:' Hit = 'Hit:' # Menu Configs = 'Settings' BackLogin = 'Back to login' BackSelection = 'Back to selection' Quit = 'Leave game' Music = 'Music:' Sound = 'Sound:' Resolution = 'Resolution:' FullScreen = 'Full screen:' FPS = 'FPS:' Vsync = 'V-sync' NoLimit = 'No limit' # Titles Teleport = 'Teleport' Bank = 'Bank' Amount = 'Amount' Shop = 'Shop' Alert = 'Alert' NewChar = 'Character creation' UseChar = 'Selection of characters' # Quests Information = 'Information' InProgress = 'In progress' Completed = 'Completed' StartQuest = 'You started the quest' FinishQuest = 'You have completed the quest' Rewards = 'Rewards:' Item = 'Item' Exp = 'Exp' # Admin panel SecondaryPanelText = "Enter the name or 'all'" AdmPanel = 'Admin panel' AlertMessage = 'Alert message:' Motd = 'Motd:' Banishment = 'Banishment:' GlobalSwitch = 'Global switch:' Days = 'Days' ID = 'ID:' Kick = 'Kick' Mute = 'Mute' Pull = 'Pull' GoTo = 'Go to' Change = 'Change' BanAcc = 'Ban account' BanIP = 'Ban IP' Unban = 'Unban' On = 'On' Off = 'Off' Teleport = 'Teleport' GiveItem = 'Give item' Send = 'Send' # Buttons Ok = 'Ok' Go = 'Go' Cancel = 'Cancel' Yes = 'Yes' No = 'No' Create = 'Create' Delete = 'Delete' Accept = 'Accept' Block = 'Block' Unlock = 'Unlock' Activated = 'Activated' Disabled = 'Disabled' # Icons Quests = 'Quests' Menu = 'Menu' # Battle and HUD Critical = 'Critical!' NoHit = 'Miss!' LevelUp = 'Level up!' MaxLevel = 'Max level' end Discord Keep in touch with us and report any errors you find also in our Discord group. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Monsters do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Independence from RTP Parallax System Additional utilities MySQL database Simple launcher Auto Update Credits Creator: Valentine Thanks: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan invwindy
  7. Hello, I am currently working on a project using RPG Maker VX ace, in which would be an MMO-type game. I've seen the various MMO scripts like Forjeum and VXA-OS but both have their servers offline and unable to be fixed, I'm looking for scripts with a stable connection (and-or made earlier this year). Thank you for your help.
  8. aircompressor

    Publish on STEAM

    I plan on eventually putting a game on the STEAM store. I need a good tutorial, video, hand puppets (etc) on how to do this. Any help is appreciated. Be Safe.
  9. So, this is something I thought I could figure out, but my skill in RGSS is a bit lacking. What this individual seeks is to use the method that checks for if any allies are 'dead', from Yanfly's Battle Engine without using said script, and modifying that to do the following: Emulate Persona's revival skills so that if no allies are dead then the skill does nothing, but can still heal living allies if at least one ally is 'dead'. I've no experience with the Persona series, so maybe someone else can aid me here. @Rikifive? @Kayzee? @roninator2? Someone? Anyone?
  10. iderplikeapro

    Buff enemies based on a variable

    All i need is a script or method to set all enemy hp/atk/def/other based on a variable. Ideally, they would use seperate variables. Like, you can talk to an npc, he asks if you want to supercharge the next boss or something, and you can say yes and variable 80 is set to 150%, 81 is 125% 82 is 120%, and 83 is 200% and that changes all enemy stats by that amount. Or just ask for a number input and let the player decide the numbers. Thanks!
  11. Hi all, fresh newbie here, made an account just to reach out for help! Experimenting with all these awesome scripts, trying to create a unique rpg. While testing I found that three scripts I use, Yanfly's Weapon Attack Replace, Vlue's Pet's and Summon's (Compatibility Version), and lastly (my personal Favorite) Yanfly's Free Turn Battle seem to clash in some way. Here's my issue. When actor A summons actor B, and actor B kills the enemy and is left with no more Action Points from Yanfly's Free Turn Battle, it crashes the game with an error box stating: "Script 'Weapon Attack Replace' line 301: NoMethodError occurred. Undefined method 'actor?' for nil:NilClass" Line 301 and its neighbors are: 300 def status_redraw_target(target) 301 return unless target.actor? 302 @status_window.draw_item($game_party.battle_members.index(target)) 303 end 304 305end This is the only way it crashes the game that I've discovered. I've tried re-arranging the scripts, editing the attack (it previously used the Weapon Attack Replace), summoning different actors, but the outcome remains the same, a cold, cold, crash followed by that error. It ONLY happens when the Summoned Actor lands the killing blow on the LAST enemy. I've tested for hours on end to make sure that's correct! My theory is that it tries to check if there's any change in MP or HP as a result of the attack, but the actor is removed at the end of the battle, resulting in the crash, how ever, I have no idea how in the world I would fix that, nor where to even start. A simple "fix" is to straight up delete "Unless target.actor?" but that brings up graphical errors with the Free Turn Battle Script, resulting in any changes to MP/HP/TP/Stat symbols not being properly shown until the NEXT turn. (Example just in case it doesn't make sense, Actor A, who has 100MP uses a weapon that costs 10 MP, they would use it, but their MP Gauge wouldn't change to show the proper amount (which should be 90MP) until next turn, after the enemy has acted.) If there's any questions or any other clarifications you need please let me know! This isn't for any serious project, but I'd be lying if I said I didn't want to make it work! (Side note, I have all the necessary scripts for Yanflys Free turn battle script. Those being "Ace Core Modifications" and Ace Battle Engine) Apologies for any newbie Mistakes!
  12. Shadowmaster9000

    Fantasy Bestiary

    Script Version 3.7: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-7.txt Add-Ons New Game Plus (V1.5): http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryNGPAddOnV1-5.txt ***Requires Bestiary version 3.7 or higher!!*** Scan Skill: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryScanAddOn.txt ***Requires Bestiary version 3.7 or higher!!*** View Bestiary in Battle: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryBattleAddOn.txt ***Requires Bestiary version 3.7 or higher!!*** Why is this called the Fantasy Bestiary? Because it's greatly inspired by the styles of Bestiary used in majority of Final Fantasy remakes! Much like the Bestiary in the Final Fantasy games, the Fantasy Bestiary is split across two screens. The first screen showing a vertical listing of the enemies found, along with a completion tracker (which can be turned off). The second screen shows detailed information about the enemy, including their sprite, a battleback and battle music to go along with it. There are 3 status pages available (newer versions let you add any number of pages you want) to toggle between, and you can still scroll through the enemies while on this second screen. There are a whole ton of different options you can customize, and notetags and script calls you can use to your liking which are listed in the script itself. Although I must warn you that the script itself is very massive (over 2000 lines of text).
  13. Greetings~ It is I, here to annoy you all once again with another question~ Sorry~ I while ago I made an item in my game that allows the player to disable random encounters for a limited number of steps, much like a repel item in a Pokémon game. The item, along with the common event it calls, work perfectly fine as they are. The problem I'm having is that the item also works in areas that would ordinarily have encounters disabled by default. As an example, there are some locations in my project in which encounters are disabled at first, but troops are still set to appear. This is because these areas will be revisited later with encounters turned on. However, if a player was to use the repel item in one of these locations before reaching a trigger that activates the encounters, then the encounters would be turned on automatically once the repel's effect wore off, meaning that enemies would be able to appear when they shouldn't. To remedy this, I would like to add a conditional branch to my repel common event that uses the script tab to check whether or not encounters are currently turned on. This way, I will be able to prevent the item from working at all if encounters are already turned off. The problem is that I have absolutely no idea what I need to type into the script tab in order to accomplish this. I have briefly checked through all of the sections in VX Ace's script editor that I thought might be connected to encounters, but I have been unable to find any sort of command I could use for a conditional branch. And so I have decided to ask if any of you lovely people might have a solution~ It's not necessarily a huge issue, but I'd imagine it would be rather confusing for the player if enemies suddenly started popping up in previously safe areas with no clear explanation given as to why. Any and all help any of you can give would be most appreciated~ Thank you~
  14. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
  15. Hi. I've created my own attribute points system, based on events. I want to make level up system available from menu, because I use Sapphire's ABS and don't want the window with attributes pop-up during fights. Is there a way to call a common event from menu? I would like to add an option "Level up", which would do nothing if player doesn't have any attribute points (a variable I use in events), but otherwise toggles a common event with attribute system. I want to put it under "Status" option. Thanks
  16. Hello there! I got yet another, unanswered question. I'd like to have a skill that inflicts more damage if the target has a buff. Any buff. How do I check if b is overall buffed?
  17. Hi I've installed Kread-EX's Alchemic Synthesis ~GO GO TOTORI!~ Script. What I need help with is creating categories. At the moment I can only get the 4 lists which are Items, Weapons, Armours and Key Items. Firstly, how do I change the name of these categories without changing the main command names? Also, how do I add extra categories such as the different categories of armours: Helmets, Light Armours, Accessories, etc Or if I wanted to create a new item type called Lapis for example. I have a very basic understanding of scripting, but whatever I try to edit doesn't seem to work. I've even tried editing on an empty project and I'm still having the same problems. Would I need to install another script to work alongside, to add these categories? The script is below:
  18. I'm trying to make a "restart battle" system in RPG Maker VX Ace. What I'm trying to do is make a system that recognizes if all 4 actors in a battle are dead. Using Yanfly's death common event script, a common event is run whenever an actor dies. When the common event is called, a conditional branch checks if all the party members are dead. The problem is that a conditional branch can't recognize when the whole party is inflicted by a state, you can only check individual characters. Since the player gets to choose who they want to be in their party from a choice of many different characters, the conditional branch has to recognize the state of the party members 1, 2, 3, and 4, not any specific characters. So basically, is it possible for a conditional branch to check if all the party members are inflicted with a certain state?
  19. Hello, everyone. There was a thread on here that asked a similar question back in 2015, but it looked like the OP was attempting to create this effect for all windows, instead of a specific window like I want to do. I have a customized window for a puzzle that accesses class Window_HorzCommand. The player's selection cursor keeps redirecting to the first choice because I need to refresh the command bar each time a selection is made. I have found out that I can control where the cursor starts here: class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) clear_command_list make_command_list super(x, y, window_width, window_height) refresh select(0) # <------ Right there activate end Here's the order of my classes: Window_CustomWindow < Window_HorzCommand, Window_HorzCommand < Window_Command I want to Window_Command's select value specifically for Window_CustomWindow. From that point on, I can easily figure out what to do. I'd just need to create a variable that changes depending on the player's last selection, that would change the value of select, so that the cursor would begin in the player's last selected position. How would I change select for my custom class? I feel it may involve an alias, or something, but nothing is coming together in my head. Thank you for your time!
  20. There's a severe compatibility issue between victor's rotational moving script and the "set_char" animation script call in galv's move route script. I'm too defeated and tired to really go into detail but in a nutshell, galv's script relies on the default direction variable found in Game_CharacterBase, and victor's script completely changes how the direction variable works. This makes it so that when using "set_char" in a move route, it is impossible to select a different character direction. Victor's script splits the direction variable into three different variables, "current_direction", "final_direction" and "direction". It's very confusing to me. This is the area of galv's script that I believe needs fixing (and the "set_char" script call function is all I want from this script and is crucial): def set_char(name,index,pattern,direction) @gstop = true @direction = direction @pattern = pattern - 1 @character_name = name @character_index = index - 1 end I'll just link the entirety of Galv's script here. And here's the rotational moving script by Victor: #============================================================================== # ** Victor Engine - Rotational Turning #------------------------------------------------------------------------------ # Author : Victor Sant # # Version History: # v 1.00 - 2011.12.23 > First release # v 1.01 - 2011.12.30 > Fixed get on and off vehicle glitch # v 1.02 - 2012.01.01 > Fixed initial event direction and added new tags # v 1.03 - 2012.01.04 > Compatibility with Character Control # v 1.04 - 2012.05.30 > Compatibility with Pixel Movement # v 1.05 - 2012.07.24 > Compatibility with Moving Platforms # v 1.06 - 2012.11.03 > Fixed issue with direction ladders # > Fixed issue with direction after map transfer #------------------------------------------------------------------------------ # This scripts allows to set a different movement when the character changes # the direction he is facing, instead of facing directly the new direction # the character tunrs smoothly with a rotational movement. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.05 or higher # If used with 'Victor Engine - Multi Frames' place this bellow it. # # * Overwrite methods # class Game_CharacterBase # def set_direction(d) # # * Alias methods # class Game_CharacterBase # def init_private_members # def update # # class Game_Event < Game_Character # def clear_page_settings # def setup_page_settings # # class Game_Player < Game_Character # def initialize # # class Game_Interpreter # def comment_call # #------------------------------------------------------------------------------ # Instructions: # To instal the script, open you script editor and paste this script on # a new section bellow the Materials section. This script must also # be bellow the script 'Victor Engine - Basic' # #------------------------------------------------------------------------------ # Comment calls note tags: # Tags to be used in events comment box, works like a script call. # # <actor rotation on> # <actor rotation off> # These tags allows to turn the rotation move on or off for the player. # # <event i rotation on> # <event i rotation off> # These tags allows to turn the rotation move on or off for events. # i : event ID # #------------------------------------------------------------------------------ # Comment boxes note tags: # Tags to be used on events Comment boxes. They're different from the # comment call, they're called always the even refresh. # # <rotation move> # This tag allows the rotation move for events if VE_ROTATE_EVENTS = false # It enables the rotation move only for the page where the comment # is located # # <block rotation> # This tag disable the rotation move for events if VE_ROTATE_EVENTS = true # It disable the rotation move only for the page where the comment # is located # #============================================================================== #============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #============================================================================== module Victor_Engine #-------------------------------------------------------------------------- # * Set rotational turning for events # If true, automatically all events will have rotational turning. # If false, you must add the rotational turning manually by adding the # comment tag for rotational turn on it. #-------------------------------------------------------------------------- VE_ROTATE_EVENTS = false #-------------------------------------------------------------------------- # * Set wait time between the frame change during rotation #-------------------------------------------------------------------------- VE_ROTATION_WAIT = 3 #-------------------------------------------------------------------------- # * required # This method checks for the existance of the basic module and other # VE scripts required for this script to work, don't edit this #-------------------------------------------------------------------------- def self.required(name, req, version, type = nil) if !$imported[:ve_basic_module] msg = "The script '%s' requires the script\n" msg += "'VE - Basic Module' v%s or higher above it to work properly\n" msg += "Go to http://victorenginescripts.wordpress.com/ to download this script." msgbox(sprintf(msg, self.script_name(name), version)) exit else self.required_script(name, req, version, type) end end #-------------------------------------------------------------------------- # * script_name # Get the script name base on the imported value, don't edit this #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") end end $imported ||= {} $imported[:ve_roatation_turn] = 1.06 Victor_Engine.required(:ve_roatation_turn, :ve_basic_module, 1.05, :above) #============================================================================== # ** Game_CharacterBase #------------------------------------------------------------------------------ # This class deals with characters. Common to all characters, stores basic # data, such as coordinates and graphics. It's used as a superclass of the # Game_Character class. #============================================================================== class Game_CharacterBase #-------------------------------------------------------------------------- # * Overwrite method: set_direction #-------------------------------------------------------------------------- def set_direction(d) @stop_count = 0 return if @direction_fix || d == 0 || rotating? || (ladder_down? && d == 2) set_final_direction(d) @rotation_wait = VE_ROTATION_WAIT @clock_rotation = rotation_direction @current_direction = @final_direction if !rotation_enabled? || tranfering? update_direction if tranfering? end #-------------------------------------------------------------------------- # * Alias method: init_private_members #-------------------------------------------------------------------------- alias :init_private_members_ve_roatation_turn :init_private_members def init_private_members init_private_members_ve_roatation_turn @final_direction = 0 @current_direction = 0 @rotation_wait = 0 end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_roatation_turn :update def update update_rotation if rotating? update_ve_roatation_turn update_direction end #-------------------------------------------------------------------------- # * New method: set_final_direction #-------------------------------------------------------------------------- def set_final_direction(d) diag = $imported[:ve_diagonal_move] && diagonal_enabled? && diagonal? case d when 2 then @final_direction = diag ? 1 : 0 when 4 then @final_direction = diag ? 3 : 2 when 6 then @final_direction = diag ? 7 : 6 when 8 then @final_direction = diag ? 5 : 4 end end #-------------------------------------------------------------------------- # * New method: rotation_direction #-------------------------------------------------------------------------- def rotation_direction clock = 0 nclock = 8 clock += 1 while @final_direction != (@current_direction + clock) % 8 nclock -= 1 while @final_direction != (@current_direction + nclock) % 8 clock < (8 - nclock) end #-------------------------------------------------------------------------- # * New method: rotation_enabled? #-------------------------------------------------------------------------- def rotation_enabled? @rotation_enabled end #-------------------------------------------------------------------------- # * New method: rotating? #-------------------------------------------------------------------------- def rotating? @final_direction != @current_direction end #-------------------------------------------------------------------------- # * New method: update_rotation #-------------------------------------------------------------------------- def update_rotation @pattern = @original_pattern return @rotation_wait -= 1 if @rotation_wait > 0 @rotation_wait = VE_ROTATION_WAIT add = $imported[:ve_diagonal_move] ? 1 : 2 dir = @current_direction dir = (dir + add) % 8 if @clock_rotation dir = dir - add if !@clock_rotation dir = $imported[:ve_diagonal_move] ? 7 : 6 if dir < 0 @current_direction = dir end #-------------------------------------------------------------------------- # * New method: update_direction #-------------------------------------------------------------------------- def update_direction case @current_direction when 0 then @direction = 2; @diagonal = 0 when 1 then @direction = 2; @diagonal = 1 when 2 then @direction = 4; @diagonal = 0 when 3 then @direction = 4; @diagonal = 7 when 4 then @direction = 8; @diagonal = 0 when 5 then @direction = 8; @diagonal = 9 when 6 then @direction = 6; @diagonal = 0 when 7 then @direction = 4; @diagonal = 3 end end #-------------------------------------------------------------------------- # * New method: update_clear_direction #-------------------------------------------------------------------------- def update_clear_direction case @direction when 2 then @current_direction = @final_direction = 0 when 4 then @current_direction = @final_direction = 2 when 6 then @current_direction = @final_direction = 6 when 8 then @current_direction = @final_direction = 4 end end #-------------------------------------------------------------------------- # * New method: get_final_direction #-------------------------------------------------------------------------- def get_final_direction case @final_direction when 0 then [2, 0] when 1 then [2, 1] when 2 then [4, 0] when 3 then [4, 7] when 4 then [8, 0] when 5 then [8, 9] when 6 then [6, 0] when 7 then [4, 3] end end #-------------------------------------------------------------------------- # * New method: ladder_down? #-------------------------------------------------------------------------- def ladder_down? $game_map.ladder?(@x, @y + 1) end #-------------------------------------------------------------------------- # * New method: transfer? #-------------------------------------------------------------------------- def tranfering? $game_player.transfer? && (player? || follower?) end end #============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Alias method: clear_page_settings #-------------------------------------------------------------------------- alias :clear_page_settings_ve_roatation_turn :clear_page_settings def clear_page_settings clear_page_settings_ve_roatation_turn @rotation_enabled = false end #-------------------------------------------------------------------------- # * Alias method: setup_page_settings #-------------------------------------------------------------------------- alias :setup_page_settings_ve_roatation_turn :setup_page_settings def setup_page_settings setup_page_settings_ve_roatation_turn @rotation_enabled = VE_ROTATE_EVENTS || note =~ /<ROTATION MOVE>/i @rotation_enabled = false if note =~ /<BLOCK ROTATION>/i set_final_direction(@direction) @current_direction = @final_direction end #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false end end #============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles maps. It includes event starting determinants and map # scrolling functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_roatation_turn :initialize def initialize initialize_ve_roatation_turn rotation_on end #-------------------------------------------------------------------------- # * Alias method: get_on_off_vehicle #-------------------------------------------------------------------------- alias :get_on_off_vehicle_ve_roatation_turn :get_on_off_vehicle def get_on_off_vehicle return if rotating? get_on_off_vehicle_ve_roatation_turn end #-------------------------------------------------------------------------- # * Alias method: init_private_members #-------------------------------------------------------------------------- alias :clear_transfer_info_ve_roatation_turn :clear_transfer_info def clear_transfer_info clear_transfer_info_ve_roatation_turn update_clear_direction end #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true @followers.rotation_on end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false @followers.rotation_off end end #============================================================================== # ** Game_Follower #------------------------------------------------------------------------------ # This class handles the followers. Followers are the actors of the party # that follows the leader in a line. It's used within the Game_Followers class. #============================================================================== class Game_Follower < Game_Character #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on @rotation_enabled = true end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off @rotation_enabled = false end end #============================================================================== # ** Game_Followers #------------------------------------------------------------------------------ # This class handles the followers. It's a wrapper for the built-in class # "Array." It's used within the Game_Player class. #============================================================================== class Game_Followers #-------------------------------------------------------------------------- # * New method: rotation_on #-------------------------------------------------------------------------- def rotation_on each {|follower| follower.rotation_on } end #-------------------------------------------------------------------------- # * New method: rotation_off #-------------------------------------------------------------------------- def rotation_off each {|follower| follower.rotation_off } end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_roatation_turn :comment_call def comment_call call_change_actor_rotation call_change_event_rotation comment_call_ve_roatation_turn end #-------------------------------------------------------------------------- # * New method: call_change_actor_rotation #-------------------------------------------------------------------------- def call_change_actor_rotation if note =~ /<ACTOR ROTATION (ON|OFF)>/i $game_player.rotation_off if $1.upcase == "OFF" $game_player.rotation_on if $1.upcase == "ON" end end #-------------------------------------------------------------------------- # * New method: call_change_event_rotation #-------------------------------------------------------------------------- def call_change_event_rotation if note =~ /<EVENT (\d+) ROTATION (ON|OFF)>/i $game_map.events[$1.to_i].rotation_off if $2.upcase == "OFF" $game_map.events[$1.to_i].rotation_on if $2.upcase == "ON" end end end If I can't get this solved then I will disappointingly need to remove the rotational moving script, but I've grown very accustomed to it and would prefer not to. So if the direction variable in galv's script could be made to become compatible with victor's script, that'd be awesome... but in truth, I am completely stumped in how to do that. Thank you for any support, truly
  21. Im having 2 problems with an enemy im trying to add One is that the fight only starts when the player actively runs into the creature, and the other is that the player attacks barely ever miss, even with max evasion. Am I doing anything wrong? I'd like to know 2020-03-18_18-30-55.mp4
  22. Hello everyone, I don't know if my question is going to sound weird, I'm trying to make a game with a real time system (I'm inspired by Zelda Majora's Mask), I know it's not really possible, but I would like keep its appearance. I know that events outside the map where the player is do not exist, they are not instantiated. We cannot for example trigger an event move, change the map, and when returning, the movement continued during this time. That said, even within a map it does not work as I would like. If I trigger an event (in parallel process) which is supposed to carry out a displacement (pathfinding), the displacement will be carried out only if the event enters the screen area of the player. This can give rise to inconsistencies such as for example: a guard patrols around the city, he passes in front of the player and leaves the screen, the player takes the opposite direction and expects to find him along the way , but in fact the guard stopped immediately after leaving the screen and waited for us to get closer to resume his patrol. I wonder two things: 1 / Is this problem an inherent part of the software limits or a script could solve it? 2 / Otherwise, do you have any ideas to get around the problem and maintain a semblance of life in real time in the game? I had thought of transporting the event case by case depending on if the player is supposed to cross his path at this time, but it seems really too heavy and complicated. I hope I have been as clear as possible, thanks for your attention!
  23. Hello there! Another question for y'all, and this time it's a silly one. I'm using the Custom Use Condition script by Tsukihime, and I wanted to create a skill that can only be used if the user is at full Magic Power. What's the RGSS formula I should use to check if this condition's true?
  24. CSCA Core Script By: Casper Gaming (Casper667) Last update: May 16, 2013 Latest Version: 1.0.6 Introduction This script provides functions and classes used and shared by many different CSCA Scripts. This is REQUIRED by: CSCA Colosseum - LINK CSCA Dungeon Tools - LINK CSCA Achievements - LINK CSCA Encyclopedia - LINK CSCA Treasure Maps - LINK CSCA Vehicle System - LINK CSCA Sidequests - LINK How to Use Place in your materials section. Make sure this script is pasted ABOVE all other CSCA Scripts. Plug and Play. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  25. Scene Combine for RGSS3 by efeberk Introduction This script will allow to combine two items and generate a new item from combined items. Screenshot: Script
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