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Found 1,734 results

  1. When leveling up, I'd love it if the parameter doesn't just have a predefined increase, but instead can increase by a random number (say, 0-5) + the default increase. So let's say at level 2, the ATK stat on a certain class raises from 10 to 11 by default. In this script, it would increase from 10, to either 11 or 12 or 13, 14, 15, 16, randomly generated. If the random number is 0, it will increase only by the default curve value, so in this case, going from level 1 to 2, it would only increase by 1. But, if the random number is 5, it would increase by 6. So: default parameter increase + random number, if that makes sense. The only problem with this is that, then, the stat could be higher than what it is set to in the database. So how would that be fixed? Because, let's say that leveling up to level 3 gives you 12 ATK -- but with this script, the ATK was already raised to 13! I don't want the stats to ever downgrade when leveling up... So my solution would be that for each class or actor, you would set the parameter scale curve in the notebox. So for example: <param_curve> [100, 9999, slow] #MHP [85, 8500, fast] #MMP [20, 500, medium] #ATK ... </param_curve> The array for each stat would be like this: [level 1 value, level 99 value, increase speed] And this would essentially just ignore the param curves set in the database. This is a cool idea in theory but how difficult would this be to code? The custom parameter curve part seems especially hard to me, but would it be difficult to an experienced scripter? Is there a script like this that already exists? Thank you for any help EDIT: I forgot to add that depending on the speed of the parameter curve, the random number would be different. The faster the level up curve, the larger the maximum random number would be. Like this: Very fast: 0-20 Average: 0-10 Very slow: 0-1 That would make it a lot more dynamic depending on the parameter being increased
  2. Hello, I'm new here and I want to suggest some support from you individuals. I've been recently using a script called ORANGE MOVEMENT SYSTEM for my game but It doesn't support diagonal sprites. I've used Victors: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/diagonal-movement/ but it doesn't let me move freely.
  3. With that script, when an enemy dies and you save-load or leave-reenter a map, the enemy comes back to life. It seems to be an intended purpose of the script. But is there a way I can prevent this ? My games tends to be a little more "realistic", and human beings are not supposed to resurrect when you leave their house. I've tried using local switches, erasing events, and other things, but none of this has worked. I'd just like the enemies I kill to remain dead, forever (even if I leave the map etc). I desperately need help on that as I cannot see myself going deeper in my game's development without solving this issue. Thanks in advance.
  4. Hey guys, So, I've imported two of cozziekuns's Earthbound-ish scripts for my game's Battle UI. The link to the scripts is here, and I used: [1] Earthbound-ish Battle Core (first/top script in that page) [2] Earthbound-Ish Sprite Display (third/bottom script in that page) The sprite display, as the name goes, is responsible for drawing the sprites that pop in and out, depending on who you're selecting in your party. The Problem: After you defeat the enemy, the victory messages pop up, but not before the party member's sprite moves down and goes away. Here's a video I filmed (link) - it's only a few seconds long, and you can see it happen starting at the 0:06 time stamp. Are there any leads you can point me to, to get the sprite to move down and no longer be displayed by the time the victory/results message pops up? Thank you kindly.
  5. https://www.rpgmakercentral.com/topic/10445-yea-visual-battlers-addon-fix i found this update to yanfly visual battlers script and it make it so that death characters appear in the battle as x sprite in overworld but with a angle instead of before where they would just stay in place. while that is neat i personally would prefer if the character instead changed into a coffin sprite even if is the default one that comes with rpg maker vx ace, i tried to contact the original creator but it seems they dissapeared from the website for some years now, can someone help me?
  6. YEA - Visual Battlers v1.02 (Minor Update) Creator ~Yanfly~ Modified ~Yami~ ~Kread-Ex~ ~Archeia_Nessiah~ Add-Ons/FIXES ~Levi Stepp~ History Introduction Visual Battlers is a very simple script that shows actors in battle using their default character sets. The actions and movements are alike Final Fantasy 1, only move forward and backward when start and finish actions. The script can be used with or without Ace Battle Engine. This is a good base script to create graphical changes to your games. Features 4 Default Battle Angles (Up,Down,Left, and Default: Right) Toggle On/Off Stepping Anim (Add-on) Change the direction of the battlers in-game. Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. Change the direction of your actors battle using an event script call. n = Number of battle style in the script Line 71 - 76 Demo No demo is needed, Plug N' Play. Script Get it Here FAQ Q: What was fixed? A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors. Credit and Thanks All credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah FIXES by: Levi Stepp
  7. I recently began working on a horror game with a couple of friends. We're still in the process of planning things out. I have an idea for a mechanic I want to use in the game, where the player can bring up a cell phone menu. Here they could have access to a flashlight, and maybe messaging and call features (these would not necessarily be functional, but would be something the player could TRY to use). I also want them to be able to receive messages and voicemails, even if they cannot send any. I'm pretty new to rpg maker, and was wondering if something like this was at all possible? If it isn't I'll just find some other solution, but I wanted to find out before I got too far into writing.
  8. Tsukihime

    Inventory Size

    Inventory Size -Tsukihime This script allows you to limit the size of an inventory by item count. When you have exceeded the limit: -items will not be added to your inventory. -equips cannot be removed, only exchanged -cannot buy anymore items from the shop until you free up some space This script does not define how extra items should be handled, nor does it handle what happens when your inventory size decreases and you have extra items. Download Script: http://db.tt/K2nXwfvl Usage Set the initial inventory size in the configuration. You can change the size of the inventory using script calls $game_party.change_inventory_size(n) # for some integer n Other useful script calls: $game_party.inventory_size # returns the size of the inventory $game_party.inventory_full? # returns true or false, whether it's full or not $game_party.inventory_space # returns how much space is available
  9. Eventing: Fine Tuning v3.2 By V.M. Introduction You know what's boring? Having to conform to the guidelines set before you! Really though, this adds a feature to fine tune the x, y position of an event's sprite through a script call in set move route And now more!! Now you can set the rotation, hue, zoom, as well as mirror effect or rotation of events! And even more... waypoints and fades and self_switches and more! And yet more.. like special jump and move commands that just make cutscenes easier Features - Fine tune the x, y position of an event's sprite through a script call - Set rotation, hue, zoom, mirror effect, or rotation of events as well! - Set move routes using waypoints - Easily fade in and out events, change self_switches from within set move route, or randomly teleport Screenshots You should look at these, really How to Use Place script in. In any set move route command, use the script calls listed in the script usage section Demo A project with a single map showing several of the endless uses for this script! Isn't that fancy? You can download it here: Download (v3.1) Script Convenient Pastebin: Here FAQ None At The Moment Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given Author's Notes Nothing now.
  10. For some reason, there is no option to make an actor learn a new skill type through events. It's either through weapons, armors, states or by pre-setting the skill type into the character or class. Is there a script call that permanently adds a skill type to an actor?
  11. Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  12. Hey fellas, this is my first-ever post on this forum, so please bear with me. It's a long one, so tl;dr [1] I implemented a script that has function calls. [2] I tried using those function calls in an event, and I don't think it's working. [3] I need some help understanding how to call functions from a script I imported. I'm using Galv's Shop Upgrade v.2.8 (link) to stock certain items in my shop. I have this script under "▼ Materials" in my script library. In the settings around line 83-141, he gives instructions on how to use his script calls. I included the lines pertinent to the shop stock #------------------------------------------------------------------------------# # SCRIPT CALLS to control SHOP STOCK #------------------------------------------------------------------------------# # # shop(shop_id) # Use this script call to set the next shop processing event # # to be a certain shop number. If you do not use this script # # call before a shop event, the shop will not use stock. # # add_stock(shop_id,type,item_id,amount) # Add a number of items to the shop # # number you specify. # # rem_stock(shop_id,type,item_id,amount) # Remove a number of items from the # # shop number you specify. # # bulk_fill(shop_id,type,amount,[id,id,id]) # Add items to a shop in bulk. #------------------------------------------------------------------------------# # EXAMPLES #------------------------------------------------------------------------------# # # add_stock(2,0,1,20) # Will add 20 of item 1 to shop number 2 # add_stock(6,1,10,2) # Will add 2 of weapon 10 to shop number 6 # rem_stock(6,1,10,2) # Will remove 2 of weapon 10 from shop number 6 # # bulk_fill(1,0,20,[1,2,3,4,5,6]) # Will add 20 of each item inside square # # brackets to shop number 1 # # bulk_fill(3,2,1,[12,22,13]) # Will add 1 of each armor inside square # # brackets to shop number 3 # # shop(3) # The next shop processing will use shop number 3 # #------------------------------------------------------------------------------# I used the bulk_fill() call in a script box inside an event that's supposed to run every time the player enters the shop. For debugging purposes, I've added dialogue messages before and after the script call: And this is what it looks like for the shop event: When I play-test the shop, I know that Event ID:010 works because the "shop stocker starts" message pops up: But afterwards, the message saying "shop stocker finished" does not show up. This leads me to believe that something wrong happened in the middle, with the bulk_fill() call. Essentially, it boils down to this: am I making syntax errors in my script calls?
  13. - Diversity XP Mack Pack Edits - We need some diversity on RPG MAKER too! They are not much.. But i really wanted to make them and share them! I hope you like them! They are NOT loose Leaf templates. They are XP templates made for RPG Maker XP You can check out the same sprites for VX/ACE here. I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates. In Total 12 Recolours! (The No.4 is the original i didn't made it!) I also edit draw them a little to fix nicer some pixels. I made Elf and Human templates in Male and Female. And i included Without Eyes Versions And With Eyes Versions. DOWNLOAD Credits to: RPG maker XP Enterbrain romeir90 (for the clear elf template) Chara Maker XP (For one very dark template that helped me to make better edits) Terms of Use: Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble) Feel free to edit them (credits are still needed) Credit my name (RedRose190) for people to find them templates too. Thanks!
  14. - Diversity XP Mack Pack Edits - We need some diversity on RPG MAKER too! They are not much.. But i really wanted to make them and share them! Also this is my first resource post i hope you like them! They are NOT loose Leaf templates. They are XP templates made for RPG Maker VX and RPG Maker VX ACE You can check out the same sprites for XP here. I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates. In Total 12 Recolours! (The No.4 is the original i didn't made it!) I also edit draw them a little to fix nicer some pixels. I made Elf and Human templates in Male and Female. And i included Without Eyes Versions And With Eyes Versions. DOWNLOAD Credits to: RPG maker XP Enterbrain romeir90 (for the clear elf template) Chara Maker XP (For one very dark template that helped me to make better edits) Terms of Use: Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble) Feel free to edit them (credits are still needed) Credit my name (RedRose190) for people to find them templates too. Thanks!
  15. Chaos Krux

    Summon System Assistance

    Hello again, it has been a while. I typically only come here when I have an issue that I need the help of smarter people to solve, so it makes sense that I don't post too often. Still, as yet another example to support my theory that I'm far worse at this than I thought, I have another problem. Sorry~ I have a summoning system in my project that runs entirely off of a series of common events. It probably isn't the most efficient or prettiest system out there, but it worked perfectly well for what I wanted it to do. That is until recently. The system is done in a way that is supposed to remove the party members one by one, excluding the summoner, and then add the summoned character into the party before then removing the summoner. Once the summon is dismissed or the battle ends, the party is supposed to reappear in the order that they joined the party. For the purposes of this example, that would be Ryan, then Jason, then Charlla, Luna, Lomendres, Devora, Aki and then finally Selina. There are other characters in between that only appear in certain areas, but those eight are the main party. The problem I'm having now is that the system has ceased functioning correctly. Now, even though the summon itself still works perfectly fine, when the summon is dismissed or the battle ends, the character reappear in the party in a randomised order. This wouldn't necessarily be a problem if not for the fact that party members are supposed to stick in certain slots for the most part. Jason is always meant to be locked in the 1st party slot, and any of the characters listed that I didn't mention above are always meant to be in the 5th or 6th party slot. Due to the fact that the system recently broke for some reason, this is now messed up and characters end up in randomised slots, meaning that certain characters sometimes get locked out of the active party. Not to mention the fact that this can lead to multiple copies of certain characters appearing in cutscenes. As I said, it was working perfectly fine until recently. I am not entirely certain, but I believe it may have broken when I added the "If X Character is in Party" conditional branch, though I'm not sure why adding that one thing would have broken it to this degree. I could try removing these branches and returning it to its original state, but that would mean forcing summoning to be disabled whenever even one character is absent from the party, which would suck. Any help any of you can give would be greatly appreciated. The three images below are the Common Events for the Summoning System. The first is the one called by the Summon Ability, the Second Triggers after a battle has ended, and the third is called by the Dismiss Ability.
  16. Skip Title Screen by JV Master Description: Skip Title Screen, going to first game map. Instructions: No configurations needed. Download
  17. So I have this neat minimap I made with events and it's all neat and useful...but it stays on during fights. Now, with boss fights it's easy. I disable it during the event process of the boss itself...but now it kinda bugs me that regular fights always have that minimap stuck there. Now, I know basically zilch of ruby, but is there a way for me to run a simple common event that can take care of my minimap?
  18. Tarq

    Script Call Master List

    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  19. Hello I know how to remove different commands (like items, formation, save, skill, status) from menu using Window_MenuCommand in script editor. (like on image attached to post). My question is. How can I connect this to switches that could be turned on/off in the game? Could be a nice tool for game progression unlocking certain menu options. Help is appreciated.
  20. Shineebony

    Help with a Syntax Error

    Hello, I am trying to apply a Ninja Throw Script created by Locke, and when I try adding it and play running the game, I receive a syntax error. I'm sorry but could someone please inform me what is causing this error? Script: line 67: Syntax Error occurred. unexpected tLBRACK, expecting ']' [skill.id]]) EDIT: Oops I didnt mean to post my question here. My apologies but could someone please abolish or lock this post?
  21. Vehicle Additions Version 0.35a By seitensei/tenseiten, with help from shaz Introduction This Vehicle Additions script adds the ability to access an additional map as the interior of the vehicle. So far, only the airship has been implemented. This script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is not compatible with anything that edits those. However, since it uses a the default code when the system is not enabled for a vehicle, created a patch to solve incompatibilities is not within the real of impossibility. Instruction Set the map ID and X/Y coordinates of for the map that will serve as the interior of the vehicle. Create an event that brings the player back to the overmap and forces them to pilot the vehicle by by creating and event that calls the following code: $game_player.pilot_vehicle To exit the vehicle’s interior, and return to the overmap (on foot), call the following: $game_player.exit_vehicle Terms of Use Vehicle Additions by é˜®å¤©é’ is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Please contact me if the way that you want to use this script is not allowable under this license (do not wish to share modification, or want to have it in a commercial project). Download
  22. VTS-Enemy HP Bars - Version 2.02 By Ventwig (VTS- Because everyone needs an obnoxious acronym to go along with them!) Introduction This adds HP/MP bars so you know what's going on with the enemies without having to keep guessing! Features -Display enemy battle info: hp, mp, and states -Can display a longer "boss bar" for bosses -Choose whether or not to show the current HP amount -Hide HP or MP for certain enemies -A dual boss bars feature for epic battles! -Compatible with Neo Gauge Ultimate Ace and Yanfly Engine Ace -Looking for more stuff to add! Suggestions would be APPRECIATED! Screenshots Neo Gauge Ultimate Ace Plug and play gauges! http://rmrk.net/inde...p?topic=45005.0 By Wortana originally(in VX), translated to Ace by Pacman Wound Damage Patch See my signature for the Wound Damage script Enemy HP Bars and Wound Damage *Patch* -Place Enemy HP Bars under Wound Damage -Place this patch under both scripts How to Use Copy into materials, but above main. Check our the configuration and notetags! Script This has the newer features in it, but you are FORCED to use the hovering bars. There's no longer an option to collect all the bars at the top. http://pastebin.com/Av4S2fFF FAQ Q: Will you add <this> in? A: I'll do my best to do so! Q: Why isn't my boss bar showing? A: Make sure the boss was the first enemy you put in the troop! Credit and Thanks -Usage rules are in the script as well as my signature -Me, Ventiwg -Thanks to everyone who helped my out! Updates Update Plans -Boss bars to show bosses whose hp would take a whole row -Showing enemy status via icons. -Dual-boss battles (you know, those awesome things where theres two super cool enemies working in harmony? Like that, but with TWO GIANT hp bars!) -Option to show MP -Hide Info for enemies before they are "scanned" -Any suggestions would be appreciated!
  23. Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  24. I am adding additional slots to the default VX Ace engine past 4. My new equip slot numbers will be 5 and 6. So my equip_slots currently look like this [2,1,3,4,5,6,0]. I am achieving this with Yanfly Ace Equip Engine script. I am wanting to use the additional equip slot 5 and 6 to add consumable items for my actors to carry in battle and be used with the Actor Inventory script. Currently, I can do this with only equip_slot[4] and want to extend this out to equip_slot[5] and equip_slot[6]. Any help would be greatly appreciated! Yanfly Engine Ace - Ace Equip Engine Link: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Ace_Equip_Engine.rb Kread-EX - Actor Inventory: Link: https://raw.githubusercontent.com/Archeia/RMVXA-Script-Repository/master/Kread-Ex/RGSS3 Scripts/Gameplay Scripts/Actor_Inventory.rb *Yes I could just make my equip_slots [2,1,3,4,5,6,0] to [2,1,3,4,4,4,0] instead, but I have some other logic going on with some scripts hence why I need the slots to have different ID's. or Is there a way to duplicate the equip_slots[4] to represent different slot names instead of going after an .id. So, my example is currently... Extra: Potion Extra: Water Extra: Hi-Potion I want it to look like the below as an example. A way to distinguish the slots from each other (Different slot names). Extra: Potion Extra 1: Water Extra 2: Hi-Potion Edit 2: I have resolved the issue "technically". Due to other scripts with Kread-EX Actor Inventory, my consumption of items were not being removed from the slot. It was just showing disabled after usage. Same went for item charges from Selchar Item Charges. I dug through the ruby code for removing equipment and found "discard_equip" command and my solution is below. This is under the "use_item" in Scene_Battle. But, I am still needing a way of identifying if any items are attached to the accessory slots... because I want to disable the party command in battle for the actor items if nothing is attached. But, since the accessory equip slot is #4... it will only read one slot as 4 and the other two as blank.
  25. Hello everyone! Been awhile since last time! While I hope everyone of you is doing ok with their stuff, I know for a fact I'm not lmao BASICALLY yesterday I tried this script by Victor Engine: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/automatic-battlers/ While it sounds excellent in concept, for some reason I cannot make it work for my own enemies in my game. If I simply put the strategies in the note box and the flag "Automatic Battler" in the enemy's trait, the enemy will do nothing but normal attacks. It will ignore having other strategies possible, it will ignore that none of those strategies have a normal attack, it will ignore that some of those strategies don't have conditions, and are therefore always options, it will ignore not even having the attack skill in its skillset and it will even ignore when I forbid it to use normal attacks (in battle it will STILL try to, failing and doing nothing 'cause it can't). If I want, by the script, to make it use random skills, conditions or not, it will crash, saying: "Script 'name of the script' line 578: NameError occured. undefined local variable or method 'usable_skills' for # <Game_Enemy:0xcab55fc>" (note that I literally copied and pasted the method used in the script to use a random skill. So... can anyone help? If you need more info I'm willing to give'em
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