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Showing results for tags 'script'.
Found 108 results
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Hi, can someone direct me to a good Weight system that doesn't clash with other scripts? I've read that some will not work well if you use other scripts. I main use Victor Sant scripts, but I am also looking into using others, so I need a Carry/Weight script that doesn't clash. Thanks, James
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Skills that requires a certain "State" to be able to use
Gun2SV posted a topic in Editor Support and Discussion
Does anybody know a script that does that?- 1 reply
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- state
- requirment
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Hello, I've noticed that every time an enemy that has a sprite (like <sprite: char.png, 0>) dies by counter the game crashes and it shows this error.. any idea on how to fix it?
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- jet
- jets sideview
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So I was making a game when I just discovered that my conditional branch with requirement of specific Actor name is not working correctly. here is my event: Code Translation: Change actor name for actor: (unnamed), amount of signs: 6 If Actor [unnamed] name is 'A'{ } Else { Message: OK } End The problem is that its doing else function even whet I type correct name I tried to use scripts but its still the same Maybe someone knows what's wrong with it or have a script that fixes this also thanks for any help
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- conditional branch
- script
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savefiles Devil Boy Quest Demo Mode
Perang Cemen posted a blog entry in Perang Cemen's Devil Boy Quest
Demo Explanation: In demo there Normal and Demo mode, only save files from Normal mode can carry over to full game. Demo mode: You can chose to start with 99 level or with lot's of money, or both of them. Normal mode: you start at level 1 with nothing but your save data can be used for full game. In previous demo there a bug where this option didn't appear and auto lead to begin with 99 with all, but it has been fixed. Over-used save file: Saved data from Demo (You start with 99 level/lot's of Money) can't be used for full game else you will have an error message. I try to use Demo Mode save file in full game that I still working on and... That happens... If you got any question feel free to ask. -
Hello, Right now I try to make a condition branch for variable in a script, but I can't get it to work. The picture show what I have right now. When I start the game, I get "NoMethodError occured. undefined method `[]' for nil:NilClass" Can somebody help? Thanks in advance
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Hello folks. This forum is pretty quiet, so I hope my RMXP question doesn't go unnoticed I'm using the classic Mog Menu script for RMXP, and with much blind tweaking everything is working perfectly, with two exceptions: 1. I can't figure out how to make my menu text fade in, or already be there after the default transition, rather than slide in from off screen. The design of my menus doesn't support the slide in effect. 2. Similarly, when exiting the shop menu, all of the pictures sort of stretch and slide off screen. How can I make these stay where they are for the default transition? Here are the relevant scripts. Scene Equip: Scene Item: Scene Menu: Scene Shop: Scene Skill: Scene Status: Any help?
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Sacrifice an enemy by using them as a weapon.
lonequeso posted a topic in Editor Support and Discussion
I have an interesting idea for a skill, but I'm not sure how to implement it. A boss has three minions that are living crystals. I want to make a skill where the boss sacrifices one of them to use them as a bomb. To start I created three pages in the troop event, one for each minion. They check when a minion's HP is below 30% and adds a state, Death Mark The rest I can probably do with Yanfly's Scripts. I have his Ace system and most add ons. Problem is I can't code to save my life, and you need to create custom strings for some. The skill itself will target a single enemy to deal damage. I need a way that the skill will also select a random ally with Death Mark, and apply a Death state or drain it's Hp to 0%. (or just target an ally with 30% or less HP.) I'm not sure which add on(s) would be best to set this up or if there's another way to do it. I'm thinking maybe his lunatic objects script can do it: <after effect> string </after effect After effects occur after the targets have all been hit. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for clean up purposes. Thanks in advance! -
Hello guys, I'm beginner but already learnt some tricks, switches etc. I have a problem with tree cutting. What i wanted to make is when you cut a tree after a while tree is growing byself. I already did it and worked well. Tree is growing 4 stages. Here is my event codes: http://imgur.com/a/34zGj I made stages with self-switch. This was page 1 and options are; priority- same as characters, trigger- action button, Page 2; self switch A is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= A off, control self switch= B on, Page 3; self switch B is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= B off, control self switch= C on, Page 4; self switch C is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= C off, Every thing worked well. But when i tried to cut the tree from right side of it, the tree shape changing to second stage of tree(on page 3) http://imgur.com/wig1cI7 from left side of it changes to third stage(on page 4) http://imgur.com/TkCOBiy from upside second stage(on page 2). http://imgur.com/LwvowA5 It's only working well when you try to cut it from down. PS: My native language is not English. I changed codes to english and write down trasnlation on pictures to make every thing clear. Ağacı kesmek istiyor musun? = Do you want to cut this tree? Evet=Yes Hayır=No
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Conditional branch script for impossible movement
IMUNME posted a topic in Editor Support and Discussion
Hello everyone! Anyone has an idea on how to script a conditional for when movement is impossible? I hope this is not to vague. Thank you in advance!- 1 reply
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- impossible movement
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Followers Don't Follow Player During Jumps
Biggest_Queen posted a topic in Editor Support and Discussion
So I'm still making my game and I came across another problem, a pretty big one. In my game there is this section with a lot of cliffs and the player jumps around a lot. I also want the followers enabled for the game, but once a jump event is triggered to another platform, the player jumps to the platform while the followers stay behind. Then the followers literally just walk to catch up to you, walking over anything they come across, which looks really bad. Is there a way to make it so that the followers jump with the player during the jump events? I've tried changing the player followers to off before the jump and then turning it back on again after the jump, but it's the same result. I also tried just removing all of the party members that are followers and adding them again once the jump is over, but that ALSO didn't work. Is there a way to get the followers to cooperate like this? Would I need a script for it? Any help is very much appreciated. -
Hey, I had this same request back for VX Ace, but now with MV, the language has changed . I need a script that allows me to choose an event by it's ID and move it to a certain location. The "Set Event Location" command doesn't quite do it. I need to choose an event by it's ID, not choose from the list as it could be random. For VX Ace, I used the script call - $game_map.events[$game_variables[n]].moveto(x, y) Could I get this same script but in JavaScript form for MV? Thankyou! EDIT: Ok so I tried giving this a go and realized the code itself shouldn't look too different (I think?) So far I've got this: $gameMap.event(n).setPosition(x, y); This works fine and all, but I need to change the event number to a variable so I changed it to this: $gameMap.event($gameVariables[n]).setPosition(x, y); but now it comes up with a type error stating "Cannot read property 'setPosition' of undefined". Could someone help me fix this? If possible, could I also change the "setPosition" to make the event move to a specific location on the map instead of instantly teleporting there? Thanks heaps to anyone able to help me out with this!
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Compatibility between Mana Shield-script and Protection-script
HeroineOfTime posted a topic in Programming
Hello, my dear reader! ♥ I hope this is a managable request. I have two scripts here, which are used for creating special states. Especially for interesting skills, these states are very useful. The first one I'm speaking of is the mana shield script by Kingsofrpg. It basically turns HP damage to MP damage when hit. The second one is the protect skill script by Kal. When the state is inflicted on an ally, the person who did that receives all the damage that is targeted to the ally. These scripts on their own work pretty good, but using both of them in an project will cause rather nasty problems. As far as I can tell, the mana shield works perfectly fine, but it somehow seems to mess with the protection skill. When using the protection skill, the ally that is inflicted with the protect-state (note: NOT the one, who inflicted this state on the ally) is taking MP damage. Yup, that's not a typo, I really mean MP damage and not HP damage. Furthermore, the ally can't even get inflicted with the protect-state, when he/she has no MP left. In addition, the ally also can't get inflicted with the protect-state, when he/she already is inflicted with the mana shield state. Maybe it's worth noting that the protection skill-script is placed below the mana shield-script. Changing that order causes even nastier problems, which include error messages. Oh! And because it probably matters, I want to mention that I'm also using Tankentai. I hope I didn't left out some crucial information. If there are any more questions, I'll gladly answer them! Here are the scripts I'm talking about - - Mana Shield by Kingsofrpg - - Protect Skill by Kal - So... That's it! Thank you very much for your attention...! (o_ _)o- 9 replies
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- mana shield
- rgss2
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I was wondering if there is a script already out there for specific characters in the game that the player plays that will heal with either light or dark. For clarification, one of the playable characters is supposed to regenerate health by sunlight. The other playable character regenerates by darkness. Is there a script out there that I can use that deals with this, or am I going to have to throw down a lot of Events?
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Display Variable Value in Top Right Corner of the Screen
ILearnedtofish posted a topic in Editor Support and Discussion
Ok so I want the players to be able to work towards a ultimate "mission" where in they lower the "light" level of the world (a numerical value of the power of "good" in the world). After a certain point in the game I want there to be a "Light Remaining" counter visible in the top right corner of the game. When they complete an objective in the game, it lowers. I know I am going to have to do something with a common event and somehow have it display that variable's value. It would ultimately work like a visible score. Any thoughts on how to do this?- 4 replies
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- scoreboard
- script
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Cant use "enemy appear" script, please help
Darkanart posted a topic in Editor Support and Discussion
i cant use the enemy appear event in an event im making when i use it it asks me what enemy to appear, but all the boxes are blank with numbers. i have enemies and troops in my database by the way, im trying to use enemy appear in the middle of a dialogue, is this what is causing it? -
Hello there. Right now I am trying to figure out how to implement a simple mechanic: Character A (Support Class) casts "Mana Shield" on Character B. Character B enters X State. Whenever character B will take HP Damage while on X State, Character A takes half of it as MP Damage and Character B takes the other half as HP Damage instead. Its pretty much this plugin but with the feature of splitting damage across two or more characters. Any ideas?
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So one of the party members in the game I'm working on is an undead. Considering he's undead and thus is already dead I found it odd for him to just have a normal character death in battle, right? Furthermore most undead in RPGs are damaged when you try to heal them, yeah? Thus I've been toying with the idea of him having a special script or something along these lines... So like other undead he's damaged when you try to heal him (even when you try and use reviving items on him OwO!!!) but when he does "die", instead of entering the Death state he enters a special state where he's basically paralyzed but slowly recovers HP over time. Then I was like "Yo, wait, then how will the players ever get a game over once they recruit him?" and then I was like "I didn't think of that yet..." and I was like "Yeah, good job. Now what?" and then I was all like "Shut up, let's just go on the forum" So on that note does anybody have any suggestions as how to go about that? Maybe if he hits 0 HP in this state he actually enters the death state? But then when you use a reviving item on him wouldn't that make him... not... undead? Worst comes to worst I could do a story event to bullshit that bit and make a joke out of it... Secondly does anyone know how to alter if a character hits 0 HP whether they enter the Death state or not? Or maybe know of any or know how to make a script that can alter that? I look forward to any possible responses, come what may. Also I would appreciate if no one suggested dark voodoo magic and/or praying to ancient gods in long dead languages; that didn't work last time and it ended terribly for me.
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Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
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Flare Collection - Notification on Region Touch
DarknessFalls posted a topic in Completed Scripts/Plugins/etc.
Flare-RegionNotification vs 1.0 Requires: Flare Notification Window Credit: Darknessfalls Can Be used in: Free and Commercial games. Download: Grab it here Want to have a notification play when you walk over a region? This is the script for you. So lets assume you have region 19 and when the player touches you want to say "hello world". So what you do is the following: Paint a line of region 19 (see why a line below) Create a parallel event with the following script call: FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, 19, 1); Play the game. Lets go over what you just created: The params for the script call are as follows: FlareRegionNotification.notifyOnRegionTouch(text, stayAtTop, fadeoutTowardsBottom, options, regions, switchId, turnOnSwitchesForMultiRegions); text: notification text stayAtTop: true/false fadeoutTowardsBottom: true/false options: See Flare Notification Script, how ever: Options are passed in as an object:windowWidth = The width of the notification window. windowX = The x position of the window. windowY = the y position of the window. fontSize = the font size for the window. Example: for options, you could pass in: {windowWidth: 400, windowX: 50, WindowY: 50, fontSize: 12} switchId: the id to turn on for a single region touch only. turnOnSwitchesForMultiRegions: Do you have multiple regions? If so, then each region will be a switch id thats turned on when the player touches tone of those regions. So what you have done is: create a notification with text of "hello world" and, don't stay at the top, fade out towards the bottom, set the width of the window to 500, only play when player touches region 19 and then turn on switch id 1. Multiple Regions FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, [19, 15, 78], 0, true); This one does the same thing as you have seen above, accept this time we say, don't use a single switch, instead use the region id as the switch. What this does is creates a notification when the user touches region id 19, 15 or 78. When the player does we have a switch id set turned on with id: 19, 15, 78. ATTN!! If you pass in false or nothing (default false) then we wont use a switch id, even if you pass one in. If you pass in a switch id and false for the last two arguments then what happens if we do nothing. Turn off Switch id on region touch. Now that you have the notification playing on one or more regions and you have decided to set a switch when the region notification event is played, how do we reset that switch with out an event? In the same parallel process you created you'll want to place the following code: FlareRegionNotification.resetNotificationSwitches(regionId); What this does is say reset notification switches for all switches when this region is touched. So assume you had region id 12, 15, 16, 19 and 20 all play a notification of "hello bob" when the player touched the region. Well when you call the above function with a param of, for example, 50, then every time a player touches region 50, all the switch id's, in this case: 12, 15, 16, 19 and 20 will be reset so that the notification can play again when the player touches those regions. But I only want to reset one of those switches ... Ok, so now we use the same example as above, but instead of calling `resetNotificationSwitches`, we call `resetSpecificSwitchId` same signature as the `resetNotificationSwitches` accept the second argument is a switch id: FlareRegionNotification.resetSpecificSwitchId(regionId, switchId); This does the exact same thing as above, accept it only resets a specific switch id instead of all switch id's on region touch. -
I've been wondering, is it possible to create a system that allows combat outside of the actual battle scene? As in, being able to attack and activate a few skills in a manner similar to that of the Legend of Zelda games? I've been playing around with different ideas, but I have pretty much no knowledge of scripting, and events can only do so much . So is there, or is it theoretically possible to make, a script that allows what I've described? Thanks!
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Hello, so recently I have been working on this game with a little bit of everything in it and I decided I wanted to have a forest with ninjas and I thought that they would have traps set up, soooo I watched rm2kdev's video on how to make a spike trap. I put all the stuff in and as I was play testing the game to see if it worked I got a script error as you have to input script to get it to work properly. Here is the script I used: $game_player.x == $game_map.events[@event_id].x @@ $game_player.y == $game_map.events[@event_id].y and attached is a picture of the error.
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+Added 20+ Custom Scripts +Added 5 BGM packs +Added "Arabian Nights" Resource Pack +Added 40+ Enemies +Added 30+ Weapons +Added 10+ Skills +Added 5+ States +Created "Arisia" of the Golivian Deadlands +Created "Jainasmoore" of Yulanis Island +Created "Royal City of Forister" of the Northern Plains +Created "Suicide Forest" +Created "Griazlin" of Hethviol Forest +Created "Skoteino Mountains" +Created "Ilngard Dungeon" +Created "Herezgen Town" +Created "Hadros Island" +Created "Atreul Tenedrict"
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I'm not sure if this would require a script or not. I want to set up a Troop Event that randomly swaps the position of the battlers every turn or two. The battle plays similar to a shell game. One is the actual enemy; the others are clones.All three are separate enemies in the database that look identical, and have the same names. How can I switch their positions in battle?
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Hi everyone, I´m trying to implement this script on my game, however once in the script editor window, I dont know where to put it. I can see a bunch of different categories but I´m not sure where to put it. I have crashed the game a few times messing with the script editor. please any help would be much appreciated.


