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Found 108 results

  1. sirbilly

    Blackjack Script

    Progress photo of the Blackjack script I'm working on.
  2. Hello! I'm new into the community so please correct me if I'm doing something wrong! n.n/ What I'm trying to do is that my game uses the default Battle System until the player reaches certain part on the story, when he/she reaches that part it automatically changes to Pearl ABS Battle System from Falcao. Is this possible? Please I need this for my project! Thanks!
  3. Wowsers, been a while huh? Anyway here is something I did the other day... a fancy Final Fantasy 7-9 style frame buffer battle swirl effect! All sorts of cool effects could be done with a frame buffer. Edit: I updated the above with a more up to date version with a slightly different effect and the ability to set $game_temp.special_battle_swirl to true for an alternative swirl for bosses. For completeness sake I am putting a version of start_battle_swirl that emulates the old effect here:
  4. Hi there internetland! Been a while I know! Here is a WIP script I have been wanting to do for a while... it's intended to work with Yanfly's Battle Engine, and it basically makes it so party members always take their turn in the order you input their actions. The party is sorted by agi at the start of a battle, and using left and right to select different party members allows the player to control the order they go in. Of course, if a slow party member is selected to go first, it's highly likely monsters will move before anyone. The biggest problem I ran into is I for whatever reason couldn't get the action icon displayed in the corner of a player's face with YBE to update right, and for some reason when I tried to print a number on top of it to indicate the order it was selected it would misalign the text like crazy. Right now pressing the cancel button when inputting orders will cancel all the orders. I was going to have it cancel only the last one, but because of the above problems there is little visual indication it. Also the battle system doesn't seem set up to handle multiple actions very well at all, since the turn order is determined by an actor's speed not the speed of each individual action. That basically means two actions will always be done right next to each other. I haven't actually tested multiple actions though. This script is actually sort of inspired by Unlimited SaGa, even though Unlimited SaGa gives five actions across the party no matter how many players are in it. If I get into changing turn order to be based on each action individually it wouldn't be hard to do that though. I like it this way myself. Might be fun to add something like the Press Turn System or SaGa-style combos. But that's sort of extra stuff.
  5. I took the time the other day to fiddle around with my accent script I posted before, and use the note field hash script to load words and stuff! I could still add more to it and document it some before any final release though. But yeah. For those curious, here are some notetag examples: For Isabelle, who, like, I don't care what anyone, like, says. She, like, totally looks ditzy to me and junk! :surprise => "Oh my gosh!":interjection => ", like,":auto_interjection => ", like, ":prefix => "Like, ":suffix => " and junk" F-For glub the, um, slime girl? I-I am not sure... I-I was experimenting mostly, glub. :surprise => "Glub glub?":interjection => ", um,":suffix => ", glub":stutter => true
  6. I have been experimenting quite a bit with the grathnode install script, and made more then a few changes and additions to how it works. The main differences I made is allowing skills in addition to items to be attached to skills, allowing attaching stuff to "Attack" and "Guard", a minimum skill cost, and only allowing grathnodes to be attached to some skill types or skills I also made a module for searching note fields on grathnodes. Here is the code I have so far: Also speaking of note fields, I have been using a version of this script to get a note hash. I posted a little of my changes in the thread, mostly changing the regex to not need to surround existing notes with anything. Here is the version I am using: It should be 100% backwards compatible.
  7. I have been working on my own item menu replacement for a while, since I am not quite happy with any of the others I have seen. Some screen shots: The menu is actually spread out over three scripts. Well two if you don't count the small weight display script. First is the trait/info window script (uses this script to display traits): Next is the itemlist/category script which is based on this script with some stuff removed and some bug fixes and other tweaks: Last is a little weight/item total display for FP Inventory Plus (it probably could be merged with the first script actually): Phew! That's a lot of code! I am not sure if anyone would be interested, but there you go! Still needs to be cleaned up and stuff if I want to release it for real. I have some other scripts as addons to this too, such as a version of Tsukihime Inventory Script and a script the replaces the "draw_other_info" method of the trait window to display different stuff (such as the "Enchantable" text in the screen shot, and other custom info). So yeah.
  8. Uh hey there everyone! I thought I would start a blog for anyone interested in stuff I am doing that I may or may not end up finishing or may end up being too niche to interest many people, that way I can learn if anyone has interest in me releasing full scripts or not. So first off, here is something I have been working on lately. Namely a "accent" script inspired form the system used in Chrono Cross! It's just an unfinished experiment right now. It can turn text like "\vg[| |I think we should try and go around--.]" into "Like, oh my gosh! I, like, think we, like, should try and go around and junk." or "\catgirl[| |I think we should try and go around--.]" into "Nya! I think we should try and go around, nya." Maybe I will generalize it and give actors notetags with verbs and interjections and stuff.
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