Search the Community
Showing results for tags 'addon'.
Found 4 results
-
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
-
Face Frames - YEA Victory Aftermath Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0 (2020-10-03) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Victory Aftermath. Adds Face Frames to Actor Faces in the Victory Aftermath Screen. Uses the same settings as the main script. Instructions SCRIPT DIFFICULTY: Plug & Play, no configuration at all. -=> Place script(s) below ▼ Materials; above ▼ Main Process Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Victory Aftermath Addon.txt
-
Face Frames - YEA Ace Battle Engine Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0.1 (2020-10-04) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Ace Battle Engine. Adds Face Frames to Actor Statuses in the Battle Screen. + Allows some additional customization in Actor Statuses there. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play, but some minor configuration might be required. -=> Place script(s) below ▼ Materials; above ▼ Main Process Customize offsets and display in the configuration. Due to the nature of varying status widths, only frames drawn from windowskin are supported. "frame" images are not supported. Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Ace Battle Engine Addon (v1.0.1).txt
-
This is a very long overdue tutorial for my Baby System Tutorial. Since that thread is really old, I wasn't sure if I should add this to that tutorial or if I should just make a new one. This is a suggestion that was made a while back ago. In order to understand this, please follow my Baby System tutorial first. I will show you two ways to have your child take over. Firstborn Takes Over In this, it's very simple. Make a conditional branch under the Baby System one. Next, change the trigger to parallel process and make a switch called Death. Now, you will make a conditional branch and put Baby 1 ID = 3 and inside the else statement put Baby 1 ID = 4. Then in that else statement you will put Game Over. What this does is check to see if you have a child. The Baby 1 = 3, if you remember, is the boy. The baby 1 = 4 just means that the baby is female. This also makes sure that if the baby is 1 or 2, that you will get a game over since the child is still too young. You can change this by just putting Baby 1 greater than or equal to 1. Doing so will make it so that the child will take over even if he/she is still a baby. Next, we need to have it so the child is linked to an actor. This is so that the child will actually take over if you die. To do this, make a new Actor and make a blank space for the child. Now we need to make the child grow up once you die. To do this, go back to your common event tab and inside the conditional branch for Baby 1 ID = 3, remove Ralph and then change actor graphic to what you'd like. Then add the new actor you created. After that, set the Baby 1 ID to 0 and turn the Death switch off. You will do the same thing for the female. This is how it should look so far: That is it for making the first born take over. However, what if you have twins and you don't want the first born to take over? Or you want to have a will that decides it for you? Taking Over Via Will This will be exactly like the first born, but we will have a new variable. This will be called Will. You will make a conditional branch in the common events and if the Will is equal to 0, then the first born will automatically take over. If the Will is set to 1, then the first born was chosen to take over. If the Will is set to 2, then the twin will take over. This is how I set mine up: And that is how you make it so you can choose which child will take over once you die. Other Tips Now that you have both the Baby 1 and Twin in your actor database, you can actually prepare your child for becoming an adult. You can also name your child as well. One option you can do is teach your child skills, and add the skills to the Actor as you would if it were a party member. Once your child takes over, he/she will have the skills taught. You can also create a school to send your child off to in order to learn certain skills as well.