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Found 14 results

  1. 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
  2. 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
  3. 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
  4. Howdy! I'm looking for a bit of help with Kread-EX's Alchemic Synthesis ~GO GO TOTORI!~ script. https://grimoirecastle.wordpress.com/2011/12/08/alchemic-synthesis-go-go-totori/ Typically, how the script works is that you label an item with the notetag <synth_family: x>.From there, if you attempt to craft an item, you could choose between ingredients so long as they had a matching synth_family. Example: Crafting a Potion of Fire Resist. The recipe asks for 2 Magma Cream. Both Magma Cream and Chili Powder have the notetag <synth_family: Fire>. Because of this, you could craft the potion by using 2 Magma Cream OR 1 Magma Cream and 1 Chili Powder OR 2 Chili Powder. What I'm looking for is a bit of an edit or addon that would allow for an item to have multiple synth_family's. By default, if I add a second synth_family notetag, it just ignores the first one. Id like for ingredients to have multiple applications in alchemy (such as Slime Jelly being in both the Regeneration and Defense synth_families). Sorry if I didn't do a very great job explaining this. By all means, be sure to ask if you have any questions. Thank you!
  5. BLACK WYVERN

    (Obsolete) RPGM-X Sleeker ATB

    All information and code related to this script can now be found at: http://www.rpgmakercentral.com/topic/37524-rpgm-x-sleeker-gauges-300/?p=262713 If a moderator could prune this topic out, I'd appreciate it. I'd report it, but it says abuse only.
  6. Custom Portraits: Skill and Equipment Menu (+ YEA Ace Status Menu Addon) Author: Zvart Description: A customization script that lets you change the pictures in the Skill and Equipment menus, as well as move the Name/Level of your actors to fit! Required Scripts: Yanfly's YEA Ace Status Menu (Should you pick up the Addon script) Credits and Terms of Use: Free to use in non-commercial and commercial projects. All I ask is for credit. Compatibility: See scripts What It Does (Pictures): Skills Equipment: YEA Addon The Script: Skill and Equipment: YEA Ace Status Menu Addon
  7. Unlearn Skills Addon for YEA Class System Author: Rbahamut Backstory: I was noticing that once I unlocked more classes with YEA Class System and YEA Class Unlock Level, that the new classes that could use magic ALL had the previous unlocked and used classes spells as well. Looking further into it, all the specials were shared between all characters as well! I looked and looked through the script and nothing described how to stop this! I do not use subclasses and want a true class change with individuality of abilities and non shared levels, so it can create more strategic encounters. So after nearly ripping out my hair, I finally wrote a few lines of code that WORKED!!!!! and now my mages only have the skills they naturally get by leveling up and priests and soldiers, etc. Everything is now as it should be Screenshots: Overview: This addon allows the user to unlearn all skills from previously held classes upon switching to a new class so skills do not bleed into every class. Download: YEA Class System: http://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/ Unlearn Skills: Installation: Step 1: Install YEA Class System and customize to your hearts desire Step 2: Copy the Unlearn Skills Addon code and paste it somewhere above main (Preferably just below YEA script) Step 3: in the YEA Class System script you will find: alias game_actor_change_class_cs change_class def change_class(class_id, keep_exp = false) @subclass_id = 0 if @subclass_id == class_id game_actor_change_class_cs(class_id, keep_exp) learn_class_skills(class_id) unlock_class(class_id) end at about line 580ish. Add skills_unlearn just above "learn_class_skills(class_id)" so it should now look like this: alias game_actor_change_class_cs change_class def change_class(class_id, keep_exp = false) @subclass_id = 0 if @subclass_id == class_id game_actor_change_class_cs(class_id, keep_exp) skills_unlearn # <==== new line learn_class_skills(class_id) unlock_class(class_id) end Then play your game! Notes: This was made to be used with YEA Class System and may not be compatible with other scripts, but if it is, GREAT! If not... shoot... Credits: Big credit goes to Yanfly for creating such an awesome script, and the rest to me for making the addon
  8. Tejas

    Falco ABS Addon

    Hey Guys, Can anyone make a script that can display blood border when hit in battle for Falco Pearl ABS. The similar one in WatchDogs. And a auto healing system.
  9. Because Ragnarok :c Introduction: Nothing much, I was playing with custom repeats time then I notice Yanfly's battle engine's damage popup looks ugly when there are too many damage at once; so I came up with this add-on. Use: Plug and play. Screenshot: Note: The total damage popup will update each time a damage is added. Example: Fire repeat 4 times with damages: -10; -30; -15; -20 The Total Damage will appears after -30 as -40; update after -15 as -55; update after -20 as -75 Script: Place below Yanfly's Battle Engine Download
  10. 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.
  11. EST - YANFLY GAB WINDOW ADDON v1.1 by Estriole Features - gab window in any scenes - set the gab window position - set the gab window z value - set the gab window height - set the base time and time for text for the gab window - use different call for modded position etc so it won't break existing project - draw face feature - draw icon feature Requirement -Gab Window (http://yanflychannel.wordpress.com/rmvxa/field-scripts/gab-window/) put my script below yanfly script How to Use read the script header Demo https://www.dropbox.com/s/kasu8put1wae8k8/EST_YANFLY_GAB_WINDOW_ADDON.rar Script http://pastebin.com/vgnmA3kC Credit and Thanks - Estriole - Tsukihime Author Note This script created because i want more control over gab window. any suggestion welcomed. License Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE)
  12. Class Extension v1.17 By G.A.M. Kertopermono Site link - Download - Demo Yanfly's Class System is a very solid script, but it is missing a few small things. This scripts adds just the little things it is missing. Some ideas came from members from the community. haothehare gave me the idea to start this entire project with the level limiter. Both haothehare and Titanhex gave me the idea for class-specific graphics. Crossroads gave me some good ideas for compatibility with the Learn Skill Engine. Spitfire71 and TSA Ryan came with the idea of hybridizing classes, with thedrifter148 bringing it up. Installation Make sure to put this below Materials, but above Main Process. This script overrides several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded first. Do know that there is a possibility that this script will stop working due to that. This script adds aliases for several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded after any other script overriding these methods, otherwise this script stops working. This script requires another script to run. Put this script after the required scripts to make it work properly. This script has additional functionality and / or compatibility with other scripts. In order to benifit the most out of it, it is advised to place this script after the others. Requires - YEA - Class System v1.10+ Optional - YEA - Class Specifics v1.00+ - YEA - Learn Skill Engine v1.00+ - CXJ - AnimEx v1.01+ - CXJ - Savedata Extender v1.00+ Usage Up-to-date version of the How to Use can be found in the script or on its own page. Script Download Demo Download v1.17 License This work is licensed under a Creative Commons Attribution 3.0 Unported License. Additional credits - Yanfly for the original script (which is required anyway, so you should give credits anyway)
  13. XS - Fame System Add-On (v2.0) by CT_Bolt Features How to Use Script Demo Demo: Click Here Official Page CT_Bolt's Creations: XS Fame System - Add-On FAQ None yet. Version History: Credits - Nicke for XS - Fame System - Yanfly for YEA - Status Menu - CT_Bolt for XS Fame System Add-On/Patch Thanks - To everyone who has ever contributed to this community! Author's Notes Enjoy! Let me know how it works for you. Please give feedback, anything that could be added, etc.
  14. First, before I begin, I apologize for the lackluster descriptions of this post. I was looking for a video to aid scripters on Youtube but could not find one that works right. And this is an extremely lengthy (too long, didn't read) request because I added a lot of detail, mainly so that if someone were to chose to accept this request, their would not be too much guessing work on as to how to do this. Anyway, hello, I am Sissel Cabanela. My specialty is pixel art, henceforth, I am not very proficient in scripting, or rather script editing. The script I will be referring to throughout the post shall be located here: http://yamiworld.wordpress.com/2011/12/23/ysa-battle-mechanism-slots-battle/ An image depicting the HUD can be found here: http://media.animevice.com/uploads/0/8543/464795-battle_hud_super.jpg Put simply, I would like this battle system to mirror the one in Fate/Extra for the PSP, but since not videos on Youtube clearly explain it, I shall do so to the best of my abilities. There are 6 slots for each 'turn' of the battle. They player can assign any of 5 things- Attack Break Guard Skill Item Where as the opponent can use 4: Attack Break Guard Skill Due to lacking item abilities. The listed actions have a 'rock paper scissors' like effect I want to replicate: Attack will always hit before Break and prevent the Break attack from going through. (Imaging like hitting someone first and them being stunned as a result) Guard will reduce the damage from Attack drastically and then do a large counterattack. Break(The slow, hard hitter) will break a Guard move(so there is no counter attack) and do more damage than Attack usually. Skill is a bit more tricky. It's basically any magic the user and assigns to a slot. Attack will always hit before Skill, but it does not negate the Skill. (So the Attack connects and then the Skill takes place on the same turn) Skill will always hit before Break, but it does not negate the Break. (User Skill ---> Enemy Break) Guard will reduce the damage from Skill by a little more than half, but it does not give a counterattack. The end result of the script would likely result in notetag in the boxes Skills. For example <Skill Type: A> for Attack, <Skill Type: B> for Break, <Skill Type: G> for Guard, and the rest would default to <Skill Type: S> for skill. In addition, certain skills in Fate/Extra have certain effects based on what Skill the enemy uses that turn. For example, the Exorcist Blade. Used normally, it does absolutely no damage and no extra effect. However, when used on the same turn the Enemy would use a Skill(for now, Skill refers to anything with Skill Type: S), Exorcist Blade would damage and stun the foe for that turn before they could use their Skill. In Notetags, this would probably be accomplished in a way similar to: <Against Skill Type: S> priority: 2 damage formula: a.atk*2 - b.def add state: stun </Against Skill Type: S> While damage formula and add state should be self-explanitory, the 'Priority List' is as follows: Item - 4 Guard - 3 Attack - 2 Skill - 1 Break - 0 So obviously, a number with priority 0 cannot go before a number with priority 1, no matter how vast the difference in Agility. The only time agility should come into play is when two moves of the same priority are executed on the same turn. Anyway, in the above example, I see the priority of the Skill to 2, making it a Priority above 'Skills' to go first. Exorcist Blade vs Exorcist Blade would result in the one with higher agility striking first and stunning the other. Enemies should have 'movepools' defined within their Notetags. For example: <Movepool> GGGGGG GGAGGA AAGGGR </Movepool> Yeah, that probably looked weird to you. Let me explain. In this list is the 6 actions in a specific order they will be executed during a turn. A - Attack B - Break G - Guard S - Skill, but merely putting S would not work. 'Sr' would randomly pick a Skill from the Enemies list of moves in the database. 'S43' would result in the enemy using Skill #43 in Database, whether or not it is listed in their available moveset or not. R - Random (Attack, Break, or Guard) T - Top (Will always be the best move. If the User was to use Attack, the enemy would use Guard. For Skills, the enemy would simply use Guard) That said, in the above movepool the enemy is clearly a defensive one, if you've gathered that. When a turn starts, the enemy will randomly pick one of those combinations and proceed to execute them for the 6 actions. In addition, a lovely phenomena occurs when you 'best' and enemy 3 times in a row. Consider the following scenario- User Moves for this turn: <GGGABA> Enemy Moves for this turn: <AAABBG> If you've kept up until now, you see that the user counterattacks the enemy successfully 3 times in a row. When this happens, the user is granted a 'Bonus Strike'. They will execute a Skill labeled as a bonus type on the enemy, while the enemy cannot attack or guard against it, then proceed to the next action or next turn. For Visualization- (BA is Bonus Attack) User Enemy G A G A G A BA A B B B A G I would like for the player to be able to select their BA from the Skills menu, and assign any Skill with the tag <Bonus Attack> to that Skill. If you refer to the image above, taken from the Fate/Stay Night game, you'll see the enemy's row of actions(bottom) has 2 actions on it for the player to see. For now, let's just call this 'Info'. After constantly fighting an enemy, you gain 'Info' on them. The more Info, the more you are able to predict your enemies moves. Say you put Info on an enemy on a scale from 0 to 100. At 0%, you'd see none of the enemy's moves, 10% you have a 1/2 chance of seeing one move, 20% you will always see atleast 1 move, 30% you'd always see 1 move and have a 1/2 chance of seeing a second, ect. ect. Up until you get to 100% and always see every one of your enemy' moves...Looking back on that, the math wasn't all to good, since you'd likely have to divide that into 12ths and what not. The enemy should have the following tags: <Initial Info: x> - How much info you have on the first encounter with the enemy <Info Gain: x> - How much info is gained on an enemy when you kill them or run from a battle with them(if able, I'd like the player to have to survive one turn with the enemy and THEN run in order to gain Info, in possible> <Max Info: x> - The maximum percent of info you can gain on an enemy, because having 100% on almost every enemy is incredibly broken. I would also like script calls that can add or subtract Info on a specific enemy. In addition, Skills should have certain notetags as well. <Minimum Info: x> - Minimum Info required for the Skill to show on the Enemy movelist. Otherwise, it will not show. <Info Require Switch: x> - Requires a switch to show Skill. So even if Info for the enemy is 100%, if the Switch is not activated, the Skill will not show. Whooo. That's basically the technical aspects of my request. Yes, it's hella lengthy but I made it so that it would be clear and possibly help the scripter. The rest is basically just hammering out the fact that this is ACE. So, new things for the script: 2 Party Members cannot attack the same enemy, if there is no other enemy available, player must go into Standby for the 6 actions. This applies even when all the Party Member would do is use items or healing spells on allies. Speaking of which, I should note that any attack/Skill ect. can only be focused on one target. So no more '2 Random Enemies' or 'All Enemies'. For healing allies, for a reason I will list in a moment, the only options to work shall be 'The User' or 'All Alies'/'All Allies(Dead). The reason for this is kinda simple- the whole stopping and starting thing in the Slot Battle bugs the hell outta me. I want for the player to select the movelist for the party members first, and then for the next turns, the characters execute the actions without returning to the whole 'Fight/Edit Slots/Escape' side menu. To keep better organization, since 4 against 4 would be highly unorganized and what not if everyone attacked at once, The party member with the highest AGILITY will go first. By go first, the character will execute the 6 actions on the enemy(with the enemy also taking part obviously) and then the next party member will do so with their assigned 6 moveset for a grand total of 4 times maximum before the player can set the movelist again. Every party member MUST select an opponent if available. If there is no target available they will Stand-by/Wait for 6 actions. Enemies should not actively attack, meaning they can/must be selected as opponent in order to execute their action list, and all actions on that list with an enemy target will always be the player that attacked them. Basically put, though this should not occur, if all 4 players were on Standby, all 4 enemies would not attack. Holy hell that was a technical aspect. I am failure at life. But whatever, onto the last little parts. As far as I see, the Graphic HUD of Fate/Extra is unable to replicated in VX ACE, especially considering multiple party members. http://i.imgur.com/ZxCb0cu.png That ungodly detailed and masterfully poignant work of art in that link created by Vincent Van Gogh himself is my idea of the HUD needed to select skills. When it is the Player's time to select the moves for that turn, they first select a party member, then select an enemy, then the HUD is brought up. On the enemy's side of the HUD, some Info may fill in the 6 slots that will be shown, and the rest will be given a default (Unknown) image. On the player's side, he/she will be given a similar HUD, complete with 6 vertically listed empty slots for moves. Each move must be filled out with an action before proceeding, so the player must be able to select moves during battle. Then, the player selects a new party member and new enemy until all are ready before the turn begins. I assume in script making you will need graphics to test the scripts and what not, any crap you draw in paint will do. I'll find the actual graphics later, but the graphics I need to be able to put are: Default Unknown Action/Empty Action Graphic Default Attack Graphic Default Break Graphic Default Guard Graphic Default Skill Graphic Default Item Graphic Ability to set a specific graphic for a skill in the notebox Good lord, this is more like me requesting a brand new battle system, yeah? I had to go back an edit the topic title and intro a few times too to not be misleading. At first, it was just YSA Slot Battle Addon. Well, I'm not entirely sure what all I asked is even possible or if anyone will do it. If you are willing to maybe do even a small part of it, please do. I've already mentally accepted that all that I asked may not be fully fulfilled. If there any holes or gaps within this request or it does not met the guidelines, please let me know, and I will fix it immediately. Thank you for reading/skimming to this point.
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