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Showing results for tags 'commands'.
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RK5 Debug Console "I was tired of testing stuff in the Editor - Now I can do that on move" Version: 1.2.1 def draw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them. Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly. end def features -=> Use build-in commands! Think of cheats or commands in Minecraft lel (spawn items/gold, noclip and stuff like this) -=> Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=> Check values maintained by variables etc. -=> Everything is up to you! Planned Features: -=> More commands - because why not? end def draw_instructions ● SCRIPT DIFFICULTY: ★★✰✰✰ - ★★★★✰ from build-in commands - to advanced usage ● REQUIRED SCRIPTS! [-] CP Keyboard Input script by Neon Black |> [profile] http://forums.rpgmakerweb.com/index.php?/profile/626-neon-black/ |> [script] http://pastebin.com/raw/rD4rQtKP ● USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=> Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=> Type /help in console to view available commands and such. end def draw_currenty_available_commands end def create_screenshots # Screenshots #Some gifs showing this script in action: @> Testing stuff on fresh project @> 'HOOK' Command! @> Testing commands ~ Uses version under development @> Toying with menu ~ Uses version under development end def terms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. Contact me first. -=> 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. -=> You ARE DEFINITELY NOT allowed to claim this script as your own. Just to be clear. ^,^ -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well While I won't kill anybody for breaking these terms of use, it still would be a violation of personal rights, that shouldn't happen. By using this script you accept these terms of use. Not reading them DOES NOT exempt you from liability. end def put_download_link download_link = RK5 Debug Console V.1.2.1 by Rikifive.txt +8 required_script = CP Keyboard Input script v1.0a by Neon Black #CHANGELOG end
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In RPG Maker, you have access to a number of commands in the menu. You can also disable some of them using events, such as the save command, or the formation command. From the System database, you can choose which commands you want to hide or show in the menu. However, these may not be enough for your project! With the menu command manager, you have full control over your menu commands! You can hide or show any commands at anytime. You can disable or enable any commands at anytime. You can even rename commands at anytime. If you have multiple parties, each party can have their own set of commands. Need some more control over your commands? Try this plugin out! More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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This plugin provides advanced battle command manage functionality that allows you to manage each and every one of your actors' battle commands. You can choose what commands an actor will be able to use. You can enable or disable commands. This allows you to forcefully disable commands when certain conditions are met: maybe the enemy uses a spell that prevents all actors from using items! You can also hide or show commands. By hiding commands, you can control when actors will be able to see a command. If you are a plugin developer, you can also create your own commands easily and allow other game developers to use them in their games! More information and downloads available at HimeWorks
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Plugin for MV – [RMV] Gameover Commands Plugin Description Creates simple gameover commands to change gameplay. Download the plugin at Soul X Regalia.
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This plugin allows you to add commands that allow your actors to use skills directly without accessing the skill menu. All of the skill use properties are the same: your actor must be able to use the skill, have enough MP/TP/other requirements, and so on. If enemy or actor selection is required, they will be processed as usual. More information and downloads available at HimeWorks
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I want to remove the part of the menu where it shows your party members, as well as the part where it shows your currency, so that the only thing it would show would be the menu commands. As this game only has one party member, and no form of currency, those screens are just sort of awkwardly there and don't really belong. Also, I would like to center the menu commands. How would I go about doing all that? Sorry if this is a stupid question. I'm really new to RPG maker and couldn't find this question answered anywhere else. I already asked this on the steam forums, and was told that it's possible if I altered the script (Which I pretty much already knew), but I wasn't told how, so I figured I'd ask here. Thanks in advance for the help.
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This article discusses some techniques for improving the look and feel of your game when it comes to skill commands. I discuss how skills are set up and assigned to actors, realize that everyone uses the same names for their skill command (Special, Magic, etc), and then look at ways to personalize these commands for each actor. It is assumed that you are familiar with skills in RPG Maker and how to set them up in the database. Managing Skill Types In RPG Maker, you don't assign skills to actors. Instead, you assign skill types that they can use, and then assign skills to each skill type. This is because the default menus were designed so that you must select a skill type first, which would then show all of the skills that you can use for that type. You can see all of the different skill types in your database from the Terms tab. By default, there are two: Accessing Skills in-game An actor can only use skills that it has access to. Two conditions need to be met. First, the actor must have access to the skill type that the skill is assigned to. In order to add a skill type, use the "Add Skill Type" feature. Second, the actor must "know" the skill. This can be done either by learning the skill, or having features that add the skill directly. For demonstration purposes, I have set up 6 skills under the Magic skill type. Fire Fire II Ice Ice II Thunder Thunder II I have also added each skill as features to my actor so that she can use it. If all works, you should see the skills in the game: Personalized Skill Types Personally, I find it a little too generic when everyone has more or less the same set of skill command names. Either everyone uses Special skills or Magic skills or whatever name you want to give it. I'd like to personalize my skill types so that everyone has their own unique command name. Read the rest at HimeWorks!
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