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KyoAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KyoAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. There is a single script call, and it is used only if you want to display the fake Steam like alert. Use it for in game jokes! XD KyoAlert.achieve(ID) Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
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- rpg maker vx
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Limited Inventory Version : 1.4 Type : System add-on Introduction : This script allow you to limit your inventory by overall possesed items instead of individual item Features : Limit inventory by overall possesed item Each item may have their own size / weight You may increase or decrease inventory limit using states or equipment Ability to discard item in item menu Define your own formula to determine inventory limit Penalty for having overburdened like slower movement / disable dash *New The rest of features is written in script Screenshots : Script: The script is too long. Grab it here How to use: Put this script below material but above main If you're using YEA - Shop Option, put it below that script Edit configurations and the notetags as described inside the script Credit: Credit me as TheoAllen
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Hello (it's been such a good while since I've been here and always great to come back). I'm wondering if any of you have ideas of what assets people want or need for their projects and games? Perhaps it might be better to ask what do YOU want or need for your own project? That is tilesets sprites and items etc. Like are there any extra assets that you feel are missing from the base set and feel it would be nice to have? Or just any assets that you would like to see that maybe you haven't found anywhere before?
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Purpose Lets you run some codes set by your notetags on some important state timings Introduction * 1. This plugin lets you use notetags to set what happens when an * action's just executed, and different cases like miss, evade, counter * attack, magic reflection, critical hit, normal execution, substitute, * right before starting to execute actions, and right after finished * executing the actions, can have different notetags * 2. You're expected to write JavaScript codes directly, as there are so * much possibilities that most of them are just impossible to be * covered by this plugin itself, so this plugin just lets you write * JavaScript codes that are executed on some important timings Video Video(v1.01a+) Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Prerequisites Plugins: 1. DoubleX RMMZ Enhanced Codebase Abilities: 1. Some RMMV plugin development proficiency (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced) Terms Of Use Contributors Changelog Download Link Demo Link
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Adding Items (Accessories) to additional custom equip slots
UnknownUser1 posted a topic in Editor Support and Discussion
I am adding additional slots to the default VX Ace engine past 4. My new equip slot numbers will be 5 and 6. So my equip_slots currently look like this [2,1,3,4,5,6,0]. I am achieving this with Yanfly Ace Equip Engine script. I am wanting to use the additional equip slot 5 and 6 to add consumable items for my actors to carry in battle and be used with the Actor Inventory script. Currently, I can do this with only equip_slot[4] and want to extend this out to equip_slot[5] and equip_slot[6]. Any help would be greatly appreciated! 😀 Yanfly Engine Ace - Ace Equip Engine Link: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Ace_Equip_Engine.rb Kread-EX - Actor Inventory: Link: https://raw.githubusercontent.com/Archeia/RMVXA-Script-Repository/master/Kread-Ex/RGSS3 Scripts/Gameplay Scripts/Actor_Inventory.rb *Yes I could just make my equip_slots [2,1,3,4,5,6,0] to [2,1,3,4,4,4,0] instead, but I have some other logic going on with some scripts hence why I need the slots to have different ID's. or Is there a way to duplicate the equip_slots[4] to represent different slot names instead of going after an .id. So, my example is currently... Extra: Potion Extra: Water Extra: Hi-Potion I want it to look like the below as an example. A way to distinguish the slots from each other (Different slot names). Extra: Potion Extra 1: Water Extra 2: Hi-Potion Edit 2: I have resolved the issue "technically". Due to other scripts with Kread-EX Actor Inventory, my consumption of items were not being removed from the slot. It was just showing disabled after usage. Same went for item charges from Selchar Item Charges. I dug through the ruby code for removing equipment and found "discard_equip" command and my solution is below. This is under the "use_item" in Scene_Battle. But, I am still needing a way of identifying if any items are attached to the accessory slots... because I want to disable the party command in battle for the actor items if nothing is attached. But, since the accessory equip slot is #4... it will only read one slot as 4 and the other two as blank.- 26 replies
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Hey there, I'm developing a game in RPG Maker VX Ace where you play as a sentient slime monster and a reanimated skeleton knight working together to stop an unknowing villain who thinks he's saving the world, but will actually seal its fate should he succeed. Here's my issue. I'm trying to make two revive items: Slime Jelly and Bone-meal I want these items to be usable by both party members, but have Slime Jelly only work on the slime monster, and the Bone-meal only work on the skeleton. I've tried using Hime's Custom Use Conditions and a few other things I forgot the names of, but my level of coding expertise is extremely low. All I know how to do is make educated guesses when I get an error message. Whenever I've tried to use Hime's Custom Use Conditions, I've only accomplished making the item completely unusable. I tried using Common Event conditional branches to make a message appear + refunding the item when using a revive item incorrectly, but all of the code executes together and every message appears one by one. This is immersion breaking for obvious reasons. Here's what I attempted: https://imgur.com/a/HyC8RD3 If I can't make any of this work, I'll eventually give up and make a revive item that revives both party members, but makes sense lore-wise. I hope I've explained my issue in a way that's easy enough to understand. Thanks.
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What does it do? Adds color coding to items. Author: Mr. Trivel Name: Item Colors Created: 2015-10-26 Version: 1.0 Screenshot: Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Just practicing.
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Author: Mr. Trivel Name: Crafting Created: 2016-03-27 Version: 1.0 What does it do? Allows players to craft items. Video: How to use? First, you'll need 2 new files in data folder: Recipes.json Disciplines.json Recipes file will hold all recipe data and Disciplines file will hold data about disciplines. I *highly* recommend checking sample files that are located in the demo of this plugin. Discipline object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - to identify which disciiplice is which and for plugin calls. ID > 0 "Name" - how discipline is called "IconID" - icon for discipline "ExpFormula" - leveling formula for discipline, level stands for current discipline level "MaxLevel" - max possible discipline level "Categories" - Categories to organize items when crafting "Background" - Give a background to crafting. Leave it empty - "" to use default background. Images go into img\System Recipe object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - To know which recipe is which. ID > 0 "Name" - How it appears in crafting window "IconIndex" - Icon for recipe "Result" - What items and how many of them result by crafting it, can be more than one item. "Requires" - What items and how many of them are required to craft it. { "Type" - item type - "weapon", "item", "armor" "ID" - item ID "Amount" - how much of the item } "Discipline" - which disicipline's recipe is this "Category" - under which categories will item be shown, can be multiple "XP" - XP given for the discipline "LevelReq" - Discipline level requirement to craft it "Learned" - how is the recipe learned - "start" - from the start, "command" by plugin command, "levelhit" - unlocks automatically when hits required level Plugin Commands: Crafting Start [DISCIPLINE_ID] - opens scene to craft with discipline Crafting GainExp [DISCIPLINE_ID] [EXP] - give exp to certain discipline Crafting Learn [RECIPE_ID] - learn a specific recipe Examples: Crafting Start 3 Crafting GainExp 1 100 Crafting Learn 5 Script Calls: $gameSystem.getDisciplineExp(DISCIPLINE_ID) - returns EXP of a discipline $gameSystem.getDisciplineLevel(DISCIPLINE_ID) - returns LEVEL of a discipline $gameSystem.isRecipeKnown(RECIPE_ID) - returns if recipe is learned $gameSystem.knownRecipesNumber(DISCIPLINE_ID) - returns amount of recipes known Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free non-commercial projects. For commercial use contact Mr. Trivel.
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Hello community! How is it going? I need help with a teleporting system, i'll explain it so you can tell me what i can do to make it real! The home of the player will be a map that can be accessed via an item. I want that item to be used only in towns (specific maps) When you activate it in a town, it will place a teleport to the home map, and you can go in and out of that map at will (always returning to the same town) When activated in a new town it will place the teleport there, but erasing the previous one. How can i do this?
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Change an item's name and icon [index] in-game?
AeghtyAteKees posted a topic in Editor Support and Discussion
Hiya. Is it possible to change the name and icon of an item in-game? Thanks. -
Name: Simple Item Tracking Version: 1.0 Author: Mr. Trivel Created: 2016-06-06 About the plugin: Adds a small window above gold window (or in place of your choice) that shows tracked items and variables. Screenshot: How to use? Change tracker name and tracked amount colors in plugin manager. To add tracking use the following plugin calls. For adding items to the tracker use this: AddTracking [TYPE] [iD] [TYPE] - item, armor, weapon [iD] - ID of the item/armor/weapon Example: AddTracking item 1 AddTracking weapon 3 For adding variables to the tracker use this: AddTracking Variable [VARIABLE_ID] [iCON_ID] [NAME] [VARIABLE_ID] - ID of the variable to track [iCON_ID] - Icon to show in the tracker [NAME] - Name to show in the tracker Example: AddTracking Variable 5 17 "Bosses" To remove items or variables from being tracked, use such plugin command: RemoveTracking [TYPE] [iD] [TYPE] - item, armor, weapon, variable [iD] - ID of item/armor/weapon/variable Example: RemoveTracking variable 5 RemoveTracking armor 7 Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Name: Save Items Version: 1.0 Author: Mr. Trivel Created: 2016-05-13 About the plugin: Maybe you wanted to have different groups of actors going through story, or maybe the party split up for the next encounter and moving on their own. And that requires the party to remove currently held items, so another party moves on with their story. In that case, this plugin does just that. Screenshot: Another party has it. How to use? Save items by using following plugin commands that suits items you have: SaveItems All SaveItems Items SaveItems Armors SaveItems Weapons SaveItems KeyItems Reclaim saved items by using the following plugin commands: ReclaimItems All ReclaimItems Items ReclaimItems Armors ReclaimItems Weapons ReclaimItems KeyItems Keep some items in your inventory before sending all of them away: KeepItems Items [iDs separated by space] KeepItems Armors [iDs separated by space] KeepItems Weapons [iDs spearated by space] Example: KeepItems Armor 1 2 3 6 7 Clear item to be saved list with the following commands: KeepItems Clear All KeepItems Clear Items KeepItems Clear Armors KeepItems Clear Weapons Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Name: No Item Categories Version: 1.1 Author: Mr. Trivel Created: 2015-10-29 What does it do? Removes item categories from item menu scene and from shop scene. Screenshot: None. How to use? Plug, change parameters in Plugin Parameters if needed, and you're done. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Unlock Shop Items Created: 2016-03-16 Version: 1.1 What does it do? Unlock new items in shop by selling or plugin commands. Screenshots: How to use? Setting up Recipes: Items tagged with any of these tags will be available in the shop. <InShopByDefault: [sHOP_ID]> - Will always appear in shop. <InShopByCommand: [sHOP_ID]> - Will appear once unlocked with plugin command. And the last is little longer, it takes multiple lines: <InShopByRecipe: [sHOP_ID]> [TYPE] [iD] [QUANTITY] </InShopByRecipe> [sHOP_ID] - ID of the shop [TYPE] - Item type, i, a, w - i:item, a:armor, w:weapon [iD] - ID of the item in database [QUANTITY] - How many have to be sold in total There can be any number of lines with item requirements. Examples: <InShopByRecipe: 1> i 5 100 i 2 50 </InShopByRecipe: 2> <InShopByRecipe> a 12 1 w 2 1 i 15 10 </InShopByRecipe> Plugin Commands: DynamicShop Enter [sHOP_ID] - Enters the shop of this plugin so there's normal shop still available. DynamicShop Unlock [sHOP_ID] [TYPE] [iD] - Unlocks item to be permanently available in the shop. [sHOP_ID] - ID of the shop [TYPE] - i, a, w - i: item, a: armor, w: weapon [iD] - ID of the item in database Examples: DynamicShop Unlock 1 w 55 DynamicShop Unlock 2 a 15 Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
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Author: Mr. Trivel Name: Hide Item Quantities Version: 1.0 What does it do? Allows to hide specific items quantities. Image: How to use? Add tag <noq> to note fields of items which should not display their quantity. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Open Shops Created: 2016-03-18 Version: 1.0 What does it do? This plugins allows player to open a shop for a single item instead of going into whole shop scene with multiple items. Also allows to see whether item was bought or not and set an image for it. Video: How to use? Calling the shop is done via plugin commands: OpenShops Normal [TYPE] [iD] [sHOW] - Opens shop with item to buy. OpenShops Single [TYPE] [iD] [sWITCH_ID] [sHOW] - Opens the shop and saves if item was bought. [TYPE] - Item Type - a, w, i: armor, weapon, item [iD] - ID of item in database [sWITCH_ID] - ID of switch which will be TRUE if item was sold and FALSE if it wasn't. [sHOW] - Show number of item party has? True/False. Can be omitted. Examples: OpenShops Normal w 5 OpenShops Single i 133 19 OpenShops Normal a 9 true OpenShops Single w 16 28 false As to how to set images for items, use following tag in any item's note field: <OpenShopImage:imageName> Images go into img\system NOTE: There's no space after : Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Hi there, I've recently discovered that my items that are supposed to completely recover a character/the whole party (like Final Fantasy's Elixir and Megalixir) don't work on dead characters... I've set the items to remove Death and all other statuses, and restore 100% HP and MP, but I can only get it to work on either ONLY living characters, or ONLY dead characters. Any ideas how I might get around that? Preferably without a script, but willing to use one if that's the only way. Thanks for your time!
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Author: Mr. Trivel Name: Simple Item Sell Price Created: 2016-03-15 Version: 1.0 What does it do? Allows to simply define item's sell price in it's note field. Screenshots: Was too expensive. How to use? Use the following tag for any item note field: <SellPrice: [PRICE]> [PRICE] - default sell price. E.g.: <SellPrice: 9999> <SellPrice: 2000> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Purpose Sets some skills/items to trigger effects before and/or after being used Games using this script None so far Notetag Script Call Prerequisites Abilities: 1. Decent RGSS3 scripting proficiency to fully utilize this script Terms Of Use You shall keep this script's Script Info part's contents intact You shalln't claim that this script is written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. FAQ None so far Authors DoubleX Changelog Download Link DoubleX RMVXA Item Triggers
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Hiya! I'm very new to the forum and this is my first time asking for help on RPGMaker VX Ace. ^^ The thing is, when the player want to use a consumable item they go into the menu and choose items, right? Then they pick the item (a potion or whatever) and the game brings up an "Select Actor" screen where they choose who should use the item. They remain on this screen until the press the back button, even when they run out of the consumable item they picked. I want to change it so that when they have zero of the consumable item, they automatically go back to the "Select Item" window instead of remaining on the "Select Actor" window. To put it another way; When they use the last item, the effect is applied and then the "Select Actor" window is closed. Any help is much appreciated! I don't know if this requires scripting on not, so I posted it on the Support Forum. Sorry if that was a mistake. Anyway, thanks in advance, guys!
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Hi, can anyone help me add traits/effects to item from code? I'm trying: item.effects.push({"code": 12, "dataId": 2, "value": 50}); but its set mp recover to NaN
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Hey, I tried to use the custom formula in items. But here is the thing, I'm unable to use the item outside of battle. Why? Item: Unable to kill of Eric If you are wondering why I don't use the effect list to kill him. It's because I want to do some other stuff aswell in the formula! Since it works fine in combat I don't understand why it won't work outside of combat If anyone could explain this to me I'd be very happy Edit: It doesn't work even if you just put a number in there. Thx in advance!
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Displaying a message before you die from a certain item?
MightyHotsoup posted a topic in Editor Support and Discussion
I searched around but for the life of me, I just can't figure out how to do this: I want to have and item, that, on consumption, kills you instantly (-100% HP), but BEFORE it does that, I want it to display a message. I've tried using a common event as one of the item's effects, but it always takes away the HP first, which, in turn, causes the message not to show up at all if it is the last member of your party that consumes it, due to the game ending. How can I make it so it shows the message and then drains your HP? Or perhaps, drains the HP, shows the message and then gives you the Game Over? Any help is greatly appreciated. Also, I'm new to the forums, so I'm sorry if I've done something wrong in this post. PS: If somebody wants to know why I have an item that kills you instantly, it's because it's a sort of "Figure out which item is the right one, because the wrong one will kill you" kind of thing. -
Just need a simple plugin that allows the max items to be way above the normal x99. Like x9k or x1billion dont matter. But definitely prefer 9999+
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Name: Salvage Items Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows players to salvage unneeded items and get something back. Screenshots: How to use? To make items salvageable just add the following tag to items: <salvage> [TYPE] [iD] [QUANTITY] [CHANCE] </salvage> [TYPE] - Item type. w - weapon, a - armor, i - item [iD] - ID of the item [QUANTITY] - How many player gets from salvaging [CHANCE] - Chance of success - 1.0 - 100%, 0.5 - 50%, 0.04 - 4% Example: <Salvage> i 8 1 1 i 8 1 0.75 i 8 1 0.25 </Salvage> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.