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KSkillMax XP & VX & ACE Version: 1.3.02 & 1.2.2 & 1.3.02 by Kyonides Arkanthes Introduction This script allows you to set a limit to the number of skills a hero may learn and keep for use in battles a la Pokemon but the menu looks and works in a different fashion. Actually, it looks more like any default menu than anything else. Besides the player may select which learned skills will be replaced with new ones IF the player ever wants any of them to be replaced. There's no problem if the player may prefer to replace just a few or even none of them. It's a Plug & Play script but it's still possible to change its settings by checking and editing most of the Constants found in KSkill module. Since version 1.1.0 you may count on 2 script calls to allow the heroes increase their skill limits if deemed necessary. XP & ACE $game_party.actors[INDEX].extra_skills += NUMBER GREATER THAN ZERO $game_party.actors[INDEX].extra_skills -= NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills += NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills -= NUMBER GREATER THAN ZERO Or you can increase it by 1 if you equip a certain accessory. Thinking They've told me that's how Persona works. Indifferent VX Only $game_party.actors[INDEX].increase_skill_limit(NUMBER GREATER THAN ZERO) $game_party.actors[INDEX].decrease_skill_limit(NUMBER GREATER THAN ZERO) I think that the method names included in those script calls make clear what they are supposed to do during gameplay. The catch is that every single time you use any of them the skill limit increases or decreases by that number. Make sure the skill limit never goes below the original skill limit nor it reaches zero. The VX version of my script already includes two new info windows that will let you find out all there is to know about the selected skill so you as the player can take a better decision. I'll see if I can also do the same with the XP version, but that will take some time... SCREENSHOTS Download Now! Terms and Conditions Free for use but not meant for commercial projects, but you can contact me if you still want to include it in your game. Due credit is not optional but a must. Mention this forum as well. Please send me a free copy of your finished game!
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♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
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Good evening, that's my first time writing a script, then i don't know advanced scripts. That is my script: class Window_TitleCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List --> ADD #-------------------------------------------------------------------------- alias new_make_command_list make_command_list def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Start Processing --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:credits, method(:command_credits)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # * Create Background --> creation #-------------------------------------------------------------------------- def create_story_contents super @background_text = Sprite.new end #------------------------------------------------------------------- # * [Credits] Command #-------------------------------------------------------------------------- def command_credits close_command_window SceneManager.call(Scene_Credits) end end class Scene_Credits < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing --> START* VERY IMPORTANT #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Pre-Termination Processing --> COMMAND CLOSE #-------------------------------------------------------------------------- def pre_terminate super @command_window.close end def make_command_list add_command(Vocab::to_title, :to_title) end #-------------------------------------------------------------------------- # * Create Background --> call #-------------------------------------------------------------------------- def create_background super @background_sprite.bitmap = Cache.picture("video-credits-hero") end #-------------------------------------------------------------------------- # * Create Command Window in the Credits --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) end #-------------------------------------------------------------------------- # * [Go to Title] Command in the Credits #-------------------------------------------------------------------------- def command_to_title @command_window.close fadeout_all SceneManager.goto(Scene_Title) end end class Window_GameEnd < Window_Command #-------------------------------------------------------------------------- # * GO BACK TO THE TITLE --> ADD #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::to_title, :to_title) end end I did a script to add a Credits Option. I made its option in the menu and its destination. When i play the game, it works like that: The script is working smoothly, but i would want a scrolling image and change the window position. Can you guys help me with my script? Thanks for hearing me.
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CGMZ Menu Theme By: Casper Gaming Last Update: 11/5/2020 Latest Version: 1.0.0 Introduction Adds a BGM to the menu. It will autoplay the previous BGM when exiting menu. The menu theme will persist through all different menus within the main menu (such as item, status, or save). Features Play a separate BGM in the main menu Automatically resume previous BGM when menu is closed How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/menutheme/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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- menu theme
- menu
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Face Frames Author: Rikifive Engine: RPG Maker VX Ace Version: 1.1 (2020-10-03) Introduction Personally I don't work with RM anymore, but I often get asked for help / get requests and this time, fellow devs asked for something, that would draw frames on top of faces, without having to modify every single image with faces. While modifying the facesets themselves is an absolutely valid strategy, there might be some hassle or imperfections involved with it in specific circumstances such as when wanting to support multiple windowskins and give players the option to select their preferred one in the game settings OR when simply deciding to switch to another windowskin at some point during development. ...Or perhaps someone can't afford GIMP, some may even not be able to run Paint on their hardware. Things happen, sad times. This script's goal is to help you save some time you'd spent on doing (potentially tons of) repetitive manual work. Description This script draws frames on top of faces displayed in message boxes, menus etc.. No work required, the frames are drawn using windowskin ("Window" image in the Graphics\System folder, that is). You can also make your own custom 96x96 frame images and switch between these on the fly by adjusting in-game variable. Also, by adding this script you'll be able to draw window frames wherever you want. To draw a frame in window contents, use this draw method: draw_window_frame(x, y, width, height) This will draw window frame in specified coordinates and dimensions, using current windowskin. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play if you intend to use the windowskin. -=> Place script(s) below ▼ Materials; above ▼ Main Process If you want to use custom images for frames: - Draw a frame with the same dimensions as a single face (96x96) - Name the file: "frame" OR "frame0", "frame1", "frame2"...(see configuration) - Put it/these in PROJECT_NAME\Graphics\Faces - Configure the script to your needs 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 (RPG Maker VX Ace).txt Addons Face Frames - YEA Ace Battle Engine Addon Face Frames - YEA Victory Aftermath Addon Certificates This script was tested by Eric. He didn't complain.
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In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
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N.A.S.T.Y. Animated Main Menu Nelderson's Awesome Scripts To You I wanted to make something like this for VX, but I guess I got to Ace first..... This will make the main menu animated as you go into it.....I plan on implementing a bunch of features, at a later time. I just figured to release it, and see what you think. As always, ask me any question, or suggest something in this thread! EDIT: Updated script for transitions upon leaving the main menu.
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You know, I was randomly playing Disgaea 5 again today and I was reminded of a recurring problem I noticed with the series a while ago. In fact the more I thought about it, the more I found it's not just a problem with this one series, but with a good chunk of the RPG Genre. Namely the menu design is kind of annoying. Kind of really annoying sometimes. Most often in ways that are pretty fixable. Let me ask you the following: If you are browsing the item menu, and you see a cool piece of equipment you want to equip, would you rather: A. Press a button or something and choose who you want to equip it too right there, or B. Press cancel, go to an entirely different menu, find the item in the list again, and then equip it? Call me crazy, but I rather pick A. Having a dedicated equipment menu is still good of course, but is there any reason not to allow you to equip stuff from the item menu too? Now you may think it's a pretty petty thing to complain about on it's own, and believe me this is just the tippy top of a massive iceberg when it comes to annoying menu issues, but it's a pretty common thing in RPGs to design menus like this, as completely segregated from one another in ways that can sometimes make it so to get anything done you have to flip flop back and fourth between menus a lot. Let me go back to Disgaea for a moment here to explain exactly how bad this problem can get. Okay, for those that have never played any of the games in the series, there are a lot of really strange but kinda neat mechanics you can use to power yourself and your equipment up. But all of these mechanics are completely segregated into their own little menus. What makes it worse is that a good chink of the things you need to do a lot are not really accessed from the menu at all, but instead the menu is called up if you talk to an NPC in the game's 'main base'. So you often literally have to run around from one NPC to another as well as flip flop between menus a lot. I mean don't get me wrong, I like the idea of a home base you can get more NPCs for that provide more functions, but there is no reason you shouldn't be able to quickly access them in the menu is there (this is something I need to do in my game too for a few things come to think of it)? In Disgaea 5 for example, you have to talk to an NPC to learn abilities (and you can only learn them one at a time even though shops and stuff let you select multiple items, but that's a whole other issue), but you need to pull up a whole other menu to equip them, and to change your class you need to go to yet another NPC. Equipment is powered up though 'innocent' monsters that live inside the item (like I said the mechanics can get really strange, you even get a good chunk of powerups from playing a friggin board game) and that has it's own NPC to swap them around, another to go into the item to power it up (for a third time, the mechanics can get really strange) or power it up in other ways and... Phew! Can't you already feel exhausted just listening to my description? It's still a pretty fun game, but would it really be that hard to make the menus flow together a little better? Poor menu design is also probobly a big reason why I dislike 'quest' systems and feel ambivalent about a lot of crafting systems. There is more to it then that really, but nothing annoys me in RPGs more then needing to go to a crappy quest menu (Disgaea 5 added quests the series and it perfectly encapsulates everything I hate about quests and crappy quest menus, as if I didn't have enough to complain about), or messing around in a crappy crafting menu (sometimes just figuring out what I can make in some games takes ages). So what should we do instead? Well, I admit it can be tricky sometimes, but I think it's mostly a matter of figuring out what the player needs to do most often and figuring out ways of skipping unnecessary steps. In the game I am working on for example, I am using a script that lets the player attach runes to equipment. Now the script comes with it's own scene that was meant to be called form the menu, but I am not really using it that way. Instead, I changed it so a rune could be selected and 'used' form the item menu, where it would switch to a mini-scene to select an item and slot to attach to. Though my original motivation was to allow runes to be attached though using them where as you needed to find a special place to detach/swap them, but functionally I could easily let you do both. I later kinda expanded on the idea by changing the item menu to be like item menus in Mystery Dungeon style roguelikes (I mean, that kinda goes without saying, as my game basically is a Mystery Dungeon style roguelike) where equips are displayed in the item menu and selecting an item opened a submenu of options for what you wanted to do with the item rather then just using it right away. That way you can do stuff like equip and unequip stuff in the same menu and give some items multiple uses (like throwing them at things). It makes me wonder how much I can get away with doing this way... but best not over rely on it. After all searching though your inventory can be a pain too. What do you guys think?
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Well hello... I'll be brief, I have been looking for a script to vx ace, but I had no luck, what I'm looking for is: - A bar, or anything that displays a variable in the main menu screen below the command window - That could display more than one variable, but only one per time (switchable, with switches, like "Show variable 1 switch 1" and "Show variable 2 switch 2"), like when changing groups or something, showing that group or party collective stats (e.g: Fear, regret or anything related to it), so it could affect the outcome of certain events or reactions - Can be a bar or anything else, maybe even a number display, I'm not picky about it, I just would want an information display in the menu to variables in the main menu And yes, I have been looking up and down for it, I'm not a scripter, but I had dealt with it trying to figure it out if anyone could help me I would be extremely thankful Anyway, from brief this had nothing, anyway, sorry for bother, I would appreciate any help, thank you very much
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Name: Book Menu Version: 1.1 Author: Mr. Trivel Created: 2016-03-10 What does it do? Changes command based menu into picture based menu. Screenshot: How to use? Open up MrTS_BookMenu.js plugin in your favorite text editor and scroll down to the part where it says "SET COMMANDS HERE" - follow instructions from there. 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 non-commercial projects. For commercial use contact Mr. Trivel. Images Used: Big Book Small Book Bag​
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CGMV Menu Command Window By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction Use this plugin to easily manage the command window in the menu scene. It allows you to add more commands and also limit how many commands are displayed before needing to scroll. Features - Easily change default commands - Add custom menu commands via javascript - Change amount of commands shown at once before scrolling Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
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CGMV Menu Map Name Window By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction This plugin changes the default gold window to also optionally display playtime and the name of the map the player is currently on. Features - Adds playtime to menu gold window - Adds map name to menu gold window Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
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MP gauge in the wrong location on status menu
ProtoflareX posted a topic in Editor Support and Discussion
As mentioned in the title, the MP gauges of my characters are displayed in the exact same location as their HP gauges, resulting in what you see below. Does anyone know which of the default VX Ace scripts can be edited to fix this? -
Hello, I'm looking for a script that will allow Stats to displayed as a Radar Chart whenever the parameters are shown (in the status menu, when using equips, etc.) Description: A Radar Chart, or Spider Chart as they are sometimes called, displays values in a circular, or hexagonal type fashion with the numbers going outward rather than horizontal. Here you can find some examples of the chart style. Important features that I think it would need are the ability to change the names, colors and even add icons for the stats, even change the color of the chart lines depending on the actor. There are a few VX ACE scripts that allowed for this functionality for parameters, but I wasn't able to find one for MV. Compatibility: This would effect wherever the stat parameters are shown in menu, so I think it would at least need to be compatibility with basic menu scripts (Yanfly Core and the Yanfly library). That's probably the major one ,but if anyone else can think of a necessary script compatibility then be my guest. Thank you for taking a look at my topic!
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EST - PHONE MENU ENGINE Version: 1.4 Creator name : Estriole Level : Medium Introduction First of all... THIS IS NOT PHONE SCRIPT (at least yet). This script is a menu engine in the form of phone. just imagine this like yanfly menu engine.... This script can transform to real PHONE script if you create the add - on for it and then link that to engine. (I'm planning to create add on based on real phone script by necrozard myself. but strangely VX in my laptop crashed when opened. because of window compatibility issues or registry error or something i still don't know. maybe after i install my vx to another computer then). This script only require a little scripting knowledge if only use the basic function. (For linking the scene to engine) make sure you read the instruction in the script header. and if you have more knowledge you can utilize this engine to it's full power. ALSO WORK BETTER IF COMBINED WITH TSUKIHIME SCENE INTERPRETER script. so you can link common event to menu command. IF YOU DON'T WANT this as your default menu... you can set that up in the config. CALL_PHONE_MENU_WHEN_PRESSING_ESC = false but you need to call that scene using other method. SceneManager.call(Scene_Phone) Version History: v1.4 2013.06.18 > modify jet mouse system patch to use aliasing instead so the patch also work for VM simple mouse script. (they use the same update_mouse method) working on the jet mouse system bugfix since no response from jet. almost complete. PUT ALL MOUSE SCRIPT ABOVE THIS SCRIPT !!!!!!!!!!!! > change the superclass for addons to support VLUE mouse script. > automatically set default handler to the addon window :ok and :cancel handler if the addon writer forgot adding the handler in create_addon_window method. > fix some disposed so not flooding the memory GRAB THE DEMO FOR ALL THE ADDONS I MADE Features * Menu with animated icon * can have unlimited command * can set up requirement for that command to included in menu * can set up requirement for that command to enabled in menu (not enabled will be greyed) * call scene * call common event * call method inside Scene_Phone * can define custom method in Scene_Phone... * support NEW JET MOUSE SCRIPT * support VLUE Simple Mouse + Addon Script Screenshots The phone image is taken from necrozard vx phone script. ADDONS How to Use this script level is MEDIUM See the header of the script Demo https://www.dropbox.com/s/2ytby8jtg0k501k/PHONE.rar DEMO update. (Same demo. just grab above) >DEMO updated. - Phone script patched to newest version Script http://pastebin.com/NxTD6eM6 Compatibility Compatible with most script. Credit and Thanks - Estriole - Necrozard - VX Phone Script - for the idea. also if you use the graphics. credit him. Author's Notes After i have time and install my vx to another computer... i might recreate the add on for this phone engine. what necrozard have made in vx: SMS system Calendar Pictures Songs what i have made in vx before (never release it): Camera system. Map system. Call system (use common event) but only if i have time >.<.
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I need a custom menu for my game, and I haven't found any good plugin that would allow me to easily modify the menu. So here's a basic mockup I've created in Paint of what I want the menu to look like and function. If you have any questions, feel free to ask. EDIT: This has successfully been solved.
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Hey there. Wondering how I can add a "Load" option above the "Save" option in the basic menu? If this is in the wrong place, please move ^^; Thank you!
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Hey there ^^; I hope what I'm asking for isn't too complicated. My maker is RPG Maker MV, so I'm asking for a plug in. ^^ I want to replace the basic Menu Actor Face Graphics to their side walking sprite (ie: animated). Also, if possible, I was hoping to add Menu Icons to the choices, too. ^^; If these can be tied to the icon set image, that would be amazing XD Something like Star Ocean 2's character screen: If anyone who wants to take on this plug-in request needs any more info, I'll do my best. Right now I'm using the basic RPG Maker MV menu. You will be credited and (if you want) I'll include you as an NPC in my game for the trouble
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I would love it if someone could re-create, or could create a tutorial on how to make V's Relationship/Bio Window for MV, which was originally made for VX Ace. http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/addon-collection/v-s-relationships-bio-window It looks excellent and it's exactly what I'm looking for in the RPG I'm creating that involves no battles. What I like most about it are the relationship gauges and statuses, along with the bio windows for different characters. I'm basically going to create a very similar relationship/affection system that increases in value based on interactions with characters in the game. Some screenshots of the plugin are below:
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- bio
- relationship
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Name: Menu Music Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: Don't want default map music playing in Menu? Shop? Crafting menu? This plugin allows to change their music to something you'd like instead. Maybe some calming music for menu so players can relax from a difficult dungeon or something uplifting for shopping. Video: How to use? Set BGM for Menu and Shop in Plugin Parameters. You may as well add Bgm to custom scenes (E.g. Crafting), to do that, open up this plugin in your favorite text editor and scroll down to: *EDIT HERE*, it'll have a couple sample entries you can look at, add custom entries there. 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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Common event with weapons & removing equip option
Indigoair posted a topic in Editor Support and Discussion
Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance -
Hey I was wondering if I could possibly request this type of menu layout by someone who understands Javascripting. I want the overall HUD to look similar to this; The game I'm making isn't combat heavy, so I only need a simple menu HUD~ I hope this isn't to complicated to make :< EDIT Oh yea, the menu isn't massive or anything. Just a box/hud in one of the corners (maybe top left/bottom left) and the item menu shouldn't be massive either, just maybe a quarter of the screen? I also would like the sub menues too look like this roughly; Just a simple box stating all the items list, equipment, ect. I want everything to be one menu (gonna use Glasses' "No item categories" for that) Umm, I didn't create an equipment menu layout, but essentially, I just need a box stating the weapons/armours and the character will only be able to equip one weapon and one armour/accessory. My game is mostly a explore/puzzle/mild combat type of game, so I don't need alot of crazy stat stuff or such, just simple menus. Thank you, and I don't know how complicated this would be so I apologies if this is a big task :<
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I had a simple script for Ace that added a new option to the title screen, then displayed a message when that option was chosen. Could someone make me a plugin like that for MV? The message will be one of my choosing, so don't worry too much about it. (It's a multi-project script, you see.) Thanks a million.
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Author: Mr. Trivel Name: Scene Backgrounds Version: 1.0 What does it do? Allows to set specific backgrounds for specific scenes. Image: How to use? Open this plugin in your favorite text editor and scroll down to EDIT LIST HERE. Then edit it as follows: SceneName: "BackgroundName", All images go to img\system NOTE: Only works for scenes based on Scene_MenuBase. 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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