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Showing results for tags 'remove'.
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Hello all! Is there a script that closes an opened Message.. ? (I dont need the inside code texts like \^ ) The problem is that, when a message is open, is like the game is on PAUSE mode.. BUT.. I found this script that allow me to move while message is displaying.. $gameMessage.clear(); So now, all i need is one more script so that to close the message window at all! Is there any script for this? (Thanx in advance.. and sorry for my english..)
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Name: Simple Replace Skill Version: 1.0 Author: Mr. Trivel Created: 2016-06-06 About the plugin: Want to remove some other version or magic spell or maybe even a few? This plugin makes it so when you learn a skill, it can remove unwanted skills. Screenshot: Was removed by a skill. How to use? To replace a skill when it's learned use the following tag: <ReplaceSkill: ID, ID, ..., ID> Any amount of IDs work. Example: <ReplaceSkill: 5, 7, 9> <ReplaceSkill: 5> First example would remove skills 5, 7 and 9 after learning. Second example would remove skill 5 after learning. 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: Disable Items To Sell Version: 1.0 Author: Mr. Trivel Created: 2016-04-21 What does it do? Disables specific items or groups of items from being sold in shops. Video: How to use? Everything is managed using plugin commands: To disallow specific items from being sold use the following commands group: ItemLock Disable Item ID (ID) ItemLock Disable Weapon ID (ID) ItemLock Disable Armor ID (ID) For plugin commands above, if you specify 2nd ID, it'll disable all items in that range. 2nd ID is optional. E.g.: ItemLock Disable Item 10 13 will disable items with IDs 10, 11, 12, 13. To allow specifically disabled items to be sold again use this commands group: ItemLock Enable Item ID (ID) ItemLock Enable Weapon ID (ID) ItemLock Enable Armor ID (ID) For plugin commands above, if you specify 2nd ID, it'll enable all items in that range. 2nd ID is optional. E.g.: ItemLock Enable Armor 5 9 will disable armors with IDs 5, 6, 7, 8, 9. To quickly clear all specifically disabled items, use the following group: ItemLock Clear Items ItemLock Clear Weapons ItemLock Clear Armors ItemLock Clear All To disable/enable whole groups of items to be sold use the following groups: ItemLock Disable All Items ItemLock Disable All Weapons ItemLock Disable All Armors ItemLock Enable All Items ItemLock Enable All Weapons ItemLock Enable All Armors Plugin: <Link: 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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eventing Evented "Ranger Traps" for VX Ace (And Its Neighbors)
Jeanne d'Ys posted a topic in Developing Tools
So yeah, Maki here! How's your day? I hope it's great! If it isn't, then I wish for a better day, and I hope this writing can help lift up your mood! Somehow. Anyway... "Trapper Classes" have been a niche element in quite a number of games, from traditional RPGs, tactical RPGs, RTSs, MMOs, and even MOBAs. Some are more practical than the others, Trappers and their annoying arsenal of traps are usually associated with a more traditional RPG Class, the Ranger class. Ranger is one of those class that have much difference between its iterations in many RPGs. In Final Fantasy Tactics A2, Rangers can wield daggers and bows, has the ability to set traps and can "mirror" items to use against the enemies (Phoenix Dawn that kills, Remedy that inflicts status effect, etc.); on the other hand, Rangers in Phantasy Star Online 2 can wield Rifles and Grenade Launchers, has the ability to set traps and can load special bullets to their Rifles (Weak Bullet to cripple enemies, Bind Bullet to Stun enemies, etc.). Back to Trapper! This tutorial aims to help RPG Maker users who wants to emulate Traps in their RPGs. And while the title mainly says "VX Ace" and this tutorial would use that engine, I believe this can be done in "close neighbor" RPG Makers such as VX and MV. Well, so we're gonna make traps, right? But first, we need to think what kind of trap we're gonna make, and how the "trap" mechanic is handled in our games... In this tutorial, we're gonna make this trap: Mine Trap >Explodes upon contact, dealing damage to all enemies. >If more Mine Traps are laid, the damage would be greater when they are triggered. >Once the trap(s) are triggered, all of them would explode. >The player would have a skill that could force-donate the Mine Traps. The Trap Mechanic: >Traps are treated as Items. >The player has the ability to see the amount of Traps they have laid. >The traps trigger depending on the enemy troop's "intelligence"; the smarter the enemies are, the harder it is for the traps to trigger. Yosh, let's begin the main part! For this, we're gonna need these stuff: 1. Variable to count the amount of traps you have laid, let's call it "Mine Traps". 2. Variable to count the enemies' intelligence, let's name, let's call it "Troop Stupidity". 3. Variables to do the trigger calculations, let's call them "Trigger RNG" and "Trigger Modifier". 4. The Trap Item, properly call it "Mine Trap". 5. The "execution skill" for the Item, let's call it "Mine Trap Skill". 6. A Common Event for the Trap, name it "Mine Trap". That's all for the preparation to establish our Trap System, the "counting" and "force-donate" skills are to be prepared later. Let's focus on the core stuff now. First, edit the Trap Item. Make it a consumable and should only be usable during battle. Set target to none, and decide the price if you're planning for it to be trade-able. Finally, link it to the Mine Trap Common Event. Now, we're gonna make the execution Skill. Let's make it so that our skill deal exact damage, that gets multiplied by the amount of "Mine Traps" variable. Next, edit the Common Event. Make it so that it increases the Variable "Mine Traps" by 1. You can also add a piece of text dialogue as to mark the event. Finally, link the Item and the Common Event with the Effects options in the item setting. Now, we are about halfway done with the system! What's left is making in function in battles, so let's create some enemies! In this tutorial, we're gonna make 2 kinds of enemies: Zombie (dumb) and Mage (smart). The enemy settings are up to you. After that, make separate troops for each two. Now for the Troop Event. We're gonna do the Zombies first. In the Troop Event page, have it set at Turn 0, Span: Battle. This event would setup the stupidity of the Troop. Make it by setting the Variable "Enemy Stupidity" to a desired amount. Since we're gonna do a percentage-based system, make sure that the "Stupidity" value stands between 0 (Smartest) and 100 (Dumbest). For the Zombies *2 Troop, let's do a 75 Stupidity. Oh, and remember that this is Troop stupidity, not Individual. It's pretty flexible. You can decide various values depending on the troop members. Also, it is recommended to put in "character comment" in this event, to ease the player in knowing how intelligent the things they are about to fight. Next, create a new Event Page in the Zombie troop. This is where the rather difficult part starts, so let me show a picture for clarity. Using the picture above, I'll explain how the event works. The event takes place during each turn's end. First, the event would "refresh" the RNG and Modifier from the previous turn's. Next, the event would check if there's already a Mine Trap(s) laid on the field. If true, the event would proceed to calculate the trigger priority, with the Trigger Modifier as its central. Here's how it counts: [Amount of Mines + Enemy Stupidity = Trigger Modifier] For example, you are fighting a Zombie troop with 75 Stupidity and have laid 3 Mines. The calculation would become: 3 + 75 = 78% trigger chance. Fascinating, isn't it? Then, the RNG comes into action. It would take a number between 0 to 100 at random. If the number is lower than the Modifier, then the trap triggers. This means the more mines lying around, and the stupider the enemies are, the easier the traps would trigger. The trap triggers by-- Of course, having our Ranger use the Skill. After that, clear the "Mine Traps" variable because they all explode! (Remember that we set the skill to deal damage equal to the amount of mines?) That's all for the battle event. Move on to the next troop, the Mage. Set their intelligence to be higher, and copy the second event page of the Zombies troop to theirs. The system can actually work fine this way, but it would be easier to manage if you use scripts that enables the user to center all battle-related events in a single troop. Now, it's time for the second half of the tutorial! This parts would be about creating "trap counter" and "force-detonate" skills. First, we're gonna make the Trap Counting Skill. Make a Skill and Common Event, and call them "Trap Count". Yes, link the Skill to the Common Event the same way we link the Mine Item to its Common Event. Don't forget to set-it into battle-only, with no target. As for the Common Event, make it show a dialog box that contain something along the line of "Mines set: \V[n]" Notice the coding. The \V[n] stands for Variable n, with n being whatever the Mine Traps variable is. So if you make it variable 6 for example, the code would be \V[6]. Additionally, you can use Instant Cast script to make it so that checking the amount of Traps don't consume turns. Next, the forced-detonation. Make two skills, name one "Detonate" and the other "Detonate Execution". Also make the usual Common Event and link it to Detonate. Give Detonate a 50 MP cost. Detonate Execution deals damage equal to the amount of mines +100 to all enemies. Both skills are, again, battle-exclusive. The Common Event should check with Conditional Branch, the amount of Mine Traps laid. If there are 1 or more, the player would use the Execution skill to the enemies. Otherwise, the Skill would fail. Finally, make a Parallel Process event in the overworld that clears all used variables during battles. This is done as a fail-safe event just in case. That should be everything to make the evented Trap system this tutorial aims to guide. However, there are still many things that can be done with this system other than making Mine traps. That's why I've included a Demo to show some things that might become inspiration or base for those who are interested in this. The Demo is also good for those who likes practice more than theory, has difficulty in understanding the written version, or lacks internet connection to read the guide for reference. NPCs in the Demo: >Lime heals you for free. >Pennywipe sells Traps. >Skeleton, Orc and Wizard for different intelligence level during battles. >GIRL gives tips about the Trap system. She also gives a special Trap once you befriend her. The Demo uses custom scripts, but mostly only for making things neater or debugging, and in no way required for the system to work. These scripts are: 1. Include Battle Events from another Troop by Fomar0153. 2. Instant Cast by Yanfly. 3. Debug Extension by Yanfly. 4. Core Engine by LiTTleDRAgo. 5. Show Event Name by LiTTleDRAgo. Grab the Demo here: http://mega.nz/#!4pAhxbjZ!L4pPUHaxnDO0PVG-sMYOAPe5qpP66huofa6Pu7S6A8Q And finally, credits and thanks: 3. SEGA's Phantasy Star Online 2, for the inspiration. 2. Fomar0153, Yanfly and LiTTleDRAgo, for their helpful scripts used in the Demo. 1. You, for reading this! Well, I guess that's all for now! I hope this tutorial helps you and you enjoyed it! Happy designing! -Maki13-
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so i've been digging around the internet in search of a way to remove some of the equip slots i won't be using (head, shield, and accessory; i'm only using weapon and body), and all i've found are more scripts to use. is there a way i can remove them from the menu without adding another script to my project? i don't want to change or add any, i just want to remove those three from the menu. i managed to remove "optimize", but i can't find these.
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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.




