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Found 16 results

  1. I've been dealing with a lot of garbage as of late, so progress has slowed to a trickle. I'm actually still figuring out story and locations related to story. That part has been difficult to do. Also, I keep running into bugs with syntax, a lot of times in battle due to some sort of conflict or NoMethodError nonsense or a number of other things. Some of it I've been able to correct, some I've had to disable scripts to avoid, and some I've come across due to Game_Interpreter being stupid, that of which I've decided to avert by doing some really shoddy backhacking. I've also been testing out some of the modifiers I've made to existing scripts, and I recently made a fix to one of my own. I made a scriptlet that changes the Dash button. I made it so that one could bind it to a switch, or to a variable (I've not written that out as of yet but I know how to write it). However, if one uses Yanfly's System Options, my scriptlet breaks Autodash, if one changes the Dash button (it works fine if left unchanged). So, I figured out exactly what runs Autodash, and incorporated it into a scriptlet. Took me about ten minutes. It works. Well, other than scripting...I've progressed very little elsewhere. I'm trying to cobble together all the possible summons, but to be honest, I kinda wanna go further into the game and see where that goes before designing those further. However, until those are done, I won't be able to redo the skills for each one. I have a few NPC characters done, and I've also resized some small battlers so that they can look like they're not meant to be on a Game Boy Advance screen. I'm getting there; unfortunately my excursion with MV was a big distraction, and it did kind of take from my creative energies towards this project. Well, anyway, until next time, true believers...
  2. Help Windows for this script

    Hi and hello, im using this Script here which is used to let the actor change his equipment during battles. The scene doesnt have an help window so i tried to add one by looking how other scenes does that but i couldn figure it out. Got me a hadache so far, hope anyone here could figure it out. Thx in advance!
  3. Hi and hello, i wonder if its somehow possible to make the Window_ActorCommand to horizontal instead of normal commad window and then set the col_max and window size depending on item_max? Think of Final Fantasy 7 where when you had more then 4 commands the window got 2 col_max and doubled the width, when you had 9 or more commands the col_max got 3. The first problem is that item_max is nil before the commands get added and the second is to sort the commands that they will still in the same order they would be added with just one col_max. See this picture here if you dont get what i mean: Would be so awesome if anyone could help me with that. Greetings and big THX in advance!
  4. Hi there, is there a way to have this code below optimized a bit? if @note =~ /<ki_text: "(.*)","(.*)","(.*)","(.*)","(.*)","(.*)","(.*)">/i @key_item_text = [$1,$2,$3,$4,$5,$6,$7] else @key_item_text = [""] end i would like it to check for up to 7 "(.*)" and return them as array but if there would be just 3 or maybe just 1 text string the array should only conatin these and not the empty ones. Example: <ki_text: _Your special Vodoo here_ >/i with 3 text strings gives me [$1, $2, $3], with one text string just [$1]. Would be so nice if anyone could help me out!
  5. Continue Map BGM in Menu

    Hi again, i would like to play the map bgm in the menu but have some issues with that. I modified Hime's Menu Music script so that it will continue the map bgm but the problem is it still fades out/in when changing the scene. Is there a way to disable stopping the bgm when changing the scene at all or at least a way to stop that fade? Thx in advance! Edit: Here is what i changed in Hime's script: class Scene_Menu < Scene_MenuBase alias :th_menu_music_start :start def start th_menu_music_start $game_temp.replay_map_music #play_menu_bgm unless $game_system.menu_music_disabled end end
  6. Custom AI

    Hi there, ive noticed some custom battle AI scripts when browsing script sites but never looked them up. What i want to know is there an existing script which let you setup a custom AI script for each enemy in the database? And if so is someone so nice to post a link?! Thx in advance!
  7. Hi again, i need to check if there is an event next to the player in any direction inside a script call. I will try to explain why i need this that its reasonable cus of my bad english.^^ I have a variable with a random number from 0-3 and a conditional branch which checks the number. The case's will set another variable to 2,4,6 or 8 depending on value. Thats used for checking from which direction an event will move towards the player. The event will stop directly beneath the player and here comes it to the reason i requesting help. When there is another event next to the player in that direction from where the event moves in the event will stay under or over the event depending on what priority they have. To prevent that i need a method to check if there is anything next to the player. It should work like this in a conditional branch with script condition: $game_player.something_next_to_player?(Player X, Player Y, Direction) Would be awsome if someone can help me out. Thx in advance!
  8. Event with dirt/water tracks

    Hi again, i want to have dirt or water tracks for an event and there is a script from Galv which can do this by checking terrain. Well i want it just for a specific event on my worldmap. Here is a link to Galv's Character Effects. And here a is a little video for everyone who played FF9 to see why i need this: Moogle Worldmap Test Hope someone is able to help me out and thx in advance!
  9. Hi again, this time ill need help with the player sprite behavior. I have a few new methods in Scene_Map which are cloned from the call menu process. Also i have a switch which disables the $game_player.update that i set to true when pushing the button. It works like it should but the player sprite can stay in a step pose and stays like that until i call the method to free the $game_player.update. Is there a way to set the pose by scriptcall or do i have to make a custom update clone in Game_Player which only updates the sprite not the movement? Thx in advance! @-{ Second Post ) Posted 13 hours and 10 minutes later Hmm guess i have to make a clone from the update method in Game_Player which dont updates movement input somehow...
  10. Player Indicator

    PLAYER INDICATOR Hi and hello everyone, i want to share a script ive made for my project. There was a better script like this out there made by PK8 but its no longer online, he never reuploaded any of his scripts and his site didnt changed at all over the last 2 years so i made my own and even its very simple i hope someone will have a use for this. Its basicly the player indicator from Final Fantasy VII-IX which shows an cursor image over the players character. Im not in the mood right now to list all options here, just try it out yourself. If you find any bugs tell me pls and i will try to fix them, no need to credit me if use this. This script requires Hime's Picture Anchors script to work! Get it at http://himeworks.com/ Pastebin: Script: I also added an sample image as attachment if you need one.
  11. Hi again, i have a text string which contains "\\C[x]" to set the text color, i need a regular expression to remove that from the string. Like "\\C[13]Test string." gets "Test string." Hope someone can help me out and thx in advance!
  12. Hi again, im in need of a method inside of Window_Selectable which returns the row on which the cursor is on. Well not like .row which returns the number of total rows i mean just for the visible lines. Like when you have a window with 4 visible lines and you go down to the 5th row youre still on the 4th visible line, when you move the cursor one up then you are at the 3th line even the row is the 4th. Hope i could explain it good enough. Thx in advance.
  13. Health Warning: While reading my post expect your eyes to bleed, my grammar, Spelling, and Punctuation is horrible. Hello everyone, So seeing how this is my first post and i plan to lurk around the forums on a daily basis until i learn how to script myself,( were talkin years probably) I figured I'd introduce myself. This way you can grip how serious i am about this stuff and you don't have to guess on whether or not im worth your time. Your time is valuable and i know that. I am NOT here to ask for someone to make me free script's, But rather help when i mess something up or maybe an easier way to do something. My name is Nooblet Im 29 yrs old. I have pretty much 0 experience in programming language but i did dabble a bit in HTML and CSS when i was younger " 14 - 16 yrs old ". in the last few years i have " played around " with Perl, C++, Java never got to serious with them though. I'v always had a interest in making stories with alternate endings allowing the reader to make decision's which help shape the out come of the story. The idea of doing it in a book and having to reader jump around on pages never really sparked my interest. When I saw RPG maker I figured this would be a great way for me to write a story that allows the reader to help shape the story outcome. About a week ago i came across RPG Maker VX Ace on the steam network during there huge summer sale thing, I noticed that the program was marked down -85% for the low price of $17.49. So i quickly started some research on the program via YouTube. I soon realized there was more to this program then what the introduction video showed. You could do more with graphic's and game mechanic's if you had the right knowledge. I see that with knowing a specific language i could do a bunch of things with the game. So i started Google searching about RPG maker scripting, and came across this site and a couple others. I have read that there is Ruby & RGSS languages that can be used to do scripting. After reading a bit i chose to start learning Ruby through Codeschool.com i have finished the try ruby tutorial and also Ruby's website tutorial, and im moving onto ruby rails? SOOOOO this bring me to the reason i have created an account here. There is alot of back and forth between where people new to scripting should start, Ruby or RGSS. I have started learning ruby because it was a toss up between personal opinions mainly, but i figured if i asked senior member's or moderators here i might be able to get an "actual answer" of which is best to start learning for a scripting side for RPG Maker. Also if anyone has some advice the help me get started it would be amazing aswell. Thank you all so much for your time, and I'm sorry about the bleeding eye's. I'd offer you a tissue, but I'v used them all up crying from the bodily harm i caused you and the jokes to follow. ( my grammar vs writing a story )
  14. Hello, good morning! I would like to know. Is there a way to set bold or shadow to texts in RGSS? I have disabled Bold and Shadow because it doesn't fits in each sentence, so I would like to use these features just in some texts. I do already know how to change outline and text color manually for each text, using change_color(text_color(27)) for example, but I don't know if there is a way to do something similar for bold and shadow. I'm using RPG Maker VX Ace. I apologize if this has been asked before, but I am not completely sure of what keywords to use in order to find information about this >.< Thanks in advance.
  15. 3D Line Battle System is a custom battle system that allows the developer to create a more enjoyable type of a frontal battle system. This battle system creates a Zoom, Pan and Move Camera type of battle. The animations also follows the camera as the camera follows the actions of the player as it attacks the enemies. https://www.youtube.com/watch?v=3yQVHi2CybA&list=UUQ0uO5HhePerzORxJ106PlQ [RGSS3] SHBS – Sogen – Umi – Yami – Tengoku (è‰åŽŸ æµ· 日本語 天国) Script Add On (Under Development Battle System) Description: This is an add on of my battle system I am working on in the mean time. This script allows you to create different battle changes depending on what skill you applied to be your field. If the field becomes Sogen (grassland), then all Beast Warrior actors and enemies would gain 200% Attack and Defense Boost. It goes the same with the others, Umi (Sea), Yami (Darkness), Tengoku (Heaven) with their own respective State Effects. https://www.youtube.com/watch?v=QtEFH6lmwRs&list=UUQ0uO5HhePerzORxJ106PlQ
  16. So, this a nice feature that Sailerius made for RMXP. It changes the way how the random movement works to make it more natural and less "I'll walk two steps to the right but i then walk two to the left because i got alzheimer" So, if anyone could convert this script it would be awesome Even more awesome if you share it to all the community in completed scripts. The script: #=============================================================================== # ** SAI Random Wander State #------------------------------------------------------------------------------- # Author: Bishop Myers ("Sailerius") # Version: 1.01 # Date: 2011.06.15 # SDK Version: 2.4 #=============================================================================== # Instructions # ------------------------------------------------------------------------------ # Just paste this script in below the SDK and all events using Random movement # will automatically begin using the wander state. # ------------------------------------------------------------------------------ # What It Does # ------------------------------------------------------------------------------ # The default Random movement looks very artificial. Instead of choosing a # random adjacent tile to move to, the events will not select a random # destination and walk to it, making it appear as if they're moving with # purpose. Once they reach their new destination, the events will select a new # point to wander to. #=============================================================================== #------------------------------------------------------------------------------- # * SDK Log #------------------------------------------------------------------------------- SDK.log('SAI Wander State', 'Sailerius', 1.0, '2011.06.13') SDK.log_overwrite(:Game_Character, :move_random) #=============================================================================== # ** Game_Character #=============================================================================== class Game_Character #----------------------------------------------------------------------------- # * Alias Listings #----------------------------------------------------------------------------- alias_method :sailerius_saiwander_gamecharacter_initialize, :initialize alias_method :sailerius_saiwander_gamecharacter_movetyperandom, :move_type_random #----------------------------------------------------------------------------- # * Public Instance Variables #----------------------------------------------------------------------------- attr_reader :wander_x # map x-coordinate to pursue attr_reader :wander_y # map y-coordinate to pursue #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize sailerius_saiwander_gamecharacter_initialize set_wander_destination end #-------------------------------------------------------------------------- # * Move Type : Random #-------------------------------------------------------------------------- def move_type_random # Check if reached destination if (@wander_x == @x and @wander_y == @y) set_wander_destination end sailerius_saiwander_gamecharacter_movetyperandom end #-------------------------------------------------------------------------- # * Move at Random #-------------------------------------------------------------------------- def move_random # Get distance from destination dx = @x - @wander_x dy = @y - @wander_y # Move horizontally unless dx == 0 if dx < 0 # Go somewhere else if impassable if not passable?(@x + 1, @y, 0) set_wander_destination return end move_right(false) return else # Go somewhere else if impassable if not passable?(@x - 1, @y, 0) set_wander_destination return end move_left(false) return end end # Move vertically unless dy == 0 if dy < 0 # Go somewhere else if impassable if not passable?(@x, @y + 1, 0) set_wander_destination return end move_down(false) return else # Go somewhere else if impassable if not passable?(@x, @y - 1, 0) set_wander_destination return end move_up(false) return end end end #-------------------------------------------------------------------------- # * Determine New Wander Destination #-------------------------------------------------------------------------- def set_wander_destination @wander_x = @x + rand(40) - 20 @wander_y = @y + rand(40) - 20 end end Let me know if this can't be converted. Thanks in advance!
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