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Found 19 results

  1. Below lies the original blog that has lost relevance. Due to the way I was treated on a different and now completely untrustworthy forum, I've come to grips with the fact that as much as I love creating, I'm no artist, no game dev, and most certainly not able to continue on. I'd ask for help but there's no point so from now on, unless by some miracle of Eden and Yggdrasil that comes in the form of a deep apology and pledge to never harm me again and to aid me in whatever I need, I'll simply be a gamer. Hello, depression, hello, darkness, goodbye, fairness, honesty, and light....
  2. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.
  3. Black Mage

    Game Log Script

    Game Log Script by Black Mage Introduction There’s a time when you can’t continue playing a game due to some reasons. And after several weeks or months, you finally got some spare time to play it again. However, when you play the game, you forgot what’s the last task you’ve been doing. This script serves as a record of what’s happening when you last playing the game. It can stores some string as a game log and able to display it on screen. Though the intended function of this script is to show a game log, it can be used for many other purposes. Features 1. Let you save a string(s) in a named array. 2. Return the named array using it's name. 3. Show the array's contents inside a window. Screenshots How to Use The setup is simple. Just put the script above the main script, as always. Use this script call: save_log(key, text) to save the text on desired key. The new text added will be placed in the bottom of the log corresponds to the key. Use this script call: get_log(key) to return an array of log corresponds to the key. Use this script call: view_log(key, title) to view the log corresponds to the key given. The title will be displayed on top of the log window. Script FAQ None yet. Credit and Thanks Black Mage. Author's Note If you having trouble on using this script, and it seems that I rarely appeared here, you can go directly to my wordpress, and ask something there. I mostly roaming around there so there's no need to worry that your question will be left unanswered. Here's a link to the pages of this script in my wordpress. Game Log Script Although it's stated that the script is completed, I do aware that it's just the basic of the script, and the utility still can be expanded more. Feel free to add your suggestion regarding the script and I'll try my best to accommodate your needs. Have a great day!
  4. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  5. Recently i reinstalled Windows, after that i downloaded and installed RPG VX Ace. But still after i try to run any rgss3 game, it's just closing right away. Am i forgot to install something else?
  6. oichidan

    Weapon Powers

    Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to. Features: A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database. Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered. Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'. Some damage formulas created by using weapon power (though creativity -is- limitless): The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3
  7. oichidan

    8.times versus for i in 1..8

    I've recently came across a code excerpt that piqued my interest. # Taken from Ace Equip Engine, Yanfly Engine Ace# All credits and copyrights where they due.8.times {|i| draw_item(0, line_height * i, i) } The syntax above essentially repeats the instructions in the block given after the times method call as much as 8 times. If we define this code using a for loop, an equivalent would be: for i in 0..8 do draw_item(0, line_height * i, i)end Then a question arose on my mind. Which would be better and why? Let's consider the pros and cons of both code structures. First one is the times function. This function actually calls for an iterator block, requiring evaluation, as it defines a yield clause in its definition. It basically repeats the instructions in the iterator block, yielding a local variable to signal how many times the iteration had performed, as much as n times, where n is the said number. 8.times would mean 8 times. A consideration would be if the number is not a number literal, but is a variable that contains a numeric value. Fine, we can use to_i to convert non-integer to integer values, but what if the variable ends up being a negative number? exa = 0exa -= rand <= 0.5 ? 1 : -1# ...# at this point, exa would contain either positive or negative number, and we want to perform a loop# of instruction for exa times.exa.to_i.times do |ex| puts ex + "\n"end The RPG Maker VX Ace help files mention that if the instance variable that calls the times function is a negative number, it does nothing. It doesn't matter if we mean to check for negative variables, since we can simply just exa.abs.to_i.times do |ex| things out, but if we meant to do a loop (say, if exa is 2, then we want a loop 2 times, as do if exa is -2, and using abs function is tedious in your opinion), in such cases, the for loop is handy. exa = 0exa -= rand <= 0.5 ? 1 : -1# blablablafor ex in 0..exa do puts ex + "\n"end This way, whether exa is positive or negative, the loop will still perform its job. The downside of a for loop is that while iterator expressions introduces a new block scope for local variables (and thus, we can perform wider range of actions inside the block scope), for loops doesn't introduce such scopes, and so, for has no effects on local variables. Basically, we would say that the following two loops will output the same. 8.times do { |x| puts x }for x in 0..8 do puts x end So, we can conclude that both of them are equivalent in terms of performance. If we want to perform operations that modify the local variable passed to the loop, then the times and iterator block expression would come handy. Otherwise, the for loop might come in handy as well. The usage of both of them mutually is a choice of each own programmer.
  8. oichidan

    Documentation of in-game classes

    I noticed recently that there hasn't been any documentation made on the in-game classes, such as Cache, DataManager, BattleManager... I had to move back and forth at the script editor, and print out their instance variables via Yanfly's debug script as well as printing them via a line of code for many purposes. It might have been really, really convenient if one makes such documentation for ease of referencing. I guess I'll put a new blog category of RGSS3 Documentation and see what I can do there.
  9. Web script loading system. Older Method First get Dekita's basic HTTP processing script. Get all necessary files (DLLS and what not). Write this in your script window: def load() return eval HTTP::get('', 'raw.githubusercontent.com', '/Heark/rgss3/master/switch.rb') end Then use the call: load() Terms of Use:For non-commercial use only, Dekyde Studios forbids use in commercial projects Hime requests that you speak to him. Credits Jet Tsukihime Dekyde Studios / Dekita Yuuta Kirishima Credit the above people.
  10. TBWCS

    Destiny Engine

    I think one of the main gripes that most RPG Maker users have is that it isn’t easy to make your own custom menu or scene. To be honest, I myself had this gripe back then. You can also see some requests over forums over and over again requesting the same material but no one has yet to provide these script materials for them. I have thought of this project to save their time and their days searching on how to make these and let them design their own with my script engine. Read more from my blog!
  11. Hi everyone! I'm here to introduce my "experimental project". I work as a writer in the videogame field with indie companies, though I must say that my first love is Rpgmaker, the first gamedev tool I learnt to deal with, and in two weeks I started using a trial version of Ace and created a brand new project. The provisional title is Urban Fantasy. PREMISE Urban Fantasy is an experimental JRPG featuring an urban environment, social problems, thrill and fantasy. In order to melt these two different aspects (Urban and Magic) the game focuses on the commonly excluded social cathegories you never heard something about when played traditional JRPGs like students, salarymen, policemen, poors etc... the same for the representation of an environment which has a strong narrative potential as our cities are. Subsequently such a setting gives us room to portray an URBAN kind of magic, dealing mainly with the popular kinds of arts we usually witness everyday on walls, tv etc.. as Psychic abilities, Graffiti, Cyber abilities, Rapping etc... can be but those are just an example of what I have in mind. OLD TRAILER https://www.youtube.com/watch?v=7wj6-YWtqbU WHAT ABOUT STORY? CHARACTERS SCREENSHOTS NEW BATTLE SYSTEM VIDEO CREDITS If you want to know more just visit UF's INDIEDB PAGE http://www.indiedb.com/games/urban-fantasy
  12. Soul Horizon Battle System Development Log #2 – Multiple Element Skills This script in development allows you to have multiple element skills. It means when having any certain note tag, the enemies / target of the skill would be able to gain different state effects the skill has to offer. When two or more elements are tagged to the skill, then all those element effects would also be applied. https://www.youtube.com/watch?v=mF6QDn9yaS0 The release date of this script comes the same time the whole Battle System would be released. Script Release Date: September 27, 2014
  13. 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
  14. Since its holiday today here, I will be doing all these scripts: Script to make this holiday: - Sword Art Online - Hollow Fragment Sub Menu - Sword Art Online - Guild System - Sword Art Online - Simple Dueling Battle System v1.0 - Sword Art Online - Infinity Moment / Hollow Fragment Friends System - Character Lifeline System - One Soul Battle System - Corpse Party Save File System - Evidence Keeping File System - Custom Defense System - Lucky Shot System - Gold and Experience Plus The ones with bold letters are my priorities and near completion.
  15. SLENDER - The Eight Torches Abstract: This game is about a man trapped in a mystical woods. Your mission is to light all the eight torches while running away from Slenderman. Genre: Horror (Chasing Game) Game Progression: Complete Demo. What I have right now is a substantial demo that I had for speed running on making the game. If there are further suggestions on how to make the game much better, please give me a feedback. For the Demo, please download it here: https://www.mediafire.com/?b99rofycnqcw1na Recruitment: None as of the moment. Story / Setting / Purpose: You never believed anything about those creepypastas about Slenderman. Because of this, you challenged yourself to get a personal scoop about Slenderman by going into this mystical woods where many people had been telling a tale about this slender looking man without a face. Unfortunately for you, Slenderman is real, and now, you have to light the eight torches and stay alive, before Slenderman gets you. Character Bios: The Player - Now facing the greatest fear of your life, you need to run away from Slenderman, but before that, you must light the eight torches. Slenderman - a thin, unnaturally tall man with a blank and usually featureless face, wearing a black suit. Stories of the Slender Man commonly feature him stalking, abducting, or traumatizing people, particularly children. Credits: Soulpour777: Scene_Map Fog, Slender - Scene_Title, Slender - Torches HUD, Variable Chase Movement Script and Other Game Graphics, Man Sprite Galv: Visibility Range Script Celianna: Celianna Tiles Sound Bible: Matchstick, Torch, Man's Voice, Horror Background Background Sounds and Sound Effects Screenshots: Gameplay Video: https://www.youtube.com/watch?v=tBF7ZjKya94&list=UUQ0uO5HhePerzORxJ106PlQ Features: Variable Chase Movement - The movement varies with the variables set up on to the map through event assignation. --- If you support this game, it would be nice to have this small banner on your signature to show your support
  16. At first, I wanted to make a complete PDF which tells all about my battle system script. Since it's my masterpiece, I always wanted to make a complete documentation. But, yesterday, I found a github wiki and got addicted to write on it. It's pretty neat to write tutorials and documentations. Then I finally decided to use that place to store my battle system documentations and tutorials. You could take a look at this link https://github.com/theoallen/TSBS/wiki And for the in site post http://www.rpgmakervxace.net/topic/23477-theolized-sideview-battle-system-english-translation-avalaible/ It's not complete yet. But I'm sure I will add more articles once I got a chance and idea. I always wanted that mine will be popupar as previously made battle system scripts. =w=
  17. Currently, I have been thinking of making a scripting tutorial posts for RGSS3. This is to somehow, help those who wants to make scripts of their own. My foreword though is that I am not the best scripter there is, so there might be some questions I will not be answering or things I won’t be explaining the best way you can understand, however these tutorials would help you understand scripting. What to expect: I will not start the tutorial from the basic to whatever level there is, but simply to post the helpful things that would help you understand a script and make a script. For example, you might be asking the following questions: How to make my own Window? How to make my own Scene? How can I access note tags? How to play BGM, SE or ME? How to configure some variables in the script? I want to make some modifications on the scene battle, how can I do it? How can I show some animation? How can I make my own Title Screen like Moghunter’s scripts? These would mostly be the ones to be covered, so stay tuned!
  18. When you're playing your game, you may notice that the camera follows the player and is always centered on the player unless you've reached the edge or corner of the map. Sometimes, you may want to focus the camera on a different object, or an arbitrary position on the map. For cut-scenes where the player is not involved, for example, you would typically have to set the player's graphic to transparent and then move the player to the cut-scene's location. After the cut-scene is over, you would then move the player back to where they were. This is not a difficult task, but it is not really something that you have to do just to look at somewhere else on the map. One solution that would make your cut-scenes and overall eventing experience so much easier is the ability to control the game camera using the Camera Target script. Read the rest at Hime Works!
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