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Found 811 results

  1. RetroExcellent

    A Rat's Journey - Homeward

  2. AOY-dev

    Adentures Of Yi

    Note: This game is only 15% complete, it is not in any shape or form a finished game. Story (I don't have a good description...yet) Yi is an up & coming archer from the Cisian Empire on her way to becoming the High Archer of the Sapphire Bridge. That all change when she finds out that the king of the Cisian Empire is planning on controlling all of the cities of Lolaura by waging war. It is up to Yi and her friends to stop the Empire before it is too late. Features Original Soundtrack Turn-based RPG Mini-games and side quest Vogue and Return story Credits Yanfly Starbird mjshi PandaMaru and more! You can download it here: https://railroadstudio.itch.io/adventuresofyi
  3. Hi ! I'm still having problems with the Main Menu Manager plugin. I managed to make new simple commands but not commands on a selected actor. I put "this.commandPersonal.bind(this)" in the Main Bind, and in the Actor Bind, I've tried many things that didn't work. When I test the game, the command is waiting for an actor but when I choose one, nothing happend and the music is still playing. I want to create a command to add XP to the selected character and another to remove the actor. Can you help me please ? I'm desperate :'(
  4. NickNick

    Help! Choices Box Positioning

    Hello! I was wondering.. is there a way to edit the x and y position of choices box? I don't need static x, y but i want to change it through a $gameVariables.value(x) or something.. every time that i call it..
  5. Hello! I am using this script that i found here : https://forums.rpgmakerweb.com/index.php?threads/himeworks-large-choices-row-column-option.91425/ Window_ChoiceList.prototype.maxCols = function() { return $gameVariables.value(X); // X is the variable ID# of a Game Variable }; It Works! and i have 2 columns of choices.. but my text boxes from 1st column overlaps to the second column.. Maybe someone know how to auto be rescaled the text box of choices regarding the length of the text it contains?
  6. I don't know where to file this in terms of forum entries. Please let me know if this is in the wrong place and I will repost. Using Yanfly Battle engine and its extensions. Want to use different side view action animations for different skills with the same skill type. ex: Character Mary has the skill type magic. She has two magic skills, 'Abrakadabra' and 'Alakazam'. These are both in the magical skill type and included in her class. Let's say I want 'Abrakadabra' to use the action animation thrust, and 'Alakazam' to use the action animation swing. How would I accomplish this? Here is the code I tried using. '<target action> preform action motion thrust: user, no weopen </target action>' With this, however, it replaces the entire move with only her doing this action. No attack, noise, damage, etc. I need help, I don't want all my magic moves to use the same motion. Why would I need more than two animations for a character attacking anyway if you can only use two (general attack and magic skill)?
  7. Kokoro Reflections Free RPG Maker Resources Please check out or terms of use here: https://kokororeflections.com/terms-use/ Free Fancy Door Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Large Jeweled Clock Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Eagle Statue Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Elemental Jewel Tree Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Large Trees for RPG Maker Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Animated Gem Statues Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Natural Rock Swimming Pool Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Angel Statue Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Warrior Statues Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Tuscan Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Seashell Bridges Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Animated Garage Doors Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Animated Toll Gate Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Seashell Houses Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Trees Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Animated Cars and Trucks Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Stained Glass Autotile 2 Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Medallion Window Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Autotile Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Fairy Tale Clock Tree Animated Bubble Events Tall Orb Statue Fairy Tale Lantern Tree...thing #2 Fairy Tale Lantern Tree...thing Fish Statues MV Autotile Windows (be sure to read instructions) Animated Orb Statues MV Beds Multicolored Autotile Walls for MV Parallax Ship Sky Backgrounds for various purposes
  8. Hi everyone, i'am a french user, i'm creating a game with Rpg maker Mv but i'm blocked. First of all sorry for my English but i really need help. By trying the master demo on the website atelier rggs. i'm fall in love with theplugin battle hud and battle command, more precisely with the "light Template" I replaced the Template by the original in the appropriate folder but when i start the game, i cannot see for exemple on the command Wheel the right icon. There is only (attak, magic,item and garde) i Don't see the action "summon and special". And when i go to the system, on the skill menu, (where we created skills), i cannot put summon or blade art for exemple. Please if anyone could help me pretty please. (And very sorry for my English, i tried to be understanble)
  9. Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
  10. Hello all.. I am using the plug in= YEP_GabWindow.js (Yanfly) About the positioning of the Gab window.. there is only one parameter, placed in the inside parameters of the plug in! Is there a way to control this parameters from outside the plug in? I mean.. maybe i can use a variable " $gameVariables.value(x) " .. so that i can change this parameter every time that i want.. and place the gab to different positions every time? (and not to a fixed one)?
  11. NickNick

    Help! Close Message

    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..)
  12. Hi, I think I may be doing something wrong because in rpgmaker mv its not letting me have more than 30 plugins for my game. The yanfly plugin pack had like, a ton and I haven't finished adding them yet so I'm assuming this isn't something people usually run into, so it's probably me just not doing something right. The plugin manager only has a limited amount of slots and I can't download anymore. For some reason I couldn't find any forum talking about this when I googled it. Help is appreciated, thank you!
  13. Hello ! As I said in my introduction, I'm making a game to present my lessons. I'm using the YEP's plugin "Main Menu Manager" and I want to make 2 commands : - One is to give experience to a selected actor - One is to delete an actor (if one of the student is moving out) So my problem is that I don't know how to apply the methods to the selected character. I was thinking of calling a common event in the "Actor Bind", and maybe put the id in a variable, but I don't know how I can get the selected actor's id. Can you help me ? Thanj's for reading !
  14. Hello guys, I've been making textures and concept art for a long time(and I'm still quite not finished lol), but I only recently bought MV. Now I've run into a problem: I wanted to break the story up in an episodic format, but more like JoJo's Bizarre Adventure rather than, let's say, The Walking Dead or Life is Strange, as in the story takes place in an advancing world, where each episode has its own self contained story that largely affects the whole world over time and each episode has a separate protagonist that passes the torch down to the next one(In this case, a bloodline of forbidden magic users(Time Manipulation in Origins timeline and Blood Manipulation in Main timeline(Episode 0's ending splits the timelines up, but the episode's story is very linear, so the choices in this episode don't affect the timelines))). I've been meaning to have all the episodes just be a part of a one big game, but now I'm in a state, where I work on multiple episodes at once and forget to do some other ones. So I thought of breaking them up into a traditional episodic format, where I would release episode after episode and the story impact from the previous episode would affect the current episode until the final one. I really want to start working on some other projects I have planned that I believe are just as cool as this one, so I want to know how I can break up the game into multiple episodes, where the inventory, actors, etc aren't carried over and only the story is. I feel that would help me with actually being able to finish the game and its story.
  15. Hi everyone! I have been trying to contact RPG Maker Web's support for over a week, and have not gotten a response from their support. I also reached out to them on Facebook. However, they still did not respond to me. I would have made this post there, but I was ban 3 or 4 years ago from the forums. I have no other way of contacting their support. Does anyone know what is going on with RPG Maker Web's support?
  16. I made an npc and they just flat out arent showing up arent showing up
  17. Hey all! I want to press the shift button in order to gather the player's exact coordinates, and then transfer to another map using its exact coordinates. Every map will have a counterpart map that's slightly different. I know this sounds very easy but I've tried so many things and nothing works. Thank you all!
  18. Hello all, I`m trying the following script call, but it`s only give me "unexpected token" Can somebody help me whats wrong? var $dataMap.events[this._eventId].name = $gameSystem.playtime() I want create a variable with the Name of the Event and set the value to the gametime. Thanks in Advance Nevyn
  19. Note This plugin's available for commercial use Purpose Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles Introduction Videos DoubleX RMMV Skill Hotkeys Games using this plugin None so far Parameters Notetags Plugin Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Skill Hotkeys DoubleX RMMV Skill Hotkeys Unit Test DoubleX RMMV Skill Hotkeys v101a.js DoubleX RMMV Skill Hotkeys Unit Test v100a.js
  20. Hi there ! So, I'm here to obviously recruit people for a game I'm working on alone from almost a year, I've restarted this project from zero a countless amount of times. I'm trying to work on this project seriously but I just don't have enough skills to do everything alone so I'd like to work in a team, not necessarily a big one but having a little help would be appreciated. NOTICE: As I started everything again various times, the game is actually undone. I mean I made something but not a big part. I made some maps, some starting events only to see how the game goes without much details and stuff. I made some tilesets too, only partially but they're okay. The music and sound effect is totally 0% as that's not my thing at all, and so on.. Also, as I'm currently without a computer (it died) I'm working more on a book writing down things and such, when I can I use someone's computer to actually work on rpgmv. WARNING: I'm not sure about how to rate this game but I'm rating it R18 as it'll probably contain lot of swearing, bad terms, nudity and explicit graphic violence. So here's everything there's need to know: Title: Dead Blue; title may change anytime as this one is a little random. Engine: RPG Maker MV. Language: Main lang is english, but as my main lang is italian, I will do other lang available too. Trailer: "You know what Lil, that evening, the evening you said you felt some kind of strange aura around me. It's awkward but that night after the show and the after-party I went home and when I got to bed I had some strange lucid dreams. I was in a forest, the first time, it was okay. Nothing really strange, just a biiiig wood full of trees, though it seemed a little off... Like, the color of the leaves and the grass was dark, really dark. And the sky was too, kinda red. I don't know, it gave me some strange feelings, it seemed like there was someone too... I kept watching around and behind me because I felt like a presence constantly on my back. But there was no one. After that I woke up suddenly like I was scared but it didn't actually happen anything to scare me. I got back to bed after a good tea, I swear I was f**king scared like I just had a nightmare of a giant spider following me! So I had to calm down or I wouldn't have gone back to sleep. As I fall asleep I have the same dream. This time I was feeling scared in the dream too, and I felt a lot more the presence behind me, like, I am just sure enough that there was someone or something there but I couldn't see it. The sky was like.. disappeared? It was just pitch black. Absolutely nothing. The wood was scarier though I don't really know why... It was exactly like before, but my feelings and sensations being there were totally different. I could feel something strange, scary and tense. I was nervous and din't know what to do or where to go... And... Here comes the scariest part. For some minutes I thought I woke up, I don't even know if I actually woke up or not but it seemed a lot more like real life than a dream this, however, I woke up in a room of two kid, a room I never saw, what scares me the most is that it was exactly like reality. I got out of bed ad it felt f**kin' real! The room was a mess, it looked like it wasn't being used from years. There were two doors but they were both locked so I couldn't do anything however. At some point, watching some stuff around I felt again a presence, stronger than before... and it was like I knew it wasn't a good thing, I had this feeling that if that thing I felt was a person or like a ghost, a dead person or something like that, it was a bad one. While I had this thought I found this key hidden on a shelf. As I touch it I suddenly feel two hands on my shoulders and they drag me back on the bed in a blink and then I woke up in my bed and it was morning." Characters: Only the first character is playable as for now. In the future will be add other playable characters. Some of those character don't even have a meaning in the game.. so.. Main Characters: • Lou - he/him - 21 y/o - adopted - leader and main singer of an industrial metal band - suffers of amnesia; • Lilith "Kuro" - she/her - 21 y/o - adopted - Lou's best friend - female voice and bass player of the band - "Kuro" is her stage name - apathetic; • W - ??? Other characters (not really important to the game): • Ashley - Lou's sister (not by blood); • Ethan - Lilith's brother and Lou's other best friend; Other characters (that are actually not needed at all): • Sarah - Ashley (by blood) and Lou (not by blood)'s sister; • Ray - Lou's ex-classmate. Mechanics: Basically the games goes through missions (to give some ideas, exactly like every Devil May Cry or Alice Madness Returns) in which Lou, which had a severe head injury (trauma) that led him first to coma and then to the total amnesia of everything that happenned before waking up from coma, is trying to recover his memories (he doesn't actually know this detail). Each mission recovers one memory (idk how many there will be thought) till the end of the game. The mission basically goes : lou having nightmares → having to find some objects or solving enigmas and so on → finding or obtaining a memory. Through every mission there will be some collectable objects and different things to make missions more fun and interesting. What I need: Exactly I need someone that has fantasy and is good at making enigmas and things to solve to go through the game. The missions I talked about first are to do, and I need someone that can help me with that, I have some ideas but nothing as big as creating the actual mission and I can't actually get to create something decent to make the player actually interested in what they're playing. Obviously I'll accept every kind of help but this one is what I need the most right now. As I am really broke and I barely got to buy rpg maker mv I can't pay anyone so I'm sorry this is totally for free, after all I'm just some kid making a game for fun, nothing professional! Screenshots: Now that you got till here, if u want there's a little paragraph about myself as I am really new on here and just so you know who you are going to work with! About me: My name's Xavier and usually u find me on games or on the internet as xavlu or xavluciel, I'm a 18y/o italian boy who always had some kind of interest in games but being with the family I have I've never been that boy that "always spends hours on console" in fact I started playing on computer as the only console I had was a Wii with basic games and a Nintendo DSi with only one shitty game. My parents just didn't want to spend money on games and I was pretty alone too, so I didn't even know what games were popular and stuff, my first actual games where I actually spent hours and days were online mmorpg such as Elsword, Wizard 101, Grand Fantasia and so on. I'm actually an "artist", I draw since I was born. I always did it, I have my own cartoonish style and I'm not really that good for being 18 years of drawing almost everyday. I did two years in art highschool but for some reasons they got wrong and I was in a bad period for my mental health, they basically kicked me out of school as I repeated two times the same grade and that's the maximum for that school. Now I'm going to a graphic night school and since being there I realized how much videogames fascinate me, I already knew rpg maker but I never actually dreamt of developing an actual game. As I am a really technological person and I love everything related to computers, both hardware and software, programming and so on, the idea of developing videogames (and I'm not only talking about tiny pixel games made with rpg maker but also actual 3D games) really interests me and what I dream of right now is to finish this school and get to a nice game dev school. As for now, I just want to finish this game because I spent a lot of my time on this even if it's still at the start but I'd like to see where my abilities can arrive. If I can finish this I'd like to start practicing with unity or similar but as I'm only self-taught and not really a genius in everything this still seems a lot hard to me. Hope someone can help me~!
  21. Purpose Lets you use bars to show battler statuses on their sprites Games using this plugin None so far Parameters Notetags Plugin Calls Configurations Video (v1.00a)DoubleX RMMV Status Bars (v1.01a+)DoubleX RMMV Status Bars v101a+ Prerequisites Abilities: 1. Nothing special for most rudimetary use cases 2. Little RMMV plugin development proficiency for most ordinary uses 3. Some RMMV plugin development proficiency to fully utilize this Instructions Terms Of Use Changelog Download Link DoubleX RMMV Status Bars DoubleX RMMV Status Bars v101b.js
  22. - Rpg maker Mv - Is there a way to make a call script inside an event, that says something like that: the x,y position of map, change the Region ID to [a new ID] ? - (I am using yanflys plugin YEP_RegionRestrictions.js ) (just to know..)
  23. Can anyone convert this script to rpg maker mv? I would love to have a resident evil style inventory for rpg maker mv, as abs I use alpha ABS P.S. I can also pay for the job module RE_MENU BAR_POSITION_X = 3 BAR_POSITION_Y = 0 end module Special_Map Archive_ID = 12 Archive_x = 17 Archive_y = 13 Option_ID = 11 Option_x = 17 Option_y = 13 Map_ID_Variable = 6 Coord_x_Variable = 7 Coord_y_Variable = 8 def self.set_coordinates $game_variables[Map_ID_Variable] = $game_map.map_id $game_variables[Coord_x_Variable] = $game_player.x $game_variables[Coord_y_Variable] = $game_player.y end end class Scene_Menu < Scene_MenuBase alias re_inventory_create_command_window create_command_window def create_command_window re_inventory_create_command_window @command_window.set_handler(:inventory, method(:command_inventory)) end def command_inventory SceneManager.call(Scene_RE_Menu) end end class Window_MenuCommand < Window_Command alias re_inventory_add_main_commands add_main_commands def add_main_commands add_command("RE Inventory", :inventory, main_commands_enabled) re_inventory_add_main_commands end end class Scene_RE_Menu < Scene_Base attr_reader :help_window def start super Special_Map.set_coordinates load_windowskin $game_party.last_item.object = nil create_menu_window create_face_window create_name_window create_life_window create_help_window create_weapon_window create_ammo_window create_equip_window create_use_window create_item_window @item_index = 0 @item_window.select(-1) @menu_window.select(1) @menu_window.activate create_background end def load_windowskin @windowskin = Bitmap.new("Graphics/System/re_menu_skin") @windowskin2 = Bitmap.new("Graphics/System/re_menu_ski2") end def create_menu_window @menu_window = Window_RE_Command.new(167,10) @menu_window.windowskin = @windowskin @menu_window.set_handler(:option, method(:open_option)) @menu_window.set_handler(:item, method(:go_inventory)) @menu_window.set_handler(:exit, method(:return_map)) @menu_window.set_handler(:cancel, method(:return_scene)) end def create_face_window @face_window = Window_Base.new(0,43,100,100) @face_window.windowskin = @windowskin @face_window.padding = 8 @face_window.contents = Bitmap.new(84,84) @face_window.draw_actor_face($game_party.members[0],-6,-6) @face_window.hide end def create_name_window @name_window = Window_Base.new(0,138,100,48) @name_window.windowskin = @windowskin @name_window.draw_text(-16,0,100,24,$game_party.members[0].name,1) @name_window.hide end def create_life_window @life_window = Window_Base.new(100,54,259,50) @life_window.windowskin = @windowskin life_refresh end def create_help_window @help_window = Window_Help2.new(3,305,358,Graphics.height - 30) @help_window.windowskin = @windowskin end def create_weapon_window @weapon_window = Window_Base.new(0,53,Graphics.width-440,90) @weapon_window.windowskin = @windowskin @weapon_window.draw_RE_weapon($game_player.actor.weapons[0],0,0) if $game_player.actor.weapons[0] end def create_ammo_window @ammo_window = Window_Base.new(430,90+48,Graphics.width-430,48) @ammo_window.windowskin = @windowskin ammo_refresh @ammo_window.hide end def create_equip_window @equip_window = Window_RE_Equip.new(248,130+48) @equip_window.windowskin = @windowskin2 @equip_window.set_handler(:cancel, method(:item_back)) @equip_window.set_handler(:equip, method(:equip_weapon)) @equip_window.set_handler(:remove, method(:remove_weapon)) @equip_window.set_handler(:reload, method(:reload_weapon)) @equip_window.deactivate @equip_window.hide end def create_use_window @use_window = Window_RE_Use.new(248,130+48) @use_window.windowskin = @windowskin2 @use_window.set_handler(:cancel, method(:item_back)) @use_window.set_handler(:use, method(:use_item)) @use_window.deactivate @use_window.hide end def create_item_window @item_window = Window_RE_Item.new(359,20+33,191,395-48) #(353,40+48,191,375-48) New Version (353,10+33,191,400-48) @item_window.windowskin = @windowskin @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:exit_inventory)) @item_window.refresh end def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture ("Background Inventory") @background_sprite.x = 0 @background_sprite.y = 0 end def item_back @use_window.hide @equip_window.hide @item_window.refresh @item_window.activate end def on_item_ok $game_party.last_item.object = @item_window.item if @item_window.item.is_a?(RPG::Item) @use_window.set_item(@item_window.item) @use_window.refresh @use_window.activate @use_window.show elsif @item_window.item.is_a?(RPG::Weapon) @equip_window.set_item(@item_window.item) @equip_window.refresh @equip_window.activate @equip_window.show else RPG::SE.stop @item_window.activate end end def item @item_window.item end def equip_weapon $game_player.actor.change_equip(0,@item_window.item) weapon_refresh item_back end def remove_weapon $game_player.actor.change_equip(0,nil) weapon_refresh item_back end def reload_weapon weapon = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[item.id].name} $game_party.items.each { |item| if item.id == weapon.magazine.id $game_party.lose_item(weapon.magazine,1) weapon.bullets += weapon.max Audio.se_play("Audio/Se/#{weapon.wav_name}_reload", 100, 100) break end } if weapon == $game_player.equipped_weapon weapon_refresh else ammo_refresh end item_back end def ammo_refresh @ammo_window.contents.clear if $game_player.equipped_weapon != nil string = sprintf( "Munizioni : %d",$game_player.equipped_weapon.bullets) else string ="" end @ammo_window.draw_text(0,0,Graphics.width-430,24,string,0) end def weapon_refresh @weapon_window.contents.clear @weapon_window.draw_RE_weapon($game_player.actor.weapons[0],0,0) if $game_player.actor.weapons[0] ammo_refresh end def item_target_actors if !item.for_friend? [] elsif item.for_all? $game_party.members else [$game_player.actor] end end #-------------------------------------------------------------------------- # * Use Item on Actor #-------------------------------------------------------------------------- def use_item_to_actors user = $game_player.actor item_target_actors.each do |target| item.repeats.times { target.item_apply(user, item) } end end #-------------------------------------------------------------------------- # * Use Item #-------------------------------------------------------------------------- def use_item Sound.play_use_item $game_player.actor.use_item(item) use_item_to_actors check_common_event check_gameover weapon_refresh life_refresh RPG::BGS.stop item_back end #-------------------------------------------------------------------------- # * Determine if Common Event Is Reserved # Transition to the map screen if the event call is reserved. #-------------------------------------------------------------------------- def check_common_event SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved? end def life_refresh bar1 = Bitmap.new("Graphics/System/life_bar") bar2 = Bitmap.new("Graphics/System/blood_bar") x = RE_MENU::BAR_POSITION_X y = RE_MENU::BAR_POSITION_Y @life_window.contents.blt(x,y,bar2,bar2.rect) rate = $game_player.actor.hp*1.0/$game_player.actor.mhp rect = Rect.new(0,0,bar1.width * rate,bar1.height) @life_window.contents.blt(x,y,bar1,rect) end def go_inventory @item_window.select(0) @menu_window.select(-1) @menu_window.deactivate @item_window.activate end def exit_inventory @help_window.clear @item_index = @item_window.index @item_window.select(-1) @item_window.deactivate @menu_window.select(1) @menu_window.activate end def open_option $game_player.transparent = true $game_system.save_bgm RPG::BGS.stop $game_player.reserve_transfer(Special_Map::Option_ID,Special_Map::Option_x,Special_Map::Option_y) $game_player.perform_transfer SceneManager.call(Scene_Map) $game_switches[10] = false end def open_archive $game_player.transparent = true $game_system.save_bgm RPG::BGS.stop $game_player.reserve_transfer(Special_Map::Archive_ID,Special_Map::Archive_x,Special_Map::Archive_y) $game_player.perform_transfer SceneManager.call(Scene_Map) $game_switches[10] = false end def return_map map = $game_variables[Special_Map::Map_ID_Variable] x = $game_variables[Special_Map::Coord_x_Variable] y = $game_variables[Special_Map::Coord_y_Variable] if $game_map.map_id != map #se esco da un menu... $game_player.reserve_transfer(map,x,y) #ritorna nella mappa $game_system.replay_bgm #Riparte la bgm $game_switches[980] = true #si attiva la switch per togliere la dissolvenza $game_temp.reserve_common_event(43) #Si attiva l'evento comune per togliere la dissolvenza end return_scene end end class Window_RE_Equip < Window_Command def initialize(x,y) super(x,y) end def window_width return (Graphics.width-430) end def make_command_list add_command("Equip", :equip, equip_ok?) add_command("Rimuovi", :remove, remove_ok?) add_command("Ricarica", :reload, reload_ok?) end def reload_ok? if @item a = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[@item.id].name} a && a.bullets == 0 else b = false end end def equip_ok? @item != $game_player.actor.weapons[0] end def remove_ok? @item == $game_player.actor.weapons[0] end def set_item(item) @item = item end end class Window_RE_Use < Window_Command def initialize(x,y) super(x,y) end def window_width return (Graphics.width-430) end def make_command_list add_command("Usa", :use, use_ok?) end def use_ok? actor = $game_player.actor actor.usable?(@item) && actor.item_test(actor,@item) end def set_item(item) @item = item end end #============================================================================== # ** Window_ItemList #------------------------------------------------------------------------------ # This window displays a list of party items on the item screen. #============================================================================== class Window_RE_Item < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) @help_window = SceneManager.scene.help_window @data = [] end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 2 end def item_width return 80 end def item_height return 80 end def spacing return 0 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) return true end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list actor = $game_party.members[0] @data = actor.weapons @data += $game_party.all_items.select {|item| include?(item) } # @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) if item.is_a?(RPG::Weapon) draw_RE_weapon(item,rect.x,rect.y+10) else draw_RE_item(item,rect.x,rect.y+10) end end end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_item(item) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items select_last end end class Window_Help2 < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x,y,width,height) super(x,y,width,height) end #-------------------------------------------------------------------------- # * Set Text #-------------------------------------------------------------------------- def set_text(text) if text != @text @text = text refresh end end #-------------------------------------------------------------------------- # * Clear #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # * Set Item # item : Skills and items etc. #-------------------------------------------------------------------------- def set_item(item) set_text(item ? item.name + "" + item.description : "") end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear self.contents.font.size = 20 # draw_text_ex(4, 0, @text) a = @text.scan(/(.+)/) draw_text(4,0, width , 24, a[0][0]) if a[0] draw_text(4,24, width , 24, a[1][0]) if a[1] end end class Window_Base def draw_RE_weapon(item, x, y, enabled = true) bmp = Bitmap.new(90,70) bmp.fill_rect(bmp.rect,Color.new(255,255,255)) bitmap = Cache.RE_weapon(item.name) rescue bmp a = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[item.id].name} image = Bitmap.new(90,70) image.blt((80-bitmap.width)/2,(60-bitmap.height)/2,bitmap,bitmap.rect) image.draw_text(-15,40,85,20,a.bullets,2) if a rect = Rect.new(0,0,90,70) contents.blt(x, y, image, rect, enabled ? 255 : translucent_alpha) bmp.dispose end def draw_RE_item(item, x, y, enabled = true) bmp = Bitmap.new(90,70) bmp.fill_rect(bmp.rect,Color.new(255,255,255)) bitmap = Cache.RE_item(item.name) rescue bmp image = Bitmap.new(90,70) image.blt((80-bitmap.width)/2,(60-bitmap.height)/2,bitmap,bitmap.rect) image.draw_text(-15,40,85,20,$game_party.item_number(item),2) rect = Rect.new(0,0,90,70) contents.blt(x,y,image, rect, enabled ? 255 : translucent_alpha) bmp.dispose end end class Window_RE_Command < Window_HorzCommand def window_width return Graphics.width end def make_command_list add_command("", :option) add_command("", :item) add_command("", :exit) end def col_max return 6 end def spacing return 1 end def item_width (width - standard_padding * 1 + spacing) / col_max - spacing #10 end end module Cache def self.RE_weapon(filename) load_bitmap("Graphics/Weapons/", filename) end def self.RE_item(filename) load_bitmap("Graphics/Items/", filename) end end
  24. JasonZ


    Not sure if maybe this already exists, but I'm looking for a script that is able to pull data from a fitbit, say your daily steps. I'd make a game for mobile and the script would read your current steps from the fitbit app and reflect it in your game, is this possible?
  25. RoseGuardian

    Militibus Elementis Arc 1 18+

    Warning: This game contains Nudity, Mild Language, Fantasy Violence, and Suggestive Themes Please Note this is just a demo for right now. If you find any bugs, please let me know. Important Notice: If you downloaded the game on 9/26/2018 please re download, because I had to replace New Game Plus with Hime'sSyncSaveData Plugin.