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Found 1,641 results

  1. Author: Valentine Version: 2.1.1 (released 09/23/2020) About VXA-OS is the most complete and secure free tool for creating 2D online games from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall and Mystical Hunter. Features Current: -5 types of chat; -9 types of equipment; -13 administrator commands; -3 monitor commands; -Global real-time battle system on the server; -Passwords protected with the MD5 cryptographic function; -99% of event commands on the server; -Common server events; -Configurable resolution; -Global switches; -EventMachine network library; -Friends system; -Quest system; -VIP system; -Account Editor; -Teleportation; -Paperdolls; -Guild; -Party; -Minimap; -PvP; -Bank. Next: -Move Event event command; -Customized movement of events. Screenshots » Login » Selection of characters » Bank and party » Quest and friends list » Administration panel and guild creation » Guild Download With DirectX: Mega 4shared GitHub Without DirectX: 1) After downloading the DirectX version, download the Game.exe executable below and replace it with the one in the folder Client Download Game.exe 2) Open the Script Editor (F11) 3) Search for the script [VS] Mouse: 4) Replace ALL [VS] Mouse script with: #============================================================================== # ** Mouse #------------------------------------------------------------------------------ # Autor: Cidiomar #============================================================================== module Mouse typedef 'unsigned long HCURSOR' dll = 'System/VXAOS.dll' Mouse__setup = c_function(dll, 'void Mouse__setup(struct RArray*, struct RArray*, struct RArray*, void *)') Mouse__update = c_function(dll, 'void Mouse__update()') Mouse__getPos = c_function(dll, 'void Mouse__getPos(long *)') Mouse__getOldPos = c_function(dll, 'void Mouse__getOldPos(long *)') @triggered = Input.triggered @pressed = Input.pressed @released = Input.released @repeated = Input.repeated @last_lclick = Time.now @last_rclick = Time.now @dbl_lclick = false @dbl_rclick = false @pos = Array.new(2, 0) Mouse__setup.call(@triggered, @pressed, @released, @repeated) def self.click?(button) return @triggered[1] if button == :L return @triggered[2] if button == :R end def self.press?(button) return @pressed[1] if button == :L return @pressed[2] if button == :R end def self.release?(button) return @released[1] if button == :L return @released[2] if button == :R end def self.repeat?(button) return @repeated[1] if button == :L return @repeated[2] if button == :R end def self.dbl_clk?(button) return @dbl_lclick if button == :L return @dbl_rclick if button == :R end def self.tile_x # Corrige o display_x, já que a tela pode se mover #16 em vez de 32 pixel na horizontal se a largura da #resolução for superior a 1000 x = $game_map.display_x > 0 && $game_map.display_x > $game_map.display_x.to_i ? self.x + 16 : self.x (x / 32 + $game_map.display_x).to_i end def self.tile_y (($game_map.display_y * 32 + self.y) / 32).to_i end def self.in_tile?(object) object.x == tile_x && object.y == tile_y end def self.update Mouse__update.call() @pos = [0, 0].pack('l2') @old_pos = [0, 0].pack('l2') Mouse__getPos.call(@pos) Mouse__getOldPos.call(@old_pos) @pos = @pos.unpack('l2') @old_pos = @old_pos.unpack('l2') @dbl_lclick = double_left_click? @dbl_rclick = double_right_click? end def self.double_left_click? return false unless click?(:L) result = false t_diff = Time.now - @last_lclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_lclick = Time.now @last_pos = @pos end result end def self.double_right_click? return false unless click?(:R) result = false t_diff = Time.now - @last_rclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_rclick = Time.now @last_pos = @pos end result end def self.x; @pos[0]; end def self.y; @pos[1]; end def self.pos; @pos.dup; end def self.old_x; @old_pos[0]; end def self.old_y; @old_pos[1]; end def self.old_pos; @old_pos.dup; end def self.moved?; @pos != @old_pos; end end #============================================================================== # ** Graphics #============================================================================== module Graphics def self.is_fullscreen? false end def self.toggle_fullscreen end def self.vsync=(vsync) end def self.vsync end end Tips How to attack or speak to events: Press Ctrl. How to open the administration panel: Press Insert. English vocabulary: Open the script editor (F11) and replace the [VS] Vocab script with: #============================================================================== # ** Vocab #------------------------------------------------------------------------------ # This module deals with vocabulary. All texts displayed # in the game are here. #------------------------------------------------------------------------------ # Author: Valentine #============================================================================== module Vocab # Login and account creation Username = 'Username' Password = 'Password' RepeatPass = 'Repeat password:' Email = 'Email:' Remember = 'Remember?' Register = 'Register' Connect = 'Connect' NewAcc = 'Register' Login = 'Log in' # Character creation and selection NotVIP = 'You are not VIP' VIP = 'You have %s VIP days.' Name = 'Name' Sex = 'Sex:' Class = 'Class:' Graphic = 'Graphic:' Points = 'Points:' Male = 'Male' Female = 'Female' Empty = 'Empty' Play = 'Play' ShopBuy = 'Buy' # Chat SecondaryText = 'Press Enter to talk...' Map = 'Map' All = 'All' Party = 'Party' Guild = 'Guild' Private = 'Private' # Menu alert ServerOffline = 'The server is offline!' ServerFull = 'The server is full. Try again later!' ConnectionFailed = 'The connection failed!' Insufficient = '%s must be at least %d characters!' ForbiddenCharacter = 'The name can only contain letters, numbers and space!' Kicked = 'You got kicked out!' IPBanned = 'Your IP is banned!' OldVersion = 'This version is old. Please update!' AccBanned = 'Your account is banned!' InvalidUser = 'Invalid user!' InvalidPass = 'Invalid password!' InvalidName = 'Invalid name!' InvalidEmail = 'Invalid email!' PasswordsNotMatch = 'Passwords do not match!' IPBlocked = 'You missed the data 5 times. Your IP was blocked for 3 minutes!' MultiAccount = 'User logged in!' Inactivity = 'You have exceeded the maximum downtime!' EnterPass = 'The character will be permanently deleted and cannot be recovered. Please enter your password to confirm the deletion.' AccExist = 'This user already exists!' Successful = 'Account registered successfully!' CharExist = 'This name is already in use!' # Game alert Teleported = 'You have been teleported.' Pulled = 'You were pulled.' Muted = 'You have been muted for 30 seconds.' NonPvP = 'You can not attack here.' AttackAdmin = 'You cannot attack an administrator.' NotEnoughMoney = 'Insufficient money.' NotSellItem = 'This shop does not buy items.' NotTarget = 'You have no target.' NotSeeTarget = 'You are not seeing the target.' TargetNotInRange = 'Target out of range!' InsufficientLevel = 'You do not have enough level to use this item.' InsufficientMP = 'You do not have enough MP.' GlobalSpawning = 'Wait 1 second to speak again in the global chat.' NotAmmunition = 'You have no ammo.' NotPickUpDrop = 'You still can not get this item.' RequestDeclined = 'Your request was declined.' FullInventory = 'Your inventory is full.' FullTrade = 'The trade is full.' FullBank = 'The bank is full.' FullDrops = 'You cannot drop an item on the floor now.' ProtectionLevel = 'You or your target does not have enough level to duel.' EquipVIP = 'Only VIP players can use this equipment.' DifferentSex = 'This protector was not made for your sex.' SoulboundItem = 'This item is linked to your soul and cannot be traded, dropped or deposited.' Blocked = 'was blocked.' Unlocked = 'has been unlocked.' Busy = 'This player is busy.' Ask = 'Are you sure?' # Skills Attack = 'Attack' Support = 'Support' # Friends FullFriends = 'Your friends list is full.' FriendAdded = 'has been added to your friends list.' FriendExist = 'This player is already your friend.' FriendRequest = 'wants to be your friend. Accept?' Friend = 'Friend' # Trade TradeRequest = 'invited you for an trade. Accept?' TradeComplete = 'wants to complete the trade. Accept?' TradeDeclined = 'The trade was declined.' TradeFinished = 'Trade finished.' PlayerNotInRange = 'Player out of range.' InTrade = 'You are already in an trade.' Trade = 'Trade' # Bank Items = 'Items' Weapons = 'Weapons' Armors = 'Armors' # Party InParty = 'This player is already in a party.' PartyRequest = 'invited you to a party. Accept?' PartyMemberJoined = 'joined the party.' PartyMemberLeave = 'left the party.' DissolvedParty = 'Party dissolved.' FullParty = 'Your party is full.' NotParty = 'You are not in a party.' # Guild NewGuild = 'Guild creation' YouInGuild = 'You are already in a guild.' PlayerInGuild = 'is already in the guild' GuildExist = 'This guild already exists.' EmptyFlag = 'You did not draw the flag.' NotGuildLeader = 'You are not the leader of the guild.' FullGuild = 'Your guild is full.' GuildRequest = 'invited you to the %s guild. Accept?' NotGuild = 'You are not in a guild.' Leader = 'Leader' Member = 'Member' NewLeader = 'New leader:' Notice = 'Notice:' Main = 'Main' Manage = 'Manage' # Description of items, weapons and protectors Equipable = 'Equipable by' NotEquipable = 'Not equipable by' Consumable = 'Consumable:' BaseDamage = 'Base damage:' Soulbound = 'Soulbound' TwoHanded = 'Two-handed weapon' OneHanded = 'One-handed weapon' ItemType = 'Type:' Normal = 'Normal' MPCost = 'MP cost:' Hit = 'Hit:' # Menu Menu = 'Menu' Configs = 'Settings' BackLogin = 'Back to login' BackSelection = 'Back to selection' Quit = 'Leave game' Music = 'Music:' Sound = 'Sound:' Resolution = 'Resolution:' FullScreen = 'Full screen:' FPS = 'FPS:' Vsync = 'V-sync' NoLimit = 'No limit' # Titles Teleport = 'Teleport' Bank = 'Bank' Amount = 'Amount' Shop = 'Shop' Alert = 'Alert' NewChar = 'Character creation' UseChar = 'Selection of characters' # Quests Quest = 'Quest' Quests = 'Quests' Information = 'Information' InProgress = 'In progress' Completed = 'Completed' StartQuest = 'You started the quest' FinishQuest = 'You have completed the quest' Rewards = 'Rewards:' Item = 'Item' Exp = 'Exp' # Admin panel SecondaryPanelText = "Enter the name or 'all'" AdmPanel = 'Admin panel' AlertMessage = 'Alert message:' Motd = 'Motd:' Banishment = 'Banishment:' GlobalSwitch = 'Global switch:' Days = 'Days' ID = 'ID:' Kick = 'Kick' Mute = 'Mute' Pull = 'Pull' GoTo = 'Go to' Change = 'Change' BanAcc = 'Ban account' BanIP = 'Ban IP' Unban = 'Unban' On = 'On' Off = 'Off' Teleport = 'Teleport' GiveItem = 'Give item' Send = 'Send' # Buttons Ok = 'Ok' Go = 'Go' Cancel = 'Cancel' Yes = 'Yes' No = 'No' Create = 'Create' Delete = 'Delete' Accept = 'Accept' Block = 'Block' Unlock = 'Unlock' Activated = 'Activated' Disabled = 'Disabled' # Minimap icons Boss = 'Boss' CheckPoint = 'Check point' # HUD MaxLevel = 'Max level' end Discord Keep in touch with us and report any errors you find also in our Discord. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Enemies do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Independence from RTP Parallax System Do not lose level when dying Additional utilities MySQL database Simple launcher Auto Update Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan invwindy Cianfrocca
  2. UncannyBoots

    Mirroring tiles via Tile Swap script

    I want to use as few tilesets as possible. So far I'm still at only 2 different tilesets for my entire game; one for indoors, and one for outdoors. I'm reaching the limit though, and I want to make some unique buildings, which are going to be pretty big. And here lies the problem: the buildings are symmetrical, so it uses double the tiles on my tileset, but it doesn't have to. If I could mirror the tiles that are symmetrical, which most retro games do, I could cut the tileset usage in half for these building tiles. Now, I found this script by Hime that allows for inserting tiles via script call. I know that it is possible to mirror bitmap images in RGSS3, because I have a script by Galv that has a mirror reflection in water that mirrors the character sprite on the y axis. So I think that, in theory, a modification could be made to Hime's script here that would insert tiles on the map, but mirrored on the x axis. I'm not a scripter though, so I came here to ask for your thoughts. Do you think this is feasible, and if it is, could you do it for me? It takes some humility to ask that lol, but I'm not just asking for "help" here because I don't know what to do at all when it comes to writing Ruby, so to be frank I am asking for someone to do it, if it's not too much of a hassle. It's a decently long script so I don't know how many variables would have to be edited. If it is too difficult, then I understand. Thank you EDIT: Looking into it, the way that Galv's Character Effects script mirrors the player sprite is by using "self.mirror". I wonder if that sort of code would work for tiles too. I kind of doubt it though Would something have to be added under Spriteset_Map?
  3. ... Is there a way to check for which party member is currently changing equipment? I think if I could use that in a conditional branch, I wouldn't continue to run into this weird and otherwise nonsensical eval error that only occurs with more than one member in the party when changing equipment. Scripts involved: @Tsukihime's Common Event on Equip/Dequip. What's going on: With more than one party member, I have variables set up to check on specific equip setups of each party member, however, I think there's a hangup in that it considers equip checks as checks for nil if the party member in question is not being equipped or dequipped. There's nothing in @Tsukihime's script that could be interfering so it must be something else. I still think that if one could check to see who is currently changing equipment, that would be fantastic.
  4. Hi, all! I am using a script by Neon Black that allows the user to input notes on items, skills, gear, etc. to give more detailed information about the particular items. However, it seems the script is not functioning the way the author intended. What is happening is that all of the item's note contents are being displayed, rather than just what is between the specified tag that the script should be reading. What this is doing is causing an extreme amount of lag when it is loading every single note box from every single item, even ones that do not have notes in the tag from the script. As the player gains more items, gear and skills, the lag gets increasingly worse, until even scrolling through windows is nearly impossible. Can anyone help me fix this script by making it... - Only load the information inside the tags - Only load the information the item in question has the tag to begin with? - Only load the information of the item being viewed (you press a button to bring up the effects box window) ##----------------------------------------------------------------------------## ## Effects Box Script v1.0 ## Created by Neon Black ## ## For both commercial and non-commercial use as long as credit is given to ## Neon Black and any additional authors. Licensed under Creative Commons ## CC BY 3.0 - http://creativecommons.org/licenses/by/3.0/. ##----------------------------------------------------------------------------## ## ##----------------------------------------------------------------------------## ## Revision Info: ## v1.0 - 3.3.2013 ## Wrote and debugged main script ##----------------------------------------------------------------------------## ## $imported ||= {} ## $imported["EFFECTS_BOX"] = 1.0 ## ## ##----------------------------------------------------------------------------## ## Instructions: ## Place this script in the script editor below "Materials" and above "Main". ## This script requires Neon Black's Features and Effects name module. You can ## obtain it from http://cphouseset.wordpress.com/modules/. If you do not ## import it, you will get errors. ## ## This script is plug and play. It allows a pop-up boxes to display on equips, ## items, and skills. You can choose to have these pop-ups be constant, toggle ## with a button press, or only appear while a key is held down. These display ## 3 bits of information. First an added note, second all the stats equipping ## the item will provide, and finally all the effects or features of the item. ## A note can be added using <effect note> and </effect note> and placing your ## note in between those tags, like so: ## ## <effect note> ## This will display line 1 ## This will display line 2 ## </effect note> ## ##----------------------------------------------------------------------------## ## module CP # Do not touch ## module EFFECTS_WINDOW # these lines. ## ##----------------------------------------------------------------------------## ## Config: ## The config options are below. You can set these depending on the flavour of ## your game. Each option is explained in a bit more detail above it. ## ##------ # This is the padding around the edges of the box. Increasing this number will # increase the size of the box without increasing the size of it's contents. EDGES = 6 # This is the font size of the pop up's text. Adjusting this affects the entire # box's size. FONT_SIZE = 20 # Choose to use font shadow or outlines. SHADOW = false OUTLINE = false # If this value is set to false, stats will not be shown on equips. SHOW_STATS = false # The key to press to toggle or show the box. BOX_KEY = :Z # The show type for the pop-up box. Any value other than these three will # prevent the box from being show. # 0 = Hold button to display the box. # 1 = Press button to toggle the box. # 2 = The box is constantly show. SHOW_TYPE = 0 # If type 2 was selected above, this is the default state of the box. Set it to # true to show the box or false to hide the box until the key is pressed. @show = false ##----------------------------------------------------------------------------## ## ## ##----------------------------------------------------------------------------## ## The following lines are the actual core code of the script. While you are ## certainly invited to look, modifying it may result in undesirable results. ## Modify at your own risk! ###---------------------------------------------------------------------------- def self.toggle_effects @show = !@show if Input.trigger?(BOX_KEY) return @show end end end module SceneManager class << self alias :cp_rshp_run :run unless method_defined?(:cp_rshp_run) end def self.run cp_module_check_features cp_rshp_run end def self.cp_module_check_features return if $imported["CP_FEATURES_EFFECTS"] a1 = "One or more scripts require Neon Black's Features and Effects module." a2 = "This can be obtained at http://cphouseset.wordpress.com/modules/" a3 = "Please add this module and try again." a4 = "Please contact the creator of the game to resolve this issue." if $TEST || $BTEST msgbox "#{a1}/n#{a2}/n#{a3}" Thread.new{system("start http://cphouseset.wordpress.com/modules/#features")} else msgbox "#{a1}/n#{a4}" end end end class Window_Selectable < Window_Base def item return nil end alias :cp_itembox_update :update def update(*args) cp_itembox_update(*args) show_fet_window end def show_fet_window key = key_show_features_box show_feature_box if key && active && open? remove_feature_box unless key && active && open? end def key_show_features_box case CP::EFFECTS_WINDOW::SHOW_TYPE when 0 return Input.press?(CP::EFFECTS_WINDOW::BOX_KEY) when 1 return CP::EFFECTS_WINDOW.toggle_effects when 2 return true else return false end end def show_feature_box ## Creates the box if "A" key is held if item != @last_box_item if feature_box_item? @feature_box.dispose unless @feature_box.nil? rect = item_rect(@index) x = rect.x + self.x + padding + 24 - ox y = rect.y + line_height + self.y + padding - oy - 2 @feature_box = Window_FeaturesShow.new(item, x, y, self) @last_box_item = item else remove_feature_box end end end def feature_box_item? item.is_a?(RPG::EquipItem) || item.is_a?(RPG::UsableItem) end def remove_feature_box ## Dispose the box. @feature_box.dispose unless @feature_box.nil? @feature_box = nil @last_box_item = nil end end class Window_FeaturesShow < Window_Base def initialize(item, x, y, parent) @parent = parent @bx = x; @by = y @item = item super(0, 0, 500, 500) self.z = @parent.z + 500 self.windowskin = Cache.system(($game_system.windowskin)) self.opacity = 255 self.back_opacity = 255 self.tone = Tone.new make_width make_height make_position draw_all_items end def make_width contents.font.size = line_height contents.font.outline = CP::EFFECTS_WINDOW::OUTLINE contents.font.shadow = CP::EFFECTS_WINDOW::SHADOW i = 120 unless notes.empty? i = [i, notes.collect{|n| contents.text_size(n).width}.max + 2].max end self.width = i + standard_padding * 2 end def make_height sw = self.width - standard_padding * 2 i = standard_padding * 2 i += notes.size * line_height i += seps * line_height / 2 self.height = i self.visible = false if i == standard_padding * 2 create_contents contents.font.size = line_height contents.font.outline = false contents.font.shadow = false change_color(normal_color) end def make_position self.x = @bx + self.width > Graphics.width ? Graphics.width - self.width : @bx self.y = @by + self.height <= Graphics.height ? @by : @by - self.height - @parent.line_height + 4 > 0 ? @by - self.height - @parent.line_height + 4 : Graphics.height - self.height end def standard_padding CP::EFFECTS_WINDOW::EDGES end def line_height 24 end def seps i = -1 i += 1 unless notes.empty? return [i, 0].max end def stats return [] unless CP::EFFECTS_WINDOW::SHOW_STATS && @item.is_a?(RPG::EquipItem) r = [] 8.times do |i| next if @item.params[i] == 0 r.push("#{Vocab.param(i)} #{@item.params[i]}") end return r end def notes @item.effect_desc end def effects if @item.is_a?(RPG::EquipItem) @item.features elsif @item.is_a?(RPG::UsableItem) @item.effects end end def draw_all_items contents.clear y = 0 notes.each do |l| draw_text(1, y, contents.width, line_height, l) y += line_height end end end class RPG::BaseItem def effect_desc make_effect_desc if @effect_desc.nil? return @effect_desc end def make_effect_desc @effect_desc = [] noted = false self.note.split(/[\r\n]+/i).each do |line| case line when /<effect note>/i noted = true when /<\/effect note>/i break else @effect_desc.push("#{line}") end end end end ###--------------------------------------------------------------------------### # End of script. # ###--------------------------------------------------------------------------###
  5. NumbeRED39

    Clone actor level?

    I'm using Fomar's Clone Actor script, because EST was giving some issues. It's really great! But it doesn't allow me to generate a character with the level I want. I read the two scripts side to side, and while I think I sorta understand EST Clone Actor script, I don't get what Fomar's doing tbh... My knowledge of ruby is very minimal but how would I go about doing what I want? Edit: Nvm I found out I can change the initial level of actors in-game with: $data_actors[index].initial_level =+ n Then the script will generate a clone with the changed level. Is it safe to do so in the long run btw?
  6. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  7. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  8. MistTibe's Ocarina Edit of Meph's Instrument Script. MephistoX MistTribe Introduction Well, nothing to say, a nice ocarina for VX, made from scratch. It allow you to play notes and if you match the correct notes, a trigger will be activated. Features - Easy to Configure and Use. - Include sample events when playing songs for show but you can add whatever you want. - Added Song List (Warning, Very very simple and rustic) - Added New Style of Background, like in Zelda. Screenshots Yes, even i included the fifth key from zelda. How to Use See the Script within the demo, all the instructions are there. Demo http://www.mediafire.com/?ds3ae3bgxnioiq1 Script You'd better get the demo. FAQ No Questions So Far. Credit and Thanks - MephistoX for Create the Script - Misttribe for editing it and re-creating a Ocarina of Time feel. Author's Notes Script Availiable for Free Projects.
  9. Yugo Salkins

    English Dub switch in System Options

    Hello, I have a question in regards to Yanfly's System Option script for RPG Maker VX Ace. There is an option where you can create your own switches and variables in the game options menu, but there's not a whole lot I know about coding. However with what I want to do I think I can tackle this if I can get some ideas from you guys. I'm looking to create a switch option for the player to enable or disable English dub since I will be including English voice overs for my game. Any advice on how I can create an on/off switch for English Dub in the game's system options? You all have been a great big help, if anyone could help me with this I would be deeply appreciated. ~ Omar
  10. Some video games like to show the perspective of multiple groups of characters in order to create more story. Doing this in VX Ace doesn't really work, like when a group of characters have the items from the inventory of another group. With this script, you can create and save parties, each with their own assigned actors and inventories. The script is extremely easy to use and very compatible with practically any other script. The instructions are in the script. This script was written by Kayzee. As the script wasn't posted publicly I got confirmation to post it. If you notice any big issues or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/e956b56329b0b1f91e51df5fac6361b9 Thank you Kayzee!
  11. I've been looking for an ATB (Active Time Battle) script for such a long time now, and I recently discovered Yami's Classical Active Time Battle script. It does exactly what I need it to: making the player choose their skills quickly before the enemy kills the player first. However, the link to the script is dead. So my question is does anyone have this script or know where else I could find it? FYI, I tried some other ATB-like scripts, but they either don't do what I needed them to or they require Yami's script as a base. EDIT: I found the script, but it keeps crashing every time an enemy dies, and you can't use it when loading up an old save. So does anyone know where I can get a script that does the same thing as Yami's script (compatible with Yanfly's Ace Battle System) but works when loading up an old save?
  12. Copying and pasting duplicate map events can be a pain. With this script, you can duplicate an event by assigning it to a Region ID and then place the Region IDs without having to copy and paste each time; it's like the common event system but for map events. If you want to fix a mistake or make a change, you can simply edit the source event instead of going to every individual event and replacing it with the new one! The instructions are simple. First decide in the "GLOBAL_EVENT_MAP" line if you want your source events to be stored in a designated map or in every map that uses a Region ID. I recommend that you create a designated map, because then each Region ID will always replicate the same event no matter what map the Region ID is put on (do be warned that spawning a lot of Region events this way may cause lag, depending on the amount of them and the map size). In your designated map, name the event with a "#" and add a number from 1 to 63 (since there are 63 Region IDs). For example= "#10" will cause the event to be on top of every Region ID 10 tile. Make the source event any way you want and you're good to go! WARNING: This script removes the ability to assign map troops to Region IDs! This script may not be compatible with other Region ID scripts, like Yanfly's Spawn Event script. I also recommend getting an anti-lag script if your computer is old. This script was written by Kayzee as a commission for me. As the script wasn't posted publicly I got confirmation to post it. If you have any recommendations for fixes or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/1e2021ee724e907bfcf0d1ad96cf414f Thank you Kayzee!
  13. I've been trying to find a way to create multiple inventories for separate parties in VX Ace, but I can't find any scripts that perfect this function. Basically, I'm trying to create a battle scene that involves a character who isn't part of the main party. After some dialog, your party changes to the character and begins a battle. The problem is that the character is able to use all of the items the player has collected, which doesn't canonically make sense. What I want is for the character to be able to use his own collection of items and not the items the main party has collected. The simple thing to do would be to get a script for multiple inventories, but the only two options have some major issues. Fomar0153's script is horribly constructed and has a lot of bugs; plus, it isn't compatible with Yanfly's Ace Save Engine. Hime's Party Manager script would do the trick, but it is ALSO incompatible with Ace Save Engine. I've done a deep search on the internet, but these are the only two scripts I could find, so I'm wondering if anyone knows where I can get another alternative, whether it's a different inventory script or a way to get what I need accomplished. Actually, these scripts might be simple enough to make it compatible with Ace Save Engine; I just need it to be possible to load up an old save and have it work. If no alternatives are available and/or if anyone is willing to help, I'm willing to commission a compatible script. I'm not smart enough in programming to solve this problem... Fomar0153's script: Hime's Party Manager: https://forums.rpgmakerweb.com/index.php?threads/party-manager.17270/ Yanfly's Ace Save Engine: https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/
  14. Basic Options Menu v1.1 By Vlue Introduction Ever had people complain your sound effects were too loud? Or music maybe? If they have, or if they haven't, there's this script now. Provides your players with an options menu to do things like... change the volume of bgm and se and etc... woo. Compatible with Basic Window Resizer, Basic Message SE, and Basic Autosave just so I can have a cooler screenshot of an options menu! Features - It's an option menu. So you can option menuy things. Like change the volume of BGM or SE. Screenshots How to Use Plug and play! Or setup as needed in the script itself. Script Grab it on the pastebin here: http://pastebin.com/LjRsUGeH FAQ Nada Credit and Thanks - By Vlue - Free to use in any project with credit given, commercial or not! Author's Notes I wasn't kidding, Basic Autosave and Basic Message SE were just created to make that screenshot better.
  15. so i have been making a game in rpg maker vx ace lite then i ported it to rpg maker vx ace and i need more tilesets so i went to tilesets in database but im not sure how to get them in the tilesets tabs
  16. Sorry if "programming" is the wrong subforum, I don't really know where else to put it and I think the solution is going to be by editing a script anyway. I have a day and night system in my game and when the time of day changes, a parallax background of the sky, of which is reflected in water, changes. The issue I have is that when loading the game, the parallax takes a split second to load after the game already loads, which looks terrible and ruins immersion. So my question is, is it possible to load a map parallax before the map is fully loaded? Perhaps it would be in Scene_Load, right before the map appears, under "if DataManager.load_game(@index)", it will check if switch "x" is on, and if it is then "parallax x" will be the parallax that is displayed as the map loads. In theory this should be possible since you can set a parallax in the editor itself that loads before the map is shown, right? Thanks for any help
  17. XS - Teleport Version 1.0a Introduction A extensive teleport script fully customized filled with a few useful features. Read more below to find out more! Features The ability to change windowskin and font settings for the windows. Easy to add/delete a teleport id from the list. Simple to change the map id, x and y positions for each teleport id's. The option to enabling or disabling an id if it is already added. (i.e can be useful if you want to temporarily disable a location to be teleported to) Featuring a description window as well as a image of your choice for each teleport id's. A confirm window for the teleport. A animation to be played after the teleport has been complete. Icon support. And more... Upcoming features The option to limit the teleporting to an item of your choice. (i.e you need to have a teleport stone in order to teleport etc) And probably more! Screenshots How to Use To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save. Script Get the script here. Updates Version 1.0a up. Added the support for icons. Credit Do credit me, Nicke, if you are planning on using this script. Thanks. PM if you want to use this in a commercial project.
  18. Aslanemperor

    Progressive Event based skills

    Ok, so far I've figured out how to do almost everything I NEED to have happen in my game. Most of what I want can be done with the basic resources given. The one exception is the main character's special skills. Please let me explain: So, there is a "main arc" of the storyline. That main arc is based on certain choices the main character makes. Every time he chooses the "evil" option, he grows more powerful and gains a new skill. If he chooses the "evil" option every time, he unlocks his ultimate ability and a special character! He also changes the final boss and the ending! The problem is, I want the choice of which skill he gets to be based on the number of times he's taken the evil route, not which decision he's making currently. I'm REALLY hoping there's a script for this. The only other option I can think of is to set up 8 sets of maps with their own custom set of events (which not only would be a pain, it would make the game ridiculously huge!) Just thinking about trying to do things that way gives me a headache! Hopefully this is a script that has been developed already, seeing as I'm sure I'm not the only person to want to set up a system like this! Please help!
  19. I'm looking for a good script for recruiting defeated monsters, or a capture system. No I don't want to use the Crystal Engine as it's 99.9% Pokemon and doesn't fit my needs at all. Can someone help me out here? I want something like Dragon Quest 5's system. I looked at the old HIme's Monster Hunter script but it doesn't work at all, it keeps throwing an error when a monster is captured, plus she abandoned it a long time ago.
  20. Hi! I'm very sorry if this is in the wrong section. I was wondering if anyone had a copy of Yami's Charge Turn Battle Script: https://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/pctb/ Their dropbox link is down, thus it's impossible to get it here. I also can't seem to find it on their github. Does anyone perhaps have a copy that they are willing to share? I would love to use it for my current project. Thank you in advance!
  21. I have areas of my game inside a volcano and, currently, floor damage is only dealt when my character steps on a lava tile once per tile. Is it possible (I'm sure it is) to have floor damage be dealt over and over if the character does not move off the tile? It doesn't make much sense to stand on hot lava and it not continue to damage you :). I suppose this would involve setting up something that deals damage every, say, half a second or something, but I don't know if that would involve scripting, or if there's a nice Common Event workaround. Thanks in advance for any help you can give!
  22. kratoscar2008

    Scripts for my game.

    Hi. Want to make a game and I have a few ideas that dont seem possible with scripts online. 1-Im a fan of certain RPGs like growlanser/Langrisser. In those you have a character creation of sorts which determine your MCs stat growth, classes he will be able to learn, skills and some other stuff. Classes and skills seems posible already but influencing a character's growth seems impossible. So would like an script for that. 2-My game is about the cast joining a guild. I would like a system with equipable skills, the twist being that you only gain skill points by leveling up your guild level, this level also determines what equiment you can buy as well as the skills too. Those would be the main ones. Hope you guys can help.
  23. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  24. Does anybody knows how to check nearest Event ID from this Event(@event_id)? ex) This Event(1) -> Event(2) is nearest distance from event(1) need to know Event(2)'s ID with script down below or another script can run this. I use meawface's script but it is player based so wanna change "player" part to "this_event". but changing "$game_player" to "$game_map.events[@event_id]" doesn't seem to work. and nametag based searching event ID could be more helpful. attached meawface's full script and link below https://forums.rpgmakerweb.com/index.php?threads/enemy-distance-scanner-radar.46115/ ==================================================================== # ■ Meow Face Enemy Distance Scanner #---------------------------------------------------------------------------------------------------------------------- # Return the ID of the nearest Event (from player position) #=================================================================== # How to Use: # [1] Put this script below Material and above Main # [2] Put this name tag on events you want to scan: <enemy> # [3] Use this Script Call to get the closest enemy's id (in Control Variables Script box) # closest # eg. # Control Variables 1 = closest #=================================================================== class Game_Map def distance_from(id) $game_player.distance_x_from($game_map.events[id].x).abs + $game_player.distance_y_from($game_map.events[id].y).abs end def scan_target meowradar = {} @events.values.each do |meow| if meow.enemy? meowscan = distance_from(meow.id) meowtarget = (meow.id).to_s meowradar[meowtarget] = meowscan end end meowradar end def scan_nearest scan_target.min_by{|k,v| v}[0] if !scan_target.empty? end end class Game_Event < Game_Character def enemy? @event.name.include?('<enemy>') end end class Game_Interpreter def nearest_enemy $game_map.scan_nearest end end
  25. Im trying to implement into my game an animated shooting system where the character draws a gun, and shoots an enemy, it will do 3 different animations depending on where's the enemy located, up, right and down. It would go this way the player would push a key to first aim with their weapon and can rotate around to aim, then another key would be firing that gun triggering the firing animation. But as I said Im not sure how to implement this into RPG Maker I already had trouble trying to implement a 64x34 8 directional movement sprite script, and so on. All help is appreciated.
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