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Found 1,538 results

  1. Are there any scripts or ways in general to make a custom vehicle -- think a car or a motorbike -- that can drive over certain impassible tiles (like rough potholes and ditches that the player normally cannot walk over)? I don't know how to write a script from scratch but I have an idea of how it would be done. When player has $game_switches[x] on, tiles covered with a specific region ID will be passable. Something like that should work in theory, I think...
  2. Can a conditional branch (with the use of script) recognize which party member is selecting their actions in battle? I want a conditional branch to run from a parallel process common event when the 2nd actor in line on the world map is choosing what move to make in battle. When it's the turn of the actor who chooses their actions second in battle, an event will run that applies a state to party member 2 as soon it's his turn. Here is the event processing: Basically, the order of your party's formation in battle applies a bonus state depending if they are 2nd, 3rd, or 4th to pick their actions. Each state applied still stays in effect after battle btw, and they're cleared at the start of a new battle (done via the call of another common event). With this system, it gives players a reason to change the party's formation. What would be the method for making a conditional branch like this?
  3. 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
  4. I am needing help on how to do some things, or get a script recommendation that can achieve my desired effects. Essentially I am just wanting to be able to Recruit Enemies into Party. I've searched the web and haven't had luck in finding the proper help, but I know this is somewhat a commonly asked thing. How I want it to work is, when only 1 enemy left alive and is >=25%HP, that you can use "Recruit", and success rate of if the enemy joins or not is based on variables per enemy. Any help with this is much appreciated. Thus far I've only had minor success in accomplishing this, but so far still not at all as I'm intending it to be. Also couple other things I'm trying to figure out at the moment, Is there a way I can restrict max party to 3? And any thing that is or is similar to when you get newly acquired party members, they go to "town" (if your party is currently full), and only at "town" you can manage who is in your active party? (as an example of type of system I mean, something basically similar to Pokemon, how when you have 6 mons already, a newly caught mon goes to the PC) Thanks much for any advice and help.
  5. Essentially I'd like to make it so that if an autotile has a certain terrain tag, it will behave like a "star" tile, aka you can walk behind/under it. This will be useful for buildings, and it won't force me to have to make separate B-E tiles and take up precious tile space; instead I'll be able to just use the building autotiles I have created. I already have a solution for making the bottom of the building impassible.
  6. PhoenixSoul

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  7. I know it's a long shot, but since most people who worked with VX regular and Ace making scripts are no longer active I'm seeing if anyone that's still active could help me convert a script. It was made in VX but I'm wanting to see if someone can remake it for Ace possibly. i'd pay a little bit of cash for the help if needed.
  8. Tyseus

    On Kill effect with state X

    Hi y'all. I basically want my actor to have a specific state as a passive, which is done. I, however, want said state to grant a free buff(or to add another state, in my case) when the actor defeats an enemy. How's it done?
  9. Tsukihime

    Gab Manager

    Gab Manager -Tsukihime The original gab window script says this So I added a gab window to every scene. Download Script: http://db.tt/EM8xWrro Required: Gab Window Usage Show a gab window by calling SceneManager.show_gab(args) Instructions for what the gabs are can be found in the gab window script. You can choose where to position the gab window by super'ing the `create_gab_window` method in your own scene classes and setting the x and y values. Example With the Gab Manager is it very easy to add extra gabs everywhere. Of course, you need to fine-tune the window and gab and overall looks, but you probably would be doing that anyways. This piece of code accomplishes the above: class Scene_Shop < Scene_MenuBase def create_gab_window super @gab_window.x = 150 @gab_window.y = -10 end alias :scene_gabs_do_buy :do_buy def do_buy(number) text = sprintf("Purchased %d %s for %d %s!", number, @item.name, buying_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_buy(number) end alias :scene_gabs_do_sell :do_sell def do_sell(number) text = sprintf("Sold %d %s for %d %s!", number, @item.name, selling_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_sell(number) end end
  10. Actor creation system Author: Tsukihime Overview This script provides basic functionality for creating new actors during the game. Features Add or update an existing actor Create completely new actors Choose your own actor face, character sprite, and class Choose how to distribute bonus stats Choose a name for your new actor Easily customize your face/classes/character sprite choices Lock or unlock classes from being selected Usage Actor creation is accessed via script call SceneManager.call(Scene_ActorCreate) If you want to modify an existing actor, you must prepare the scene with an extra call SceneManager.scene.prepare(actor_id, class_fixed?, face_fixed?, char_fixed?) The actor ID must be one of the actors that are currently in the game. The rest of the arguments are for locking fields from editing. So for example if you want to prevent the user from changing class, face, and character sprite, you would say SceneManager.scene.prepare(actor_id, true, true, true) You can lock or unlock classes with the following script calls $game_system.lock_class(n) $game_system.unlock_class(n) Where n is the class ID. In the actor information screen, you can specify details about your new actor, distribute bonus stats, and choose a name. At the top of the script there is some configuration. In particular, if you want to add more faces and character sprites, you just have to add the filenames to the lists. Note that I'm assuming you're using Ace's 4x2 sprite sheets. You can also specify how much bonus stats actors start with. Downloads Script: http://db.tt/PcZ84zgR Required: Custom Database Notes If anyone can draw a better scene that would be great. I'm planning to add some more options like selecting some extra starting features for your new actor.
  11. 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?
  12. Theo - Interact Hover Notification Version : 1.1 Type : Graphics addons Original Post : Theolized RGSS3 Introduction : This script simply displays interact notification text over event Features : Set interact notif for each event Only triggered if event in front of player, has action button as trigger, and it isn't blank or erased Screenshots : Scripts : Grab on Github Terms of Use : Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.
  13. Feature: Attack Animation -Tsukihime This script allows you to change your "attack" animation. For example, when a state is applied, you might want to show a different animation to reflect the effects of the state. Download Script: http://db.tt/BZmMolI9 Required: Feature Manager Usage Tag database objects with <ft: atk_anim x> For some animation ID x
  14. So, here's the skivvy. I have set up a certain table of global codes to be used, and in some areas, the codes render the text just fine. However, in only this particular scene, where I'd like to have the text and/or icons show up properly, they instead show garbage. I'd like to know how to fix this, and I'm on a deadline so this is info I need ASAP. I'll be tagging people specifically so that this is seen sooner rather than later. I don't know where to get the global codes script (I have an archive of scripts and that's where I got it from), and Yanfly's wordpress should still be around. Tagged for fast visibility are... @Rikifive @Kayzee @Seriel
  15. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  16. Is there any way to make the speed for scrolling backgrounds go slower? 1 is the lowest you can go (0 just stops scrolling) but even 1 is too fast for what I'd like. I don't know where the speed calculations are in this script (if they're there at all) but I would assume they can be changed. I'd appreciate any help if true #============================================================================== # +++ MOG - Title Multibackground - [Stand Alone Series] (V1.2) +++ #============================================================================== # By Moghunter # https://atelierrgss.wordpress.com/ #============================================================================== # Adiciona múltiplas camadas animadas na tela de titulo. #============================================================================== #============================================================================= # v1.2 - Correção no efeito WAVE. #============================================================================= module MOG_TITLE_BACKGROUND BACKGROUND_EFFECT = [] #============================================================================= # # BACKGROUND_EFFECT[ A ] = [B , C , D, E ,F] # # A - LAYER ID # B - EFFECT (0 - Scrolling 1 - Waving) # C - SPEED X / Wave Power # D - SPEED Y / Wave Speed # E - Z-axis # F - FILE NAME # # # EX # # BACKGROUND_EFFECT[0] = [0,4,1,0,"Background_0"] # BACKGROUND_EFFECT[1] = [1,5,100,10,"Background_1"] # BACKGROUND_EFFECT[2] = [0,20,40,1,"Background_2"] # BACKGROUND_EFFECT[3] = [1,10,0,5,"Background_3"] # BACKGROUND_EFFECT[4] = [1,5,20,3,"Background_4"] # BACKGROUND_EFFECT[5] = [0,0,10,20,"Background_5"] # ... BACKGROUND_EFFECT[99] = [1,50,20,32,,"Background_99"] # #============================================================================= BACKGROUND_EFFECT[0] = [0,1,1,1,"Background"] #(the second and third numbers in the array are the scroll speeds) end $imported = {} if $imported.nil? $imported[:mog_title_multibackground] = true #============================================================================== # ■ Scene Tittle #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● Dispose Background #-------------------------------------------------------------------------- alias mog_t_background_dispose_background dispose_background def dispose_background mog_t_background_dispose_background @sprite_ex_sprite.each {|sprite| next if sprite == nil ; sprite.bitmap.dispose ; sprite.dispose} end #-------------------------------------------------------------------------- # ● Create Background #-------------------------------------------------------------------------- def create_background @bb_data = [MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[0],MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[1]] @bb_data[0] = [0,0,0,0] if @bb_data[0] == nil ; @bb_data[1] = [0,0,0,1] if @bb_data[1] == nil if @bb_data[0][0] == 0 @sprite1 = Plane.new ; @sprite1.bitmap = bb_bitmap(0,@bb_data[0]) else @sprite1 = Sprite.new ; prepare_wave_effect(@sprite1,0,@bb_data[0]) end @sprite1.z = @bb_data[0][3] if @bb_data[1][0] == 0 @sprite2 = Plane.new ; @sprite2.bitmap = bb_bitmap(1,@bb_data[1]) else @sprite2 = Sprite.new ; prepare_wave_effect(@sprite2,1,@bb_data[1]) end @sprite2.z = @bb_data[1][3] @sprite_ex_sprite = [] for i in 0...100 ; @bb_data.push(MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[i + 2]) ; end @bb_data.each_with_index do |data, i| next if (data == nil or i < 2) if data[0] == 0 @sprite_ex_sprite[i] = Plane.new ; @sprite_ex_sprite[i].bitmap = bb_bitmap(i,data) else @sprite_ex_sprite[i] = Sprite.new ; prepare_wave_effect(@sprite_ex_sprite[i],i,data) end @sprite_ex_sprite[i].z = data[3] end end #-------------------------------------------------------------------------- # ● Prepare Wave Effect #-------------------------------------------------------------------------- def prepare_wave_effect(sprite,index,data) range = (@bb_data[index][1] + 1) * 5 ; range = 500 if range > 500 sprite.bitmap = Bitmap.new(Graphics.width + (range * 2),Graphics.height) sprite.bitmap.stretch_blt(sprite.bitmap.rect, bb_bitmap(index,data), bb_bitmap(index,data).rect) center_sprite(sprite) wave_effect_s(sprite,@bb_data[index]) end #-------------------------------------------------------------------------- # ● BB Bitmap #-------------------------------------------------------------------------- def bb_bitmap(index,data) return Cache.title1(data[4].to_s) end #-------------------------------------------------------------------------- # ● Wave Effect S #-------------------------------------------------------------------------- def wave_effect_s(sprite,data) sprite.wave_amp = 1 + data[1] ; sprite.wave_speed = 100 + 100 * data[2] sprite.wave_length = sprite.bitmap.width ; sprite.x -= sprite.wave_amp / 2 end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_t_background_update update def update mog_t_background_update scroll_bb(@sprite1,@bb_data[0]) ; scroll_bb(@sprite2,@bb_data[1]) @bb_data.each_with_index do |data, i| ; next if (data == nil or i < 2) scroll_bb(@sprite_ex_sprite[i],data) ; end end #-------------------------------------------------------------------------- # ● Scroll BB #-------------------------------------------------------------------------- def scroll_bb(sprite,data) if data[0] == 0 ; sprite.ox += data[1] ; sprite.oy += data[2] else ; sprite.update ; end end end end EDIT: Yeah they definitely don't have an easy way to modify the speed. The "Scroll BB" at the bottom is the equation for the scrolling and the speed seems to be interpreted by the VX Ace engine.
  17. How to Make an Animated Title Screen Scripting Tutorial Tutorial Made by: Soulpour777 Graphics: Moghunter's Master Demo Q: I wanted to make my own simple animated title screen, but I don't have the knowledge to do so. I want to make my own way of making a Title Screen just like Moghunter's scripts, can you teach me? This is basically the goal of this tutorial. Today, we're going to make our own Animated Title Screen! Awesome, right? Yayy! Before we start, we will need the following materials! Remember that I may add new materials as we go on to the tutorial. Save them under your Titles1 folder. That is where we will all be putting our graphics in. Now that we have the necessary graphics needed, let's jump right into the scripting. Open your RPG Maker VX Ace and start a new project. I recommend making this in a fresh project so it won't cause any disruption on your project. Just to be safe Now, once you created a new project, press F11 to go the Script Section. You can also click the Script Section Icon on your Ace's tool ribbon. Go to the Materials part on your script and create a new section below. This is where we are going to start our scripting. The things we need to do on our Title Screen are the following: Use our Game_Title as the title instead of the Default Game Title Make our background Make some images move To begin with, start with this on your script: What we did here was to create a class called Scene_Title inheriting its functions from Scene_Base. Instead of rewriting Scene_Title's method start, we created an alias. What is an alias? Alias simply means a new name for our method. We need to call the alias on that method as well, it is called Calling the Original Method. If you are wondering why there is a : sign on the alias, that is because : signed things are considered methods. You can also alias it this way if you want: alias soul_animated_titlescreen_simple start Does the alias need to be like that? Can't we make our own alias? No. It is not necessary. You can alias it with any name you want. If you are wondering what create_grass_fog and create_trees are, that is what we will define next. We need to overwrite our create_background from the original Scene_Title, so do this: This time, we changed the original things inside the create_background method. We created a new Plane object and made a bitmap whose name is the "Background" which we just had saved awhile ago. Now, let me explain a few things here (also from the help file to be more accurate of what they actually mean): Planes Planes are special sprites that tile bitmap patterns across the entire screen and are used to display parallax backgrounds and so on. Bitmap The bitmap class. It represents images. Now that we got those done, when we created our instance variable named background, which is a plane and holds a bitmap named "Background" from our game folder Titles1, we set up its z attribute. What does the z do? z The plane's z-coordinate. The larger the value, the closer to the player the plane will be displayed. If multiple objects share the same z-coordinate, the more recently created object will be displayed closest to the player. Basically what it means is the higher the value of the z, the closer the plane would be displayed. Treat it like a layer in Photoshop. For example, if you created a new layer from Layer 1, Layer 2 is displayed before Layer 1. Now, we need to do that for the Fog0 and Fog1 too, so on your script, add this: So on this part, we defined our create_grass_fog and create_trees that we just called on our start method. This is the interesting part. Well first off, as you noticed, we inherited methods from Scene_Base, right? That means everything from the Scene_Base also works in Scene_Title. We need to borrow the update_basic method from Scene_Base and call it on Scene_Title. If you search your Scene_Base, you can see there the update_basic method. So, on our script, we need to make something like this: Oops! Let's explain what happened here. We retained the Graphics.update, Input.update and update_all_methods from update_basic. That is because they are important on making the Scene_Title work. Now, what does @grass_fog.ox += 3 and @trees.ox += 1 mean? What is ox? ox The x-coordinate of the plane's starting point. Change this value to scroll the plane. Q: I advance read the Sprite Class and it says it also has ox. Can't we just use sprites instead? A: Good question, isn't it? Well the reason for that is because the Sprite won't replicate itself or rather does not work like a Parallax. When you use Planes, it works like a parallax and repeats itself, unlike sprites, they don't when they scroll. So what we did here is: we made the Fog0 scroll horizontally by 3 and the trees by 1. We created it in update_basic because it works every frame. Moving on, we need to draw our Game's Title, so we need to overwrite the draw_game_title. On your script, do this: And lastly, we need to dispose every image that we made here. So, on your script, do this: Let me explain what we did here on the dispose method. dispose Frees the plane. If the plane has already been freed, does nothing. We freed the bitmap first and freed the object. So we disposed the image and disposed the Plane object we just created. It works the same if you created a Plane or a Sprite. The bitmap we just disposed there is the bitmap object we used on the plane. Since we did not overwrite the dispose_background method, we need to do this on our script: What we did there is just removing the things its doing on dispose_background. You can also put the things on dispose_all_used_graphics on dispose_background if you like. That's basically it! This should be the final product of your code: Go ahead and test it! Q: Can we add more images and create more animations into it like scrolling upwards too? A: Definitely yes! Make sure to create them in a method, call them from the start method. Make sure they're instance variables too! Also, don't forget to dispose them Organize your Plane's z well too. Q: If its possible to do an upward motion for the plane, how would I do that? oy The y-coordinate of the plane's starting point. Change this value to scroll the plane. You can do something like this: @image_i_like_to_scroll.oy += value where value is the number of scroll speed you want to deal with the image. Add that in update_basic. That's all folks! I added a DEMO of this tutorial as well, so you can get to see it in action!
  18. Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
  19. Hello, I was wondering if it's possible to display a character's full boddy image (not portrait) in the Staus screen. Like having all the info like name, equipment and stuff to the left and an image of the character in the right. I edited Window_Status to move the text to the left but then realised that I haven't the slightest idea of how to add an image for each character and each class that the character might have. So even if I figured out how to add an image I wouldn't know how to make it character or class specific. I'm also using this Dragon Quest menu script, not sure of it's relevant. I maded a little mock up of what I want.
  20. Advanced quest system This is a script for creating quests, that aims to be parameterizable and flexible. Thanks to Zangther, Hiino and Altor for their help. Licensing Free for any use, commercial or otherwise. Ideally, please credit the author, me (Nuki). Installing This script requires installing the CustomDatabase to work. Copy the script in your editor on top of Main, in the Materials category. You can assign it to a reserved spot, and name it however you want. I personally chose the name QuestSystem (creative! ). I advise you to prepare a script page below this one that will be used to insert the quests (I named it QuestList). Creating a quest As said in the Installing chapter, it is recommended to create an empty page under the main script, for adding quests. When I talk about creating quests, I will assume that you use this quests page. Syntax for quest creation In order to create a quest, you simply need to add this in the quests page: Quest.create( :id => QUEST_NUMBER, :name => "Quest name", :desc => "Quest description" ) This is the minimal syntax needed to create a quest. However, there exist a lot of additional parameters. Complementary parameters Additional parameters allow to specialize a quest in order to define its rewards, trigger conditions, or the quest's cost (since we will later see that quests can be bought). All parameters must be separated by a comma. :gold It is possible to change the amount of Gold the quest gives you once accomplished. For that, just add the option :gold => AMOUNT_OF_GOLD_EARNED :exp A quest can also earn the team experience once finished thanks to the option :exp => AMOUNT_OF_EXPERIENCE_EARNED Example of a quest giving out experience and gold Quest.create( :id => 1, :name => "Meet Pierre", :desc => "Go talk to Pierre, north of the Village", :gold => 200, :exp => 120 ) :items As with gold and experience it is possible to parameterize a list of items the team will receive when completing the quest: :items => [List of item IDs separated by commas] :weapons As with items it is possible to parameterize a list of weapons the team will receive when completing the quest: :weapons => [List of weapon IDs separated by commas] :armors As with weapons it is possible to parameterize a list of armors the team will receive when completing the quest: :armors => [List of armor IDs separated by commas] Example of a quest giving out experience, gold, and items Quest.create( :id => 1, :name => "Meet Pierre", :desc => "Go talk to Pierre, north of the Village", :gold => 200, :exp => 120, :items => [1,1,2], :weapons => [2], :armors => [3] ) Here is a quest that gives, when completed, 200 Gold, 120 experience points to the whole team, 2 of the item of ID 1, one of the item of ID 2, the weapon of ID 2, and the armor of ID 3. :label Usually, quests are referenced by their id. We will see later how to sart quests, or check if a quest is finished, with their ID. However, IDs being numbers, you can assign a label to them, which is a little word helping to differentiate them. Labels are very useful when you have a large collection of quests to handle. Labels are added like this: :label => :label_nameThe default label for a quest is :quest_ followed by its ID, e.g. :quest_1. :cost The cost of a quest will intervene when we tackle the subject of quest shops. For a quest to be available in a shop, it must have a cost, which is how much the player will have to pay to start the quest. Cost can be set with :cost => QUEST_COST If a quest doesn't have a cost, it will not be displayable in shops even if it is contained in its stock. :repeatable By default, a quest that was already started (finished or not, as long as it is displayed in the quest log) cannot be started again. On the other hand, a repeatable quest, upon completion, will be removed from the quest log and will be available again. This option is set like this: :repeatable => true (Or false. However, it is useless to add the option if its value is supposed to be false anyway). :need_confirmation This attribute is a bit peculiar. In fact, it separates the notions of completing a quest and validating it. For example, if a quest is bought in a shop: once finished, the player will automatically receive the rewards. If it must be validated (via the option: :need_confirmation => true ), the player will have to go back to a shop (that can sell this quest) to validate it. It is also possible to manually validate a quest (via a script call, which we will talk about later). Adding a need for confirmation to a quest forces the player to return to the start point of the quest to earn his rewards. In the quest log menu, completed and validated quests are distinguished from each other. Internal conditions Internal conditions are elements that make creating a game easier. Indeed, the example I usually give is the following quest, "kill 3 slimes". The problem is that the quest's success condition is extremely hard to code. We will see that it is possible to automatize the success (or the failure) of a quest in some contexts. :success_trigger The option :success_trigger => condition_for_a_successful_quest allows to define a success condition for a quest. We will see how to design trigger conditions a tad later. :fail_trigger The option :fail_trigger => condition_for_a_failed_quest allows to define a failure condition for a quest. Creating a condition var_check(id, value) This primitive allows to check the value of a variable. For example, the primitive var_check(5, 10) will be considered valid if the variable 5 is equal to 10. It is also possible to specify an operator as a third argument: var_check(5, 10)checks if the variable 5 is equal to 10 var_check(5, 10, :>)checks if the variable 5 is strictly greater than 10 var_check(5, 10, :<) checks if the variable 5 is strictly less than 10 var_check(5, 10, :>=) checks if the variable 5 is greater than or equal to 10 var_check(5, 10, :<=) checks if the variable 5 is less than or equal to 10 var_check(5, 10, :!=) checks if the variable 5 is different from 10 switch_check(id, :activated | :deactivated) This primitive allows to check if a switch is activated or not. switch_check(2, :activated)checks if the switch 2 is activated. switch_check(2, :deactivated) checks if the switch 2 is deactivated. Item possession conditions has_item(id, total) checks if the player possesses at least a certain amount (defined by total) of the item defined by id has_weapon(id, total) checks if the player possesses at least a certain amount (defined by total) of the weapon defined by id has_armor(id, total)checks if the player possesses at least a certain amount (defined by total) of the armor defined by id monster_killed(id, total) This primitive forces the player to kill a certain amount (defined by total) of the monster defined by id. Boolean operators between primitives With the previous primitives, it is not possible to represent as a condition, say, the murder of 5 slimes AND the obtention of the weapon 1. In the same way, it is not possible to represent the disjonction "kill 5 slimes OR obtain 5 slime skins". That is why this script is able to link different primitives with each others through logical connectives, that is, & to represent AND, and | to represent OU. For example, let's imagine a quest that is accomplished by killing 5 monsters of ID 1 and by obtaining the weapon of ID 1: :success_trigger => monster_killed(1, 5) & has_weapon(1, 1). We could also think of a quest that is completed when the variable 10 is greater than 7 and the switch 10 is activated, or when the team has obtained three weapons of ID 10: :success_trigger => (var_check(10, 7, :>) & switch_check(10, :activated)) | has_weapon(10, 13). It is possible to compose really refined patterns in order to not have to code, with events, every possible branch of a quest. However, it is still possible to manually complete the quests. Examples of quests with automatic success triggers Quest.create( :id => 2, :name => "The slime and the potion", :desc => "Kill two slimes and find a potion", :gold => 100, :exp => 100, :success_trigger => monster_killed(1, 2) & has_item(1, 1) ) This quest will be completed once the player kills two slimes and possesses a potion. There is no need to implement the test, and rewards will be automatically attributed. Another example would be: Quest.create( :id => 2, :name => "The slime and the potion", :desc => "Kill two slimes and find a potion", :gold => 100, :exp => 100, :success_trigger => monster_killed(1, 2) & has_item(1, 1), :fail_trigger => switch_check(3, :activated) ) This one would fail if the switch number 3 is activated. Quest availability conditions It is also possible to set up a condition to trigger the availability (in shops or elsewhere) of quests. For this section, it is best to have some knowledge in Ruby, or to use the Event Extender in order to gain easier access to some functionalities. Here is the option: :verify => check{starting condition}. For example, for a quest to be available only if the level of the first hero is greater than 3: :verify => check{$game_actors[1].level > 3}. (The operators && and || can be used too, obviously). Triggering an action upon finishing a quest Once a quest is finished (and validated if needed), it is possible to launch an action, via the option: :end_action => action{List of actions to execute at the end of the quest} (The action is launched after the end of the quest, so it is possible to know if the quest was finished or not in the actions). Using script calls In this section, all the id arguments can be replaced with quest labels. Quest.start(id)Starts the quest referenced by id (even if the availability condition isn't respected) Quest.finished?(id) Returns true si the quest is finished, false otherwise Quest.succeeded?(id) Returns true si the quest was successful, false otherwise Quest.failed?(id) Returns true si the quest was a failure, false otherwise Quest.ongoing?(id) Returns true si the quest is ongoing, false otherwise Quest.finish(id) Finishes the quest successfully Quest.fail(id)Finishes the quest with failure Quest.need_confirmation?(id) Returns true si the quest asks for a validation, false otherwise Quest.confirm(id)Validates a quest, gives the rewards Quest.launchable?(id)Returns true si the quest's availability condition is respected, false otherwise SceneManager.questShop([list_of_quests_to_be_selled]) Sets up a quest shop, with the list of quests passed as argument as stock. Configuring the script At the beginning of the script, there is a configuration module that allows to change the script's vocabulary and access to the quest log in the menu. Quest log and shops The script has a quest log, based on the items menu (following its visual structure), resembling the native shop systems. I still encourage you to make your own shop/log script, in order to have something more original. This captures are in french, but in this script, this is translate Have fun!
  21. Okay...where do I start...I installed Khas Ultra Lighting and Gambit Save Game Screenshot ( Which required Yanfly Engine Ace - Ace Save Engine, Map Screenshot by Tsukihime ). It was going smoothly at first... but when I saved, the screenshot doesn't show the lighting. What should I do? Please help!
  22. Buonasera, miei simili! Recently, I thought it would be cool if I could have a way to better explain my skills in game. The best solution, ofc, would be to edit the way the Skill Scene, accessible from the menu, looks. The closest I came to the way I'd like to see it is through Dekita's Skill Scene: this script does almost exactly what I thought to do. However, there's one thing that bugs me heavily about it: it's pretty much plug n' play, and there's very little customization given to the maker. In fact, the way this script works is completely automatic: it automatically takes the element used, automatically gives and writes the percentages of add and removal of states, automatically tells you even information you DON'T WANT to reveal (like a skill that gives you a placeholder state that does nothing, only for the sake of it not saying it's missing, despite it not missing). Basically, I'd like to know what a solution would be to have a more customizable Skill Scene, to have the player get all the information needed from the skill, since 2 strings of text is really not enough to tell the player what a skill does.
  23. ChrisClark13

    JPS Pathfinding

    Script Name JPS Pathfinding v 1.3 Script Link http://pastebin.com/raw.php?i=rdxSMW5m Credits By ChrisClark13 Based off of the Pathfinding script by Jet10985 & Venima Terms of Use Don't post this under your own name and credit me and the others if used. Introduction This script allows Events and the Player to use JPS Pathfinding (an extra fast optimization of regular A* Pathfinding) to avoid obstacles while going to a specified point on the map (or within a certain distance if the dist parameter is used). Features: • Uses speedy JPS Pathfinding, which is faster than A* by several times in most cases. • Only recalculates path when it absolutely has to based on if the path is blocked or not (configurable how far down the path it checks). • The find_path command can be seamlessly inserted into MoveRoutes and Event pages. • Includes a command (setup_patrol_routes) that will set up a basic patrol route given a list of coordinates inside of a Move Route. • Can be set up to call bits of code (see Proc objects in the Standard Library/callbacks) when the path either succeeds or fails. Also when a step is taken along the path or when the path gets blocked. * Has an option to instead path to the closest spot possible To install just put the script under Materials and above Main. Copied from the script's How to section: Compatibility Issues Likely to conflict with other pathfinding scripts and will not work properly with Pixel/Free Movement scripts or other scripts that alter movement. Will likely ignore diagonal movement scripts. Possible Upcoming Features Proc for when it has to start a new path or recalculates a path, if requested. FAQ None so far. Changelog
  24. N.A.S.T.Y. Animated Main Menu Nelderson's Awesome Scripts To You I wanted to make something like this for VX, but I guess I got to Ace first..... This will make the main menu animated as you go into it.....I plan on implementing a bunch of features, at a later time. I just figured to release it, and see what you think. As always, ask me any question, or suggest something in this thread! EDIT: Updated script for transitions upon leaving the main menu.
  25. Hi guys, i'm new to the community. sorry if my english is not good, it's not my native language. I need help with a script i've been looking for a long time, it's basically a script that moves the battler 2 pixels up and 2 pixels down and loop that, but not when he attacks, and if he is defeated, just go down. I know it's weird to ask for something like this, but it will work perfectly for my battle system It has been so difficult to find a simple script like this, and sorry guys for bothering you with this Hope to get a answer soon!
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