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Found 17 results

  1. For some reason, there is no option to make an actor learn a new skill type through events. It's either through weapons, armors, states or by pre-setting the skill type into the character or class. Is there a script call that permanently adds a skill type to an actor?
  2. Tarq

    Script Call Master List

    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  3. Purpose Lets you set some hotkeys per scene to trigger some script calls Video Games using this plugin None so far Parameters Author Notes Prerequisites Terms Of Use Contributors Changelog Download Link Demo Link
  4. Purpose Lets you set new script calls as old ones with some arguments bound Introduction * 1. Sometimes, some script calls always have the same argument values * used again and again, and defining new script calls as calling old * ones with some argument values already defined can be favorable * 2. With this plugin, you can effectively apply partial applications to * script calls without the restrictions of always predefining the * first arguments only Video Games using this plugin None so far Parameters Prerequisites Author Notes Terms Of Use Contributors Changelog Download Link Demo Link
  5. DexJ101

    Self referencing event

    Im looking for the script call for the following commands: Control variable > set > game data > This event's map X Control variable > set > game data > This event's map Y Control variable > set > game data > This event's direction I can do it with the regular event commands but ideally, I need it inside a set move route, hence the request for the script calls. I've looked everywhere I can think to look but I cannot find this particular call. Any help is greatly appreciated
  6. I'm trying to use enemy max hp ($data_enemies[x].mhp) in a script call: but the game crash: there is a way to use it?
  7. So Im trying to do something really simple, however I have no scripting ability whatsoever. I simply need a script that copies the variables of an actor and saves them to a file. Then I need a script that then refers to that file and copies the variables to the currently played actor. The reason I need this is to make it to where a player who was offline can log in to a server that has different variables and switches saved for the actor they are taking over. An event would then reset all of the actors progress reducing level and stats to beginning status, then once the player has logged in the script call would then copy the variables from the file to the character thus bringing offline progress in to the online server. This is the last hurdle I have to jump before the framework for my game is complete and I can just make quests. Any help would be greatly appreciated and credited.
  8. RK5 Debug Console "I was tired of testing stuff in the Editor - Now I can do that on move" Version: 1.2.1 def draw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them. Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly. end def features -=> Use build-in commands! Think of cheats or commands in Minecraft lel (spawn items/gold, noclip and stuff like this) -=> Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=> Check values maintained by variables etc. -=> Everything is up to you! Planned Features: -=> More commands - because why not? end def draw_instructions ● SCRIPT DIFFICULTY: ★★✰✰✰ - ★★★★✰ from build-in commands - to advanced usage ● REQUIRED SCRIPTS! [-] CP Keyboard Input script by Neon Black |> [profile] http://forums.rpgmakerweb.com/index.php?/profile/626-neon-black/ |> [script] http://pastebin.com/raw/rD4rQtKP ● USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=> Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=> Type /help in console to view available commands and such. end def draw_currenty_available_commands end def create_screenshots # Screenshots #Some gifs showing this script in action: @> Testing stuff on fresh project @> 'HOOK' Command! @> Testing commands ~ Uses version under development @> Toying with menu ~ Uses version under development end def terms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. Contact me first. -=> You ARE allowed to edit this script to your needs. -=> You ARE NOT allowed to repost or post modified versions of this script without my permission. -=> You ARE DEFINITELY NOT allowed to claim this script as your own. Just to be clear. ^,^ -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well While I won't kill anybody for breaking these terms of use, it still would be a violation of personal rights, that shouldn't happen. By using this script you accept these terms of use. Not reading them DOES NOT exempt you from liability. end def put_download_link download_link = RK5 Debug Console V.1.2.1 by Rikifive.txt +8 required_script = CP Keyboard Input script v1.0a by Neon Black #CHANGELOG end
  9. Good evening! I have a script I'm creating so that the player can have multiple outfits and change to the correct outfit when they're performing an animated action. For instance, if the player collides with an event that causes them to trip, I want the player's graphic to change to the appropriate "tripping" sprite set for the outfit they currently have equipped, and then play out the tripping animation in a specific way. The script is actually working pretty well so far, except for one little detail. For the "tripping" animation, I want to change the player's sprite so that the sprite is at a specific point in its step animation and to stay there until I command the sprite to be reset. Currently, this is how I have the sprite setup: The leftmost sprite is the player standing vertically. The middle sprite is the player mid-fall. The rightmost sprite is the player horizontally on the floor. I know how to do this within an event. In a move route command, you would select 'script' and write in: @pattern = #insert 0 - 2 here # 0 = right leg out (leftmost sprite) # 1 = resting # 2 = left leg out (rightmost sprite) Which would cause the target to temporarily jump to that sprite in its stepping animation. For some reason, it resets back to the "resting" sprite, but at least it's doing something right. Calling @pattern = 2 in my custom class doesn't do anything, even though calling $game_player.jump(1, 0) forces the player to jump like it's supposed to do. If I can't use a script call to simply do this, I'm thinking I could probably use the script call for 'Set Move Route' and ask it to call @pattern = 2 there. I've been looking up ways to script a move route, but so far they've only left me confused. 😓 Here's my notes on an example: I tried using this, and while the game doesn't crash, nothing happens either. As a test, I tried replacing "45" with "13" (stepping backwards) and had the same result. So it must not be executing at all. I realize I could achieve what I want to do easily via Galv's Move Route Extras (which I do actually have implemented), but just in case I decide to remove that script or use my script for another game, I do not want it depending on someone else's script to work. As a last resort, I may use it anyway. Update: I am now seeing if I can manipulate instance variables from another class. class Game_Character < Game_CharacterBase attr_accessor :step_anime attr_accessor :pattern end Now from my custom class I can call $game_player.step_anime = 2 and $game_player.step_anime = false in an attempt to set the player's sprite and pause their stepping animation once its set. I actually works to a degree! But after the player sprite goes to the last frame it will immediately pop back to the middle frame. I'd still like to learn how to make this work exactly how I want it to, but I can use this as-is if I'm willing to compromise on the time it takes for the player to "get up" (which would be making it shorter so that there's no time for the animation to reset back to the middle frame). Thank you very much for your time.
  10. So I wrote this commen event, which uses script calls to check which kind of weapon type hero1 has equipped on the main slot and depending on which weapon type that is and on the value of a certain variable the hero gains a certain buff and of course these buffs shall get removed if the hero has no weapon equipped or if a different weapon type is equipped. Right now I only have added the buffs for one weapon type, since I am just setting this up, but the part of receiving the buff works fine. The problem is, that if I remove the weapon entirely (changing weapon is no issue), the game crashes and I get the error I set all of this up by finding pieces via google search, so I only semi understand what these script calls are doing.
  11. Like the title said, what event command script i should use to check if a certain actor equipment slot is fixed or not? Thank you in advance.
  12. I'm trying to design all of my game's menus using events and script calls rather than use any of the engine's default menu windows. Saving the game using script calls is easy (it seems), with script call: DataManager.save_game(x), but loading is proving more troublesome. A bit of an overview of what I'm aiming for: 1. The player selects 'load' from an in-game menu. 2. Six boxes representing save slots appear. 3. A separate script call conditional branch checks each slot. For each one that already contains a save file, a 'SAVE FILE' icon appears. For each one that's empty, an 'EMPTY SLOT' icon appears. 4. The player can then navigate a cursor around the six slots and choose one to load from. This movement is tracked with a variable (if the cursor is on slot 1, the variable will = 1, etc). 5. They highlight a filled slot (which contains a save file) and press the 'select' button on their keyboard. 6. Let's say they want to load the file in save slot #5. They highlight the 5th slot, press 'select'. The game then loads the 5th save game data file. In a nutshell: is there any way to use a script call in a conditional branch that checks if a save slot has a save file in it? i.e. something like this: ____________________________________________ Check SAVE SLOT 1: Conditional Branch: script call: "Does Save01.rvdata2 exist?" (this is the scripting element I need help with) THEN: show picture 'slot 1 full' ELSE: show picture 'slot 1 empty' Check SAVE SLOT 2: Conditional Branch: script call: "Does Save02.rvdata2 exist?" THEN: show picture 'slot 2 full' ELSE: show picture 'slot 2 empty' etc. ____________________________________________ Also, is there a way to use a script call in an event to load a specific save file? i.e. Slot 1 contains a save file (Save01.rvdata2 exists), player has highlighted and selected it: ____________________________________________ script call: "Load the saved game file in save slot 1" ____________________________________________ I'm happy to clarify anything here that doesn't make sense, or that I've worded poorly. Thanks in advance for your help folks.
  13. Warden5

    How to do arrays?

    I just got MV today, coming from VXA. I found a list of script calls https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0 but can't quite figure out how to do arrays based off any of that $game_variables[7] = [0, 0, 0] this is what i have in VXA that I'm trying to recreate in MV. Any help is greatly appreciated!
  14. I can't seem to find it anywhere, is this a thing or is it not doable(without scripting)? I have menu disabled and an item to save and quit, just can't figure out the inventory.
  15. AeghtyAteKees

    Call Equipment Screen

    I found an old topic on this, but it was never answered and I didn't wanna necropost. Is there a way to call the equipment screen from an event? Thaaanks.
  16. Ehm... hope it's the right place to ask. So, I got this complex common event used to Unequip the party gear, and then put it on again. I have 6 variables getting the ID of every slot of equipment: Example: Variable 42 Script: $game_actors[2].equips[0].id Then script calls to unequip the equipment (redundant lol) $game_actors[2].change_equip(0, $data_weapons[0]); If the actor has all his slots occupied, everything goes fine. But! When the player has nothing equiped on any slot, and try to unequip it, I get an error: Script 'Game_Interpreter' line 542: NoMethodError occurred. undefined method 'id' for nil:NilClass Any help? Just in case, the script calls used for re-equip the actor is: $game_actors[2].change_equip_by_id(0, $game_variables[42]); ------------------------------------------------------------------------------------ (Also, is there a way to change this script call: $game_actors[2].change_equip_by_id(0, $game_variables[42]); to use a variable to get th id of the actor who is getting the equipment again? Like: $game_actors[$game_variables[6]].change_equip_by_id(0, $game_variables[42]); or something? I've tried the above and didn't work, neither if I replace the [] whit () Greetings!
  17. Suppose your story is at a point where a particular actor must be the leader. There could be any number of reasons why you're forcing the leader to be that actor: maybe your game has a mechanic where the leader can use a specific skill on the map, and different actors have different skills available. Maybe you just want that actor to be a leader. In any case, you want the leader to be a specific actor in the party, so you may need to perform a party formation swap. But how do you do this? There are several ways to accomplish this. First, you could prevent the player from moving forward until they change the party formation, as I show in this video But that might be annoying. Alternatively, you can use script calls. `Game_Party` has a method called `swap_order` which takes two indices. When you call this method, the actors at the specified indices will be swapped. Let's say our party formation looks like this: But because we are currently hunting slime, we would like Yuki the Slime Hunter Samurai to take the lead. We will need to know a few pieces of information What index if Yuki currently at? Basically, we want to know her position in the party Which index will we change it with? The leader. The leader is easy: it's index 0. The less trivial part is to figure out the correct index we want to swap it with. To do this, we will use a method from `Game_Actor` called `index`, which returns the index of that actor in the party. Assuming Yuki is actor 2, the script call looks like this: idx1 = 0 idx2 = $game_actors[2].index $game_party.swap_order(idx1, idx2) Once you make that script call, the party formation will change as you need. What can you do with the swap_order script? Spread the Word If you liked the post and feel that others could benefit from it, consider tweeting it or sharing it on whichever social media channels that you use. You can also follow @HimeWorks on Twitter or like my Facebook page to get the latest updates or suggest topics that you would like to read about. I also create videos showcasing various RPG Maker techniques on my Youtube channel. (original posted at HimeWorks)
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