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Found 68 results

  1. Since some people wanted it, here is a list of links to most of the scripts I have scattered around the site I don't think I have actually released that much of note, but hopefuly some people might be interested! Important scripts - These are the scripts I think every project can probably benefit from: Word Wrapping Script - Makes stuff in message boxes and item descriptions (and anything else that uses draw_text_ex) automatically start a new line if the line is too long to fit. Cache Back - Improves the RPG Maker VX Ace cache system so that games should run faster and use less memory. Note Field Hash - The script I use to load note tags for most of the scripts I make that need it. Other finished scripts - Scripts with complete documentation and usable features that I think are suitable for release: NEW! - Crossfade script - Script to change the fades to use fancy crossades like battle transitions do. Unfinished, undocumented, and/or scrap scripts - These are mostly experimental ones I haven't gotten around to formally finishing: Simple Database - A fixed up version of my old NPC Database script. Alternitive Antilag - A possibly more compatible variant of Theo's new antilag script that also may be faster in maps with few events. Doesn't include the optimization for large numbers of events yet though. Frame Buffer Battle Swirl - An effect when entering battle sort of like the whoosh found in Final Fantasy 7 and other psx era RPGs. (Undocumented, but should just work without any fiddling, may update and formally release soon.) Free Party Turn Order - Changes battles so party members can act in any order. (Unfinished and undocumented, may be buggy.) Accent Generator - An attempt to do something like Chrono Cross's where each party member can say a piece of generic dialogue differently (Undocumented, some of the functions are kinda obscure) Icon Event - Short script to make an event look like an icon. (Undocumented, uses the note field hash script with the :icon_index key.) Custom Item Menu Scripts - Some scripts to change how item menus work, requires some other scripts. (Unfinished, undocumented) Final Fantasy 2/SaGa Series Inspired Stat Leveling System - A experimental stat leveling system that tallys stats when they are used and randomly levels them up individually after battle. Script demos/collections - Tech demos and/or base games for more complex collections of interconnected scripts: Super Dungeon Demo - Everything related to my modification of Saba Kan's Random Dungeon Generator. Adds a lot of new features and rewrites a lot of the old ones. Also includes my modifications and add-ons to Khas Awesome Light Effects, my old Event Battler script (which was released independently but seems to have vanished from the site for some reason), my autotile update script (which I wrote for this) and lots of other stuff, most of which isn't really that useful on it's own. Lots of documentation available here. Super Skill System - Based mostly around extensions and modifications to the Graphnode Install script and my own custom skill system to create a modular system to add extra effects to skills. No documentation yet. Feel free to play around with these and use my code if you think you can do something interesting with it! I like to fiddle around with other people's scripts too so it's only fair.
  2. Valjean83

    Stack Level too Deep?

    Hey all. Was wondering if anyone could give me some help on this. On a recommendation I downloaded Mithran's Graphical Object Global Reference script. My game was suffering from rampant disposed window errors and I was told this could help. However, once I paste it into my scripts and then start the game, I receive the error message: SystemStackError occured Stack level is too deep i was reading the reasons why this might occur, but I don't have this script anywhere else. Also, it appears the same in my script as it does as where it came from. Does anyone know why this is happening? http://pastebin.com/DvuinNFU
  3. Here is a sorta weird demo of a skill system I have been working on for a while. It's based on a modified version of this script with lotsa extra features. skilldemo.zip It's main extra fetures are the ability to attach skills to other skills, restrict stuff so you can only attach some skills to perticular skills or skill types, some extra animation stuff, and my own custom skills system that lets you have multible copies of skills, each with there own name and configurations of add on skills. It's kinda complex and the menu may not be as easy to use as it should be. I do think it's pretty neat though. It's probobly gonna have a ton of little niggly details and strangeness I need to iron out. I think for the most part, if you know how to use the grathnode install script, it's more or less the same except you can make skills grathnodes... but there are so many little details to talk about... I may write more documentation later. Some more info: Edit: Made it so it didn't check the grathnode's/metaskill's occasion anymore, so you could have items and skills that are set to never and still work as grathnodes/metaskills. Also merged the "Grathnode Tweaks" and "Metaskills Apply" scripts since they overlap a lot, and made my weird minimum tp cost thing it's own script so it could be tweaked or deleted. Edit 2: Custom skills now cost MP/TP properly now.
  4. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  5. Hey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
  6. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
  7. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  8. I decided to release a small demo/base/thing for my modifications of Saba Kan's random dungeon scripts. Attached here is a very striped down demo, but hopefully some people will find it useful as a base or something. dungeondemo.zip Included are seven different maps that hopefully show off some examples of different types of levels. Look in the map properties notes for some of the different options. There is only one type of enemy and a dummy chest item for examples in each map for now, and some maps have traps. There are things I wrote that I didn't include here like dungeon enemy level scaling and randomly choosing items for the chest just to simplify stuff. (Made some basic documentation here.) Edit: Updated to make traps work right, and added the blank tileset for dummy map. Edit 2: Few more bugs due to left over code fixed. Edit 3: Added code to randomize rect devision more, and to subdevide blocks more. Updated the sample dungeons to reflect this (mostly Dark Place, it's insanly cramped and maze like now). Also traps shouldn't spawn on top of other traps anymore, and the entity placement may be faster. Edit 4: Fixed a big bug related to room lights not being disposed and makeing games not save right. Edit 5: Added code to make paths across map edges for wraping maps. Edit 6: Small fix for using this with the new version of my Cache Back script. Edit 7: Fixed shops and added the missing script to fix the debug shop work.
  9. jamesdomus1861

    Item Carry Weight

    Hi, can someone direct me to a good Weight system that doesn't clash with other scripts? I've read that some will not work well if you use other scripts. I main use Victor Sant scripts, but I am also looking into using others, so I need a Carry/Weight script that doesn't clash. Thanks, James
  10. Does anybody know a script that does that?
  11. Hello, I've noticed that every time an enemy that has a sprite (like <sprite: char.png, 0>) dies by counter the game crashes and it shows this error.. any idea on how to fix it?
  12. So I was making a game when I just discovered that my conditional branch with requirement of specific Actor name is not working correctly. here is my event: Code Translation: Change actor name for actor: (unnamed), amount of signs: 6 If Actor [unnamed] name is 'A'{ } Else { Message: OK } End The problem is that its doing else function even whet I type correct name I tried to use scripts but its still the same Maybe someone knows what's wrong with it or have a script that fixes this also thanks for any help
  13. Demo Explanation: In demo there Normal and Demo mode, only save files from Normal mode can carry over to full game. Demo mode: You can chose to start with 99 level or with lot's of money, or both of them. Normal mode: you start at level 1 with nothing but your save data can be used for full game. In previous demo there a bug where this option didn't appear and auto lead to begin with 99 with all, but it has been fixed. Over-used save file: Saved data from Demo (You start with 99 level/lot's of Money) can't be used for full game else you will have an error message. I try to use Demo Mode save file in full game that I still working on and... That happens... If you got any question feel free to ask.
  14. Hello, Right now I try to make a condition branch for variable in a script, but I can't get it to work. The picture show what I have right now. When I start the game, I get "NoMethodError occured. undefined method `[]' for nil:NilClass" Can somebody help? Thanks in advance
  15. Hello folks. This forum is pretty quiet, so I hope my RMXP question doesn't go unnoticed I'm using the classic Mog Menu script for RMXP, and with much blind tweaking everything is working perfectly, with two exceptions: 1. I can't figure out how to make my menu text fade in, or already be there after the default transition, rather than slide in from off screen. The design of my menus doesn't support the slide in effect. 2. Similarly, when exiting the shop menu, all of the pictures sort of stretch and slide off screen. How can I make these stay where they are for the default transition? Here are the relevant scripts. Scene Equip: Scene Item: Scene Menu: Scene Shop: Scene Skill: Scene Status: Any help?
  16. I have an interesting idea for a skill, but I'm not sure how to implement it. A boss has three minions that are living crystals. I want to make a skill where the boss sacrifices one of them to use them as a bomb. To start I created three pages in the troop event, one for each minion. They check when a minion's HP is below 30% and adds a state, Death Mark The rest I can probably do with Yanfly's Scripts. I have his Ace system and most add ons. Problem is I can't code to save my life, and you need to create custom strings for some. The skill itself will target a single enemy to deal damage. I need a way that the skill will also select a random ally with Death Mark, and apply a Death state or drain it's Hp to 0%. (or just target an ally with 30% or less HP.) I'm not sure which add on(s) would be best to set this up or if there's another way to do it. I'm thinking maybe his lunatic objects script can do it: <after effect> string </after effect After effects occur after the targets have all been hit. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for clean up purposes. Thanks in advance!
  17. barracuda

    Tree Cutting

    Hello guys, I'm beginner but already learnt some tricks, switches etc. I have a problem with tree cutting. What i wanted to make is when you cut a tree after a while tree is growing byself. I already did it and worked well. Tree is growing 4 stages. Here is my event codes: http://imgur.com/a/34zGj I made stages with self-switch. This was page 1 and options are; priority- same as characters, trigger- action button, Page 2; self switch A is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= A off, control self switch= B on, Page 3; self switch B is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= B off, control self switch= C on, Page 4; self switch C is on; priority - same as characters, trigger- parallel process, codes : wait(600) frames; control self switch= C off, Every thing worked well. But when i tried to cut the tree from right side of it, the tree shape changing to second stage of tree(on page 3) http://imgur.com/wig1cI7 from left side of it changes to third stage(on page 4) http://imgur.com/TkCOBiy from upside second stage(on page 2). http://imgur.com/LwvowA5 It's only working well when you try to cut it from down. PS: My native language is not English. I changed codes to english and write down trasnlation on pictures to make every thing clear. Ağacı kesmek istiyor musun? = Do you want to cut this tree? Evet=Yes Hayır=No
  18. Hello everyone! Anyone has an idea on how to script a conditional for when movement is impossible? I hope this is not to vague. Thank you in advance!
  19. So I'm still making my game and I came across another problem, a pretty big one. In my game there is this section with a lot of cliffs and the player jumps around a lot. I also want the followers enabled for the game, but once a jump event is triggered to another platform, the player jumps to the platform while the followers stay behind. Then the followers literally just walk to catch up to you, walking over anything they come across, which looks really bad. Is there a way to make it so that the followers jump with the player during the jump events? I've tried changing the player followers to off before the jump and then turning it back on again after the jump, but it's the same result. I also tried just removing all of the party members that are followers and adding them again once the jump is over, but that ALSO didn't work. Is there a way to get the followers to cooperate like this? Would I need a script for it? Any help is very much appreciated.
  20. Jonath4nC

    Set event location by it's ID

    Hey, I had this same request back for VX Ace, but now with MV, the language has changed . I need a script that allows me to choose an event by it's ID and move it to a certain location. The "Set Event Location" command doesn't quite do it. I need to choose an event by it's ID, not choose from the list as it could be random. For VX Ace, I used the script call - $game_map.events[$game_variables[n]].moveto(x, y) Could I get this same script but in JavaScript form for MV? Thankyou! EDIT: Ok so I tried giving this a go and realized the code itself shouldn't look too different (I think?) So far I've got this: $gameMap.event(n).setPosition(x, y); This works fine and all, but I need to change the event number to a variable so I changed it to this: $gameMap.event($gameVariables[n]).setPosition(x, y); but now it comes up with a type error stating "Cannot read property 'setPosition' of undefined". Could someone help me fix this? If possible, could I also change the "setPosition" to make the event move to a specific location on the map instead of instantly teleporting there? Thanks heaps to anyone able to help me out with this!
  21. Hello, my dear reader! ♥ I hope this is a managable request. I have two scripts here, which are used for creating special states. Especially for interesting skills, these states are very useful. The first one I'm speaking of is the mana shield script by Kingsofrpg. It basically turns HP damage to MP damage when hit. The second one is the protect skill script by Kal. When the state is inflicted on an ally, the person who did that receives all the damage that is targeted to the ally. These scripts on their own work pretty good, but using both of them in an project will cause rather nasty problems. As far as I can tell, the mana shield works perfectly fine, but it somehow seems to mess with the protection skill. When using the protection skill, the ally that is inflicted with the protect-state (note: NOT the one, who inflicted this state on the ally) is taking MP damage. Yup, that's not a typo, I really mean MP damage and not HP damage. Furthermore, the ally can't even get inflicted with the protect-state, when he/she has no MP left. In addition, the ally also can't get inflicted with the protect-state, when he/she already is inflicted with the mana shield state. Maybe it's worth noting that the protection skill-script is placed below the mana shield-script. Changing that order causes even nastier problems, which include error messages. Oh! And because it probably matters, I want to mention that I'm also using Tankentai. I hope I didn't left out some crucial information. If there are any more questions, I'll gladly answer them! Here are the scripts I'm talking about - - Mana Shield by Kingsofrpg - - Protect Skill by Kal - So... That's it! Thank you very much for your attention...! (o_ _)o
  22. I was wondering if there is a script already out there for specific characters in the game that the player plays that will heal with either light or dark. For clarification, one of the playable characters is supposed to regenerate health by sunlight. The other playable character regenerates by darkness. Is there a script out there that I can use that deals with this, or am I going to have to throw down a lot of Events?
  23. Ok so I want the players to be able to work towards a ultimate "mission" where in they lower the "light" level of the world (a numerical value of the power of "good" in the world). After a certain point in the game I want there to be a "Light Remaining" counter visible in the top right corner of the game. When they complete an objective in the game, it lowers. I know I am going to have to do something with a common event and somehow have it display that variable's value. It would ultimately work like a visible score. Any thoughts on how to do this?
  24. i cant use the enemy appear event in an event im making when i use it it asks me what enemy to appear, but all the boxes are blank with numbers. i have enemies and troops in my database by the way, im trying to use enemy appear in the middle of a dialogue, is this what is causing it?
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