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Found 111 results

  1. Witherskeleton

    Help with Yanfly's Victory Aftermath

    Hello! I'm attempting to use Yanfly's Victory Aftermath script, but for some reason on the screen where it shows what stats are increased, the text showing the increased stats is not present. I've looked through the script as well as other ones I have installed to see what the issue is, but I couldn't figure out anything. Does anyone know how to fix this? Thanks! I have attached the list of scripts I currently have as well.
  2. I'm using coelocanth's crafting system script for my VX Ace game, but I keep getting this error message: Whenever I open up the crafting menu from the pause menu, it works fine in the "items" and "key items" categories. However, as soon as I scroll over the "weapons" or "armors" category, the game crashes and the error appears. I don't know what's causing it, but it seems to be equipment-related. I am using Victor's "instance items" script in order for my weapons and armor to have durability, and I've had other script errors due to the instance item script, so could it be related to that? Here is the crafting script: The issue occurs on line 269, the "!(@crafting_items.empty? && \" line. Any help is appreciated.
  3. Darkness Void

    Script For Idle & Walking Frames?

    Recently I came across this template for RPG Maker, well actually it's not for RPG Maker but it works really well with it. Even though I had to cut out the idle frame, which I've been thinking about adding in anyways. So to save myself from testing out random scripts all at once, does anyone here know of a script to include a 4Th, Idle frame for where you stop walking? While we're at it is there also a script I can use to add in custom running frames? Thank you for reading and giving feedback. ^^ I also included the first two templates I custom made for someone who wants to test it out for themselves. Making the grid can be a pain for RPG Maker. >_>
  4. Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
  5. Hi. I am trying to use a script called "Galv's Animated Battlers" created by Galv that allows the battlers to use battle charsets. The thing is when i try to use it on any battle (either on in game battles or while using the troops tab battle testing feature), an error always appear saying "Script 'Cache' line 88: NoMethodError occurred. undefined method `empty?' for nil:NilClass". The cache's 88 line says "if filename.empty?". I don't really know programming so i don't know how to solve this.
  6. Natsuki-9

    Items pictures inside a window

    Hello, I'm learning coding and I need help with an script. I'm using Crazyninjaguy script for this (because Yanfly script seems a little too complicated for me). Until now I managed to make it look as I want to, but I have a problem with a new window I created; it doesn't shows the items picture, and I don't understand why... (This image is an example, I made it with Etude 87 Menu editor) Like in the image, I want the Gold window to have the Items descriptions and the locate window to have the Items picture. But dunno how to do it... I just managed to make the windows look like I want to, but I don't know why the items pictures do not appear where I want them to (actually they do not appear at all...) I already created the Items picture window but I can't guess what to do next. Someone knows how to fix it? How to do it? I need help with scripting...
  7. Good evening, you all. I am working in a Battle Window script and it's almost completed. But I have a problem, I want make a movable Actor Command window. Like that:. Although I have the video's script, it doesn't worked. Here the script:. After that, I also tried to use Moghunter's script, but I failed... Here the script:. Then, can you guys help me with my script? Because, I tried to modify my script countless times, but it isn't working... Here my script (I am modifying Ventwig's script):. EDIT: I already fix my problem.
  8. ♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
  9. minth

    Help me with my script.

    Good evening, that's my first time writing a script, then i don't know advanced scripts. That is my script: class Window_TitleCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List --> ADD #-------------------------------------------------------------------------- alias new_make_command_list make_command_list def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Start Processing --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:credits, method(:command_credits)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # * Create Background --> creation #-------------------------------------------------------------------------- def create_story_contents super @background_text = Sprite.new end #------------------------------------------------------------------- # * [Credits] Command #-------------------------------------------------------------------------- def command_credits close_command_window SceneManager.call(Scene_Credits) end end class Scene_Credits < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing --> START* VERY IMPORTANT #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Pre-Termination Processing --> COMMAND CLOSE #-------------------------------------------------------------------------- def pre_terminate super @command_window.close end def make_command_list add_command(Vocab::to_title, :to_title) end #-------------------------------------------------------------------------- # * Create Background --> call #-------------------------------------------------------------------------- def create_background super @background_sprite.bitmap = Cache.picture("video-credits-hero") end #-------------------------------------------------------------------------- # * Create Command Window in the Credits --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) end #-------------------------------------------------------------------------- # * [Go to Title] Command in the Credits #-------------------------------------------------------------------------- def command_to_title @command_window.close fadeout_all SceneManager.goto(Scene_Title) end end class Window_GameEnd < Window_Command #-------------------------------------------------------------------------- # * GO BACK TO THE TITLE --> ADD #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::to_title, :to_title) end end I did a script to add a Credits Option. I made its option in the menu and its destination. When i play the game, it works like that: The script is working smoothly, but i would want a scrolling image and change the window position. Can you guys help me with my script? Thanks for hearing me.
  10. How would one go about making the element id one the 1 element Apply Stack while making the rest Multiplicative, The hashtags# are what replaces the Multiplying of Elemental resistance, thus they stack additively 25+25+25+25=100 I tried use a if statement such as if element_id = 1 However attempts like this failed in only making the it glitch out giving all elements the same boost of one or simply applied the Stacking overriding all elements at once. Which is what I'm trying to avoid, but there seems no way to designate a certain element. Mostly likely I'll have to choose one or the other sadly but this is the nature of coding! Game_Battlerbase def element_rate(element_id) features_pi(FEATURE_ELEMENT_RATE, element_id) #er = features_with_id(FEATURE_ELEMENT_RATE, element_id =1).inject(1.0) do |r, ft| #r += (ft.value - 1.0) #end #[er, 0].max #end end
  11. EDIT, I've found a work around with a different script, Alistair's-Critical Hit, adds damage to the state & I can have an equip apply state. I finally managed to find a critical damage script, had to search forever for this one cause the OG SITE's is Code Messed Up. Anyways, I was wondering if it was possible to edit the additional ARMOR NOTETAG to this script, Weapons work fine but I need armor in my game that boosts critical damage dealt, I known this is a big ask & I already tried replacing All Weapon Entries with Armor but it didn't work. I lack the needed scripting skills to make the needed edit.
  12. Hello an introduction to the project is here: There are a couple SV battlers, like the ones pictured above, that I need converted into RMMV DS Character sets like the ones pictured below. DM Me for details
  13. is there away to make a certain attack do more damage (roughly 4 times) if the Status is inflicted say Silent or blind
  14. Hey I want to change a script transition, usually when you start a new game or game over starts, they usually just fade in and out but I want to change it to tinting a screen instead (similar to how Sonic 2 fade to blue and then black works) I've done it through transfer characters and events, I just want this method done for Main Menu and game overs 2021-03-07-2115-48.mp4
  15. I am currently remaking an old IPhone Game called Dragon Island Blue however I need a Plugin Scripter to develop most importantly the Battle System. On Reddit we are over 200 members and on Discord over half that amount and some donated me so I can hire someone to develop the most important plugins. https://youtu.be/j8dOG0UL9D8 This is let´s play of one of the admins of my discord a good combat part is between 6:50 - 9:00. It´s a battle system similar to ATB but it works more around the tick-based system. One tick is refered to as a TU - Turn Unit. Which monster will make the first turn is determined by it´s speed, so the speed of the battlers is only useful when it joins battle. Every attack has instead of mana or whatever other source turn units. The number of turn Units a skill that is used has places them back into the queue accordingly. Then it will subtract the number of TUs equal to the monster that currently has the lowest TUs of all monsters bringing the first monster down to 0 which is able to make a move now. In the game your party size will increase as you progress, if one monsters regardless of your team or the enemies it will be replaced by the next monster in the party queue. (you can not swap your party while in battle, only with one very specific skill and there is also a skill who kills the user and replaces it with a random monster at places it at the end of the queue, this will only last for the battle though). There can only be 3 monsters at each side at the same time but the player is able to summon a spirit on it´s own 4th slot. (Similar to SRDs Summon Plugin) Damage over time moves also work around this system for example poison will deal damage of 500TUs or the effect X will last for 300TUs. There is also Haste in the game which can reduce or increase the number of TUs a skill costs. The UI does not have to be fully recreated like it is in the orignal. The only real change I need is the TU turn order bar which can be made with yanflies turn order display plugin. I already implemented a lot of monsters and other stuff so you have a lot of room to test the plugins needed properly. If you are interested join us on Discord or Reddit: https://discord.gg/PYdztgVCks https://www.reddit.com/r/DragonIslandBlue/
  16. YEA - Visual Battlers v1.02 (Minor Update) Creator ~Yanfly~ Modified ~Yami~ ~Kread-Ex~ ~Archeia_Nessiah~ Add-Ons/FIXES ~Levi Stepp~ History Introduction Visual Battlers is a very simple script that shows actors in battle using their default character sets. The actions and movements are alike Final Fantasy 1, only move forward and backward when start and finish actions. The script can be used with or without Ace Battle Engine. This is a good base script to create graphical changes to your games. Features 4 Default Battle Angles (Up,Down,Left, and Default: Right) Toggle On/Off Stepping Anim (Add-on) Change the direction of the battlers in-game. Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. Change the direction of your actors battle using an event script call. n = Number of battle style in the script Line 71 - 76 Demo No demo is needed, Plug N' Play. Script Get it Here FAQ Q: What was fixed? A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors. Credit and Thanks All credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah FIXES by: Levi Stepp
  17. Hello I know how to remove different commands (like items, formation, save, skill, status) from menu using Window_MenuCommand in script editor. (like on image attached to post). My question is. How can I connect this to switches that could be turned on/off in the game? Could be a nice tool for game progression unlocking certain menu options. Help is appreciated.
  18. Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  19. ❤️ ❤️ ❤️ CHRONO TRIGGER❤️ ❤️ ❤️ I tried this jewel, for me the biggest in the crown, if not the crown itself when it comes to RPG video games, when I was about 5 years old. I played it 30 minutes and lost it, because I was playing it on an Xbox emulator that had multiple Snes games. But they were enough for me to never forget it. Years later I was able to play the DS remake, and then I played the original on a Snes emulator, and to this day I am playing it again on PC. What I always loved about this game was its BATTLE SYSTEM: The System is Rpg in turns but in continuous time, you can stay stopped and the enemies will attack you. It is positional, that is, your attacks will have an effect according to the position of your PC, such as Chrono spinning with his katana, or attacking in a straight line. The battlefield is the same map you move on, so there are no randomized combats, at all times you can see your enemies and when you have contact with them the fight will begin, except in cases where some enemies are hidden and mugged. As the battlefield is the same map you play on, THERE ARE NO TRANCISIONS, like a clasical Final Fantasy or Pokémon Game where the screen goes dark and you switch to the battle screen; saving the player a lot of time and keeping it in a constant rhythm. The attacks of the characters are combinable, both of your team and those of the enemies, the latter forcing you to think which enemy you eliminate first so that he cannot throw you at his partner as a projectile or wait for the lesser enemies to be accommodate to execute them of a technique. Chrono Trigger Battle Tutorial Short Gameplay Finally in Chrono Cross (the sequel), the transitions came back, and it changed the whole game but they added an interesting component, the Weak Strike, Medium Strike and Heavy Strike from a classic fighting game, they moved it to the RPG, giving the opportunity to do combos according to your strategy in battle. It would also be interesting to add weapons that break, or the use of ammunition such as arrows The question is, can a Chrono Trigger Battle System be achieved in RPG Maker XP? With the additions that I mention I have repatted several forums in both Spanish and English and I have not found any Script with that Battle System. I have seen the Script of Weapons that break, that of ammunition, but not the battle system on the map. To what I found were several real-time combat systems but always side battle Even though! There is a Script called Vision Sensor that causes an event to be activated according to the player entering the sensor zone, which may well be contact with an enemy, or an enemy seeing you and heading towards you as in Pokémon. Nor have I found a script that does weak, medium and strong hit. Is it difficult to learn RGSS2? I deviate, what I'm really looking for and I have hopes, not that it exists, but that it can develop is: Is there a script in RPG Maker XP that uses the map as a battlefield? Is there a way to recreate Chrono Trigger's combat system in RMXP or is it Impossible due to its programming language Finally, I know that this is possible in RPG Maker MV, that there is a whole Engine that Moghunter made: Otherwise I guess I'll have to move to RPG Maker MV (?) 😢 😢 😢
  20. Alternate MP X (Resource System) v1.05 GET IT HERE DEMO Features: Customizable resources (Such as Rage) Support for multiple Resources per actor Many Customizable properties (such a regen) Credits: If you use this script, you must credit me. Must receive permission of use for commercial games. Note: Not all Features in the comments have been translated from RGSS2 to RGSS3.
  21. Hello everyone. I am not strong enough to create a script so I appeal to you since I have not been able to do what I am looking for with the vx ace events. I have a character choice menu at the start of my project and I would like when the cursor is on the personal choice 1n that it is the appearance of the character that is displayed on the image... And that when the cursor is on the personal choice 2 that it is the appearance of the character 2 which is displayed on the image. Sorry if my english is bad I use google translate... Thanks for your help PS : I hope not to have the wrong section in the forum
  22. 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.
  23. Some video games like to show the perspective of multiple groups of characters in order to create more story. Doing this in VX Ace doesn't really work, like when a group of characters have the items from the inventory of another group. With this script, you can create and save parties, each with their own assigned actors and inventories. The script is extremely easy to use and very compatible with practically any other script. The instructions are in the script. This script was written by Kayzee. As the script wasn't posted publicly I got confirmation to post it. If you notice any big issues or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/e956b56329b0b1f91e51df5fac6361b9 Thank you Kayzee!
  24. I've been looking for an ATB (Active Time Battle) script for such a long time now, and I recently discovered Yami's Classical Active Time Battle script. It does exactly what I need it to: making the player choose their skills quickly before the enemy kills the player first. However, the link to the script is dead. So my question is does anyone have this script or know where else I could find it? FYI, I tried some other ATB-like scripts, but they either don't do what I needed them to or they require Yami's script as a base. EDIT: I found the script, but it keeps crashing every time an enemy dies, and you can't use it when loading up an old save. So does anyone know where I can get a script that does the same thing as Yami's script (compatible with Yanfly's Ace Battle System) but works when loading up an old save?
  25. Copying and pasting duplicate map events can be a pain. With this script, you can duplicate an event by assigning it to a Region ID and then place the Region IDs without having to copy and paste each time; it's like the common event system but for map events. If you want to fix a mistake or make a change, you can simply edit the source event instead of going to every individual event and replacing it with the new one! The instructions are simple. First decide in the "GLOBAL_EVENT_MAP" line if you want your source events to be stored in a designated map or in every map that uses a Region ID. I recommend that you create a designated map, because then each Region ID will always replicate the same event no matter what map the Region ID is put on (do be warned that spawning a lot of Region events this way may cause lag, depending on the amount of them and the map size). In your designated map, name the event with a "#" and add a number from 1 to 63 (since there are 63 Region IDs). For example= "#10" will cause the event to be on top of every Region ID 10 tile. Make the source event any way you want and you're good to go! WARNING: This script removes the ability to assign map troops to Region IDs! This script may not be compatible with other Region ID scripts, like Yanfly's Spawn Event script. I also recommend getting an anti-lag script if your computer is old. This script was written by Kayzee as a commission for me. As the script wasn't posted publicly I got confirmation to post it. If you have any recommendations for fixes or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/1e2021ee724e907bfcf0d1ad96cf414f Thank you Kayzee!
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