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Found 41 results

  1. Hello All I am very new here so please be gentle if i am doing something wrong or posting in the wrong place. I am not good with code but i am very willing to learn. I basicly want to script a variable to be an math equation wherein i call upon other stats of chars and variables and just numbers. something like this ((actor1 attack + actor 2 attack) + (variable * 2) / 400))*100) I know above is not a real syntax Its only me trying to explain what i want. I am not even sure its possible if its not then just tell me that. I tried looking in the post about MV scripting, but none of the video links work
  2. Bigger sprites: So I have 2 characters that should take up one space as one character. I already use a script that makes XP characters usable in VX Ace (Created by Melosx and translated by ShinGamix) I think if I modified the script a little, I would get the desired results. I know to change the check for $xp but I don't exactly know how to make the sprite set bigger. I am not contacting Melosx because of inactivity since 2017. Not contacting ShinGamix either because he seems to just translate, and inactive since August 2018. Sprite animations: How can I make my sprites use an animation? Something like a dancer dancing, or a UFO bobbing. Can't I just use .gif sprite set?
  3. 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.
  4. 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.
  5. _____

    Need battle system done.

    EDIT: The other scripts besides the battle system I needed have now been taken care of, I just need the battle system. I will give 100 USD for the battle system. Hello everyone. I'm looking to hire someone to create a script for a 2d battle system and a few other small things in RPG Maker VX Ace. here are the details: These are the terms: These are detailed descriptions of the script i'm asking you to create: I'd need the battle system, or at least a majority of it, done by the end of march 2017 Thanks for reading.
  6. I have the whole remaining months making videos and tutorials, so while I still have the strength and I am still alive, I'd like to create this thread. This is all I can do for the RM community for now, and I do hope it would help people learn how to write their own plugins in the future. I keep this updated everyday. I will be making one to three tutorials a day. Tutorial 1 - Variables Tutorial 2 - More about Variables and Math Functions Tutorial 3 - Functions and Variable Scope Tutorial 4 - Conditional Operators and if..else..else if Tutorial 5 - Boolean Operators Tutorial 6 - Switch Case Statement Tutorial 7 - Do While Loop Tutorial 8 - While Loop and For Loop Tutorial 9 - Using 'break' keyword in loops Tutorial 10 - Starting Arrays Tutorial 11 - Push, Pop and Elements Tutorial 12 - More Array Functions and Comparing Two Arrays Tutorial 13 - Parameters Tutorial 14 - this and class variables Tutorial 15 - Aliasing Tutorial 16 - Sprites Tutorial 17 - TilingSprite Tutorial 18 - Creating a Basic Window Tutorial 19 - Creating a Basic Scene Tutorial 20 - Plugin: Splash Screen Tutorial 21 - Plugin: Menu Backgrounds Tutorial 22 - Class Variables and Arguments Tutorial 22.5 - My Variables Don't Show Tutorial 23 - Sprite Properties Tutorial 24 - Plugin Commands Tutorial 25 - Image as Title Commands Tutorial 26 - instanceof Tutorial 27 - Using Meta Tutorial 28 - Party Members Tutorial 29 - Battle Members Tutorial 30 - Adding Custom Commands Tutorial 31 - Adding a Custom Weather Type Tutorial 32 - Menu Common Events Tutorial 33 - Heal When Level Up Tutorial 34 - Variable HUD Tutorial 35 - Menu Transition Tutorial 36 - Sprite Buttons Tutorial 37 - Date Class Tutorial 38 - Shutdown Option Tutorial 39 - Apply vs. Call Tutorial 40 - Sliding Animation Tutorial 41 - Creating your own Sprite Class Tutorial 42 - Array Parameters Tutorial 43 - Objects Tutorial 44 - Particle System Part 1 Tutorial 45 - Particle System Part 2 Tutorial 46 - Custom Menu System Part 1 Tutorial 47 - Custom Menu System Part 2 Tutorial 48 - Introduction to PIXI.js Tutorial 49 - PIXI.TwistFilter() Tutorial 50 - JsonEx.parse Tutorial 51 - Automatic Switch Handling Tutorial 52 - Pulse Animation Tutorial 53 - Regular Expressions Tutorial 54 - Flashing Animation Tutorial 55 - Class Features Tutorial 56 – Custom Window Cursor Tutorial 57 – Skip Gameover Tutorial 58 – Window Class Explained Tutorial 59 – The use of eval() Tutorial 60 – Escape Codes…..and cup sizes? Tutorial 61 – Battle Status Tutorial 62 – Encounters Tutorial 63 – Preemptive and Surprise Tutorial 64 – Creating Help Windows for Menus and Custom Scenes Tutorial 65 – rpg_core: Graphics Tutorial 66 – rpg_core: Input Tutorial 67 – AudioManager Tutorial 68 – Why is Scene_Base Important? Tutorial 69 – What is Scene_Boot? Tutorial 70 – Save and Load Tutorial 71 – Scene_MenuBase and Scene_Menu
  7. Scripting I had asked someone make a script for a Bi Cycle.. And he had given me a event.. It looks like this.. And I press Action Button the Player jumps and Get on the Cycle (Wrong Graphic) But he is unable to get down.. The Script Call/Line is *" jump($game_map.round_x_with_direction($game_player.x,$game_player.direction)-$game_player.x,$game_map.round_y_with_direction($game_player.y,$game_player.direction)-$game_player.y) "* Please help I need the Script Line to make it back to normal..
  8. Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance
  9. TBWCS

    I will be lessening my works.

    I will be lessening my time making plugins for three valid reasons: Everything is already made. I mean, if there are systems I can think of, it'd probably be something existing. But if there's a new concept I think I should make, it may come in soon. It's just my 10 hour research period is down to 3 hours. I will be focusing on finishing my plugin scripting tutorials to help the hopefuls. Throughout, I give this 3 hours as well. I will be concentrating on learning Chinese Martial Arts, I would also be reading a few sutras that has something to do with Buddhism. So if you're wondering why I don't post plugins here anymore, I am probably somewhere practicing and reading. My time is limited in Game Development, sadly. Since I pay people making custom resources for me for the game, I need to work as well. My money is limited, so I need to put some extra effort.
  10. So it's probably been at least a month or two since I worked on my last project, my first and only attempt at actually making a game with some other people, and I realized I never really talked about it with much of anyone outside the project besides one or two vague hints or did any blogs about it or anything. So why not do this now? It all started in October where, despite being possessed by a vile being of vile darkness that I of course opposed, RavenBlueIndigo decided to hold a contest. My friend Nya wanted to be in a team so I decided to contact her and see if I could help, despite being a bit nervous about working with other people. Anyway, long story short, she didn't have a game idea in mind, so I came up with the idea of a fantasy RPG based around the idea of a pre-christian Halloween holiday and the myths and legends surrounding it. Brank also joined in and was mostly responsible for finding a good tileset and doing all the maps. I named Samhain as an example though I wasn't necessarily committed to a historically correct representation of Gaelic culture or mythology, though Nya seemed very inspired by it and it seemed a lot of the monsters she wanted to add were from that origin, which was fitting since a huge inspiration for wanting to work on a Halloween themed fantasy RPG in the first place was Quest for Glory: Shadows of Darkness which in addition to all sorts of classic Halloween tropes and monsters (as well as more then a touch of Lovecraft) was very much influenced by mythology and culture (Slavic mythology and culture to be exact, actually all the Quest for Glory games have a huge focus on various real world mythologies and cultures). The basic plot, as it was, was that every year the barrier between worlds grows weaker, and people more or less make a big holiday/festival to keep everyones spirits up or else combined negative emotional energy can cause dangerous things to start leaking in from the spirit world in some places. The player plays a member of a secret order of hunters who's job it is to safeguard a town and keep the townspeople safe from any spirits that show up, and to keep them from panicking or even noticing anything is wrong. Though there may or may not have been some other force at work. Most of the gameplay was going to involve going around the town when a spirit/monster shows up and taking care of it, preferably quietly and cleanly without anyone even knowing it is around. Most people can't see them but their presence can still be noticed, especially by superstitious townspeople who know all about the legends of strange spirits or creatures. There was going to be a "mood meter" of some sort which was effected by how well you did at containing the spirits without the towns people noticing, as well as other things like being positively effected if you did sidequests to help with the festival, and negatively effected if to many towns people are injured/killed, if you act hostile or use too much magic in public, and so on. The mood meter mostly effects what kinds of and how many spirits show up. Sort of like how Undertale has it's Fight or Mercy options, taking care of the spirits usually meant either violently "killing" it (which doesn't always stick and just makes the spirit mad when it comes back, in addition to making a lot of noise), capturing it (which means you need to worry about how to contain it and keep it from escaping or keeping anyone from noticing it's there, but you can sometimes use captured spirits to cast/learn magic), or pacifying it (which just convinces the spirit to leave or become benign, but can be hard or flat out impossible to do i the spirit is too "evil", though those spirits will only show up if you are to negligent so panic or negative feelings spread too much). I think the over all design was a bit too ambitious, even if I purposely limited the size of the world to just one town and some surrounding areas, using a quicktravel-like menu instead of a world map. I think I may have done the most work on it, but most of it was just coding lots and lots of weird subsystems that were probably mostly unnecessary. I had the idea of NPC events that were stored in one map and could be loaded into any map dynamically, then I made some complicated scheduling and conditionals and lots of hacks with additional event pages so that NPCs (and spirits, though they were just NPCs too) could kinda move around between maps when you did. I used my old "Event Battler" script for spirits so they could be NPCs too, and made "negotiation skills" that could call different event pages of a spirit's NPC event in battle. But by the time I had accomplished most of this, the contest that this game was going to be for was already over. We all decided to keep working on it for a while, but Nya eventually had other things going on in her life she needed to focus on and I kinda never heard that much from Brank. I kinda lost most of my motivation to work on it anyway, so the project is kinda dead. I still like the idea, and some of the scripting work I did was kinda neat (if sloppy), but I donno when or if I will pick it up again at this point. Anyway MV is already out. I haven't gotten it yet and probably never will unless it goes for like 90% off on some steam sale sometime (because seriously, I don't care how good a piece of software is, I am never gonna pay more then $20 for anything, and if I had my way I wouldn't even pay that because screw proprietary software), but that doesn't change the fact that I am behind the times and the world has moved on and I am stuck in the past. Honestly I am not sure if I will ever work on anything with RPG Maker again, but I probably will. Ether way, I am gonna stick around this community a while I think. :3
  11. Here is a little script I was working on for my test game made to count tallies when each stat is used and randomly raise them after battle. It's kinda like the stat leveling system in Final Fantasy 2(j) and the SaGa series, but it works a bit differently. Mostly it is different in that experience levels still exist and are used both to determine your max over all stat level, and whenever you gain a level you get a big random boost to your stat tallies. The actor class's stat growth curves also determines how much each stat level is worth. Anyway the basic idea for how it works is stat tallies are used as percent chance that that stat will level up after battle, so if a stat is tallied 100 times it will always level up, but if it is tallied only 10 times you have a 10% chance. Tallies are remembered across battles but the level up chance only happens at a battle's conclusion. If a stat is leveled up a flat 100 is subtracted from the tally, and it can go into the negative. This practically means stat increases are random but predictable over a large period of time, and since your level acts as a cap for how many stat increases you can have and your class acts to show how many each are worth, the fact that the stats always grow at the same rate is not as important. It's probably not going to be useful for most people's needs since it doesn't try to exactly match the system used in the old games, and is mostly me just experimenting with the mechanics. It might be useful as a base if anyone wants to do something similar though! Here is the script:
  12. Korvas Terindar

    Developing npc movement

    Hi everyone, I have a favor to ask. I need to program a section of my fangame, I have a five nights at freddy's section, and want to have the animatronic's hunt the player, but have no idea how to program that. Can anyone help me out?
  13. I'm picking around in Window_Base, looking for whatever code tells the game when to make the numbers for the HP/MP/TP bars smaller once it's three digits, and I can't seem to find it. If at all possible, I'd like to keep it doing that once the number is four digits long, but at three, with the font I'm using, it just makes everything look squashed while there's still plenty of room. I'd also like to do the same thing for the "HP" "MP" and "TP" text, as well, if possible. So as an example, right now it might look like HP 1000/1000 MP 99/99 TP 100/100 But what I want it to look like is HP 1000/1000 MP 99/99 TP 100/100 Is that doable without a script?
  14. I can't code to save my life. One little scriptlet I do know is to turn on another event's self switch. If you're a coder, I'm sure you've seen/used this a million times: $game_self_switches[[1,1,"A"]] = true My question is this: Is there a way using that format to turn on a batch of switches? As in if I wanted to turn on self switch "A" for events 1-50, could that be done, and what's the correct syntax? I could've sworn I've seen it on here before, but I can't seem to find it.
  15. So I have been talked into following up my last tutorial with another one. This one will be expanding on the previous one by going in to building upon the default scripts. First I want to talk about why you would do this and then go through a few worked examples. One reason you might want to extend the default scripts for a formula could be the case that what you want to achieve doesn’t fit in the custom formula box. This is pretty easy to accomplish. Next up, you want to build in a default formula. I know that you can just use the same formula in every skill but I personally consider that bad practice. What if you discover your formula doesn’t act as you intended later in the game, fancy re-databasing all the skills and items? Or you want to create states that do different things to the formulas. We’ll be covering all that in this tutorial. Let’s start by quickly analysing the formula box itself; as I’m sure you are aware a refers to the the attacker or user and b refers to the defender or recipient, now a and b refer either to an instance of Game_Actor or Game_Enemy. A quick glance at this class diagram shows us that both inherit from Game_Battler (which in turn inherits from Game_BattlerBase). Why was that important? Simple because we have to decide where we are going to place our new bits of code. Personally I would recommend one of three places: Game_Battler Game_BattlerBase A new Module A module might in many ways make the most sense but being as I’m aiming this tutorial at people with limited scripting experience I’d rather avoid modules. Also if the code is added in Game_Battler we can directly access more variables directly (which suits me). So if we go to Materials in the script editor and insert us a new section then we need to add the code to add to the class: class Game_Battler < Game_BattlerBase end Right next lets get down to examples. First let’s go through how to use a formula that’s too big for the box. Next let’s add a new method: class Game_Battler < Game_BattlerBase def custom_formula_fireball end end If you don’t consider yourself to be a scripter then the easiest thing for you would probably be to enter the formula exactly how you would have in the custom formula box. Good news, we can do that. What we need to do is pass our new method the a,b from the custom formula. So this is what we’re upto: Custom Formula Box: a.custom_formula_fireball(a, Note: b.custom_formula_fireball(a, would be equally valid. Script Editor: class Game_Battler < Game_BattlerBase def custom_formula_fireball(a, end end So all that leaves us to do it put the formula in the method. I’m going to use the gambler example from the previous tutorial: class Game_Battler < Game_BattlerBase def custom_formula_fireball(a, c=1+rand(6);d=1+rand(6);if c==1 and d==1;10000;elsif c==d;c*400;else;(c+d)*100;end; end end So that’s how to bypass the length limit on the custom formulae. If that’s all you’re interested in then you can stop here. I’ll be carrying onto covering adding a default formula and manipulating it. I’m not going to cover anything to do with developing your formula I’m just going to show you how to implement it, here’s the formula I was using in my last game: class Game_Battler < Game_BattlerBase def basef(a,b, magic = false) if magic return ([a.mat / 5, a.mat-b.mdf].max * (a.mat ** 0.5)).to_i else return ([a.atk / 5, a.atk-b.def].max * (a.atk ** 0.5)).to_i end end end First thing I’m going to point out is that I also pass a boolean (true or false) to the method to define whether it’s a magic attack or a physical one. You could do the same if you wanted. Just an example on the custom formula box: a.basef(a,b,true) Anyway the main reason for doing this is so that if you find your formula doesn’t work well later in the game you’ll only have to change it once. You can also simplify formulas if you wanted by making more methods. So for example in my last ill-fated game I had a character who could heal but I didn’t want him to be a dedicated healer so I made all his heals inflict statuses (with the turns they lasted reflecting the power of the heals) and if a character was affected by one of these statuses they only received half-healing. So the method I made looked like this: def sorcery_healing? return state?(51) || state?(52) || state?(53) end My healing skill custom formulae looked a little like this b.sorcery_healing? ? 100 : 200 Any how that just about concludes everything I wanted to cover in this tutorial, I hope it helped you.
  16. Morrik Inkura

    Incremental coding

    Hello, I am new to RPG Maker VX Ace, and I was wondering if it would be possible/simpleish to make an incremental game. The basic theory behind incremental games (If you dont know already ) Is that you perform an action to get a reward, repeat until you have enough to upgrade said original action. Progress is marked by unlocking new rewards and increased levels or profit/automation. Ideally this would be represented by the world changing, new buildings popping up, new shops, event etc. All of which would be driven by a selection of different currencies and the levels of your abilities/structures. Wanting to spitball/potentially find someone to assist with developing this project from a script/eventing angle. Looking forward to hearing your thoughts/opinions/advice, Thanks
  17. illuminati0nn

    A New Quest

    Hello! My name is Illuminati0nn, I am very pleased to be accepted and allowed to join such a community where I look forward to learn more in regard of development and meet new friends! A little about myself: I write short stories and poems I create scripts for multiple gaming servers I am pretty laid back and really just enjoy relaxing Coffee for life. 20 years old Feel free to add me on steam http://steamcommunity.com/id/illuminati0nn/ Don't be shy to approach me! I look forward to meeting you! ~Illuminati0nn~
  18. Auto-walk This is my first attempt at a tutorial, have a few more planned but please tell me how I could improve it or where I can clarify. Please find attached a basic demo of the Auto-walk demonstrating the features and showing the eventing in detail. autowalk demo (dropbox link) Basic premise - Using eventing a some knowledge of script calls (no scripts needed) you can have a common event that allows for the player characters to follow a road or a path 1 tile wide in any shape or path that you have drawn it - at the press of a button. This was inspired by the Witcher 3 where, if you hold down a button when riding your horse it will automatically follow the road. I have been making big maps - really big, and on these maps I've been drawing in roads, but it gets a little tiresome to explore these maps by moving around holding a direction. I'd been looking for a script that could do something like this but with no luck. Luckily, with a bit of rooting around and thinking me and my bro managed to figure out something that works for us, and might work for you. Example of a map with road drawn on - How it works - At the press of a button your character will follow a path, stopping when you press a directional button or at the end of the road or at a crossroads. you can draw any kind of road 1 tile wide on a map of any size and it should work. The only script I've used is yanfly's button to common event, but it is not necessary to get auto walk working, only for convince. you do not need the script but it does make auto-walk simpler. link to script What you'll need - 1. You will need to create 3 blank events per map, and they will all need to have the same id - the simplest way is to have them be event 1, event 2, and event 3. They should be blank and have the through box ticked. 2. You will need 1 common event slot - everything will be handled here. 3. For the terrain that you want the player to autowalk on you will need to go to the Database, Tilesets, Terrain Tags and modify the number of the terrain to something that you aren't using for any other terrain. I've set roads to terrain tag 5 and am not using it for any other terrain other then roads. Important to note I've discovered that at a normal move speed the auto-walk does not seem to work all that well - I've found that the max move speed that it works at is about 3.6. you can use a simple script call to alter the move speed - $game_player.instance_eval("@move_speed = 3.6") I've made it so the common event in the demo changes the players move speed while auto-walking, but this is not pictured in my screen shot below. Auto-walk Common Event In the spoiler you can see the whole common event that I'm using - there are a few bits that may be redundant but it more or less works (lol) The initial conditional branch is to make sure that the event does not proceed if the player is not on a road - this prevents interference on maps that you do not want the autowalk to function on. you can similarly use a switch or variable or map id for the condition. Below that starts the loop. in the demo I've included a script call to change the players speed to 3.6 - the max speed I've found that the auto walk works at properly - any faster and is doesn't seem to turn correctly. you might be able to figure out how to get it working better than me xD At the start of the loop you'll see a conditional branch by player direction - this then uses a script call to place events 1,2,3 respectively in front, and to either side of the player. this needs to be repeated for each event and for each possible direction the player can face. Just below there is a nested conditional branch that reads the terrain tags of events 2 and 3 and calls a move route for the player to wait for one frame. this makes the player come to a halt at crossroads or where multiple roads intersect. Below that is the conditional branch reading the terrain tags of event 1 - the event in front of the player. this simply reads that if the terrain tag is 5 (a road terrain) the player preforms 1 step forward, skipping if unable to move. In the conditional branch, as well as in the conditional branches that follow you'll see I've included nested conditional branches that in the case of any direction being pressed the loop will break - this is so at any point during the auto-walk you can resume control of the player character. In this conditional branch there is a jump to label: loop, taking you back to the label at the top of the common event at the start of the loop - this is necessary so that during the auto-walk the player movement prefers going forward to turning at junctions. The next two conditional branches are identical, reading the terrain tags of events 2 and 3 - in the case of event 2 it would turn the player character right by 90 degrees and step forward, in the case of event 3 left by 90 degrees and a step. You can see that I've included a wait for 5 frames after each - that is so the move has time to execute / be registered before the event loops. Nested in the conditional branches all the way to the bottom are repeated the conditional branch to break the loop by direction pressed - I'm not sure if all of them are entirely necessary, but I've included them because it was working for me xD. At the bottom, after the look (not pictured) is a script call to return movement to normal speed. Finally - The common event in the demo attached differs slightly from whats pictured, and includes the yanfly button to common event script. you should be able to see it working. Well, thats about it I reckon. This is the first tutorial I've tried my hand out, not sure how helpful it might be - I was just excited at having figured out how to do something like this and thought to share it with youse all. I hope you can find something to use in whatever project you're working on here, and in the future I might try my hand at a couple of other tuts to do with mapping or variable terrain speed. Thanks for reading! autowalk demo (dropbox link)
  19. Hello, I want set up a skill that lets a class/actor craft items. Example: The cleric can mix potions when not in battle. What I tried to do was take the Tidloc alchemy system and create a common event that calls it up. This common event can then be turned into a skill an assigned to a class. For the common event I put used the script option and put in "Tidloc_Alchemy.call" to link to the script titled 'Tidloc Alchemy' I think the theory is sound, but when I try to active the skill during play-testing I crash the game. This is the error. Script 'Game_Interpreter' line 1411: NameError occurred uninitialized constant Game_Interpreter::Tidloc_Alchemy Any ideas? I have zero scripting knowledge.
  20. There was a duck who decided one day she to try becoming a chicken. And thinking that, she decided to find a farmer to live with, and began a journey. But all in her land knew she was a duck, so she went to a new land where the farms were still being built. The first farmer who she met was building his farm strictly. She introduced herself but the moment she asked to be let in the chicken pen, the farmer yelled at her and refused to build his farm while she was there, knowing that she was a duck. So she left. The second farmer she met was building his farm more freely. She introduced herself and asked to be let in the chicken coop. The farmer wasn't paying close attention and let her. And she settled down happily. And when the farm was build, she laid many eggs for the farmer. The second farmer went to sell the eggs and noticed their unusual look. But they were still chicken eggs right? They came from the chicken coop after all. So he sold them anyway. For years he sold them, and became rich and could afford many new chickens and a team of farm hands. The other chickens payed little attention to the duck, but the duck knew she did not fit in, and felt more and more like a fraud. One day a farm hand went to the chicken coop with the duck and was confused when he heard no clucks from her. So he called out for the duck to cluck, but the duck could not, she could only quack. The farmhand quickly told the farmer, and he finally understood why some eggs were always different and became outraged and kicked the poor duck right out. The duck wandered in despair. She wondered into the woods, and ran right into a fox. "Well now..." said the fox, "what is a tasty treat like you doing here in the woods?" The duck was rightfully frightened and backed off. "You are a lucky thing, I happen to be full from eating the chickens of a poor farmer. But I am curious why you would come out here into the woods." The duck was wary but told her story, and how she had fooled the second farmer for years and felt awful about it, and how she was finally caught, and how the second farmer would have been better off if he had been like the first and never let her in the coop. The fox snickered and soon started to laugh. "Oh you feel bad eh? For what exactly?" the fox said. The duck was confused, wasn't what she did a horrible thing? The fox snickered and said "Yes perhaps that deception would have lead to disaster. But it did not. He sold your eggs and the ignorant people never complained, and he got rich off of your back. As for the first farmer..." He turned and motioned for her to follow. She, daring not to disobey did so, and soon was led to a small and poorly maintained farm. "Look" said the fox, " at what has become of him!" And there was the first farmer, struggling in back breaking labor. The duck was confused and asked why this would happen. "Because, " said the fox, "he was too much a perfectionist. Everything had to be right, everything in it's proper place, nothing even slightly off could be allowed. He spent so much time building the farm just right, making sure nothing was wrong. Except he was not perfect. I stuck in after all. Killed and ate his chickens again and again. The farmer that you worked for was too clever, too fast. Everytime I tried to sneak in he would come up with some way of keeping me out. It wasn't that sophisticated at first, but he would notice me and change things too quick for me to get far. He found problems and fixed them quickly and simply. This one was lost in his perfect idea of structure." "Maybe, " mused the fox, "things would have good differently if I would not have shown up, or if I had been stopped. Maybe this one's perfect structure would have made him more successful in the long run if he had more help. Maybe even it would have worked better with a different profession. I don't know. But what's done is done." The duck wondered herself. "I will leave you for now... " said the fox. "I am not yet hungry and you would make too much noise anyway. But just remember I am lurking. You don't want me to catch you when I am more hungry, do you?" The fox chuckled and walked away leaving the duck with her thoughts. Maybe it wasn't so bad to not check if something was pretending to be something else sometimes? If it helped get the job done. Still, she was going home. She was done being a chicken. It was time to be a duck again. Or at least something that quacked like one.
  21. To quote a line from Treasure Island "I own myself an ass." Why? Because I made a very foolish rookie coder mistake when working on my current game project that has made every build since the errors were introduced have game breaking bugs, and it was because of foolish oversights on my part. The issue was that the minigame scripts I used for my ingame casino lacked sane exit conditions for the scene window script they were intending to alias, and it caused my entire project to be retroactively corrupted. However, I'm getting ahead of myself, let me explain aliasing in coding terms. Aliasing in Ruby code (which RM VX Ace uses) means code that does one thing is rerouted to an alias, or alternative. For instance, if I aliased the word "apple" to be rendered "orange" in a program determining how many uses of the words apple and orange were in a block of text, all it would result in finding nothing but uses of "orange', since "apple" was aliased to render as "orange". This is fine, but if an alias is not sanely terminated when you need the program to render "apple" as "apple", it will continue to render "orange" even when you need "apple", which will retroactively screw up everything afterwards since the aliasing never terminated sanely, so everything using the original code will be horribly screwed up. In that sense, I own myself an ass, because I did not check to make sure the minigame scripts I imported sanely terminated the aliasing for their custom window scenes and reverted back to the stock settings, which was causing all sorts of anomalies in the display of all window scenes afterwards, and while some errors were not immediately apparent, I should have exercised due diligence to make sure the alias terminated sanely, since that would not be easily detected at first since aliasing does not ordinarily cause game crashes if it affects non vital code, such as the rendering of window boxes. I have fixed the issues and confirmed them resolved, but this was a mistake I made due to lack of adequate back checking of the scripting calls, and I advise anyone importing any script into their game that uses aliasing of stock code make sure the alias terminates sanely, else your game will retroactively be corrupted in terms of functionality. This tip also applies to Ruby coding in general.
  22. I'm sure that this will raise the bristles of some people but you know what? It needs to be said. I am sick of scripters (not all, mind you) thinking that just because they can write code, that they're better than everyone else. As if their ability puts them into some sort of "Nobility Class" and the rest of us are just peons and grunts. I understand that learning code is difficult. Hell, I've tried my hand at it several times and still have trouble getting it all to sink it but that doesn't make you better than say a sprite artist, a music composer, a parallax mapper and most of all, an eventer. Yeah, events aren't as efficient as code and it does have its limitations but I think eventers need a little more appreciation due to the fact that they take that lack of efficiency, they take those limitations and they have to work around them! There have been several times where I have shown my evented rotating icon menu to people and a scripter will say something like "For eventing, its not bad..." Not bad...? Do you realize how much time I put into this??? Do you realize how much of a victory this is for me??? Of course you don't! Nevermind! I forget that you have the blood of God's running through your veins and that anything us lesser mortals accomplish could never match up to the things that you're capable of! I'm sorry if this comes off as rude and I want people to understand that I am not directing this at every scripter on the forums. I have encountered several who are the opposite of what I'm ranting about but the others (I'm not naming names but a few of you probably know the one's I'm referring to...) need to get a grip on reality and realize that they are not some elite force that needs to be treated like royalty! Rant over... For now...
  23. For the last week or so, I have been working with TheoAllen on his antilag script, mostly swapping ideas and code back and forth. Some of my ides and code made it into his script and some didn't, and while I was working on my own personal copy, he started added his "insane" optimizations, really trying to be able to support as many events as he could. I on the other hand, decided to try more for compatibility and speeding up sprites. Doesn't include the "insane" optimization for large numbers of events, so Theo's script is definitely faster when there are more events on the map, but mine might work better for people when there are fewer events or when there are compatibility issues, so I will post what I have so far here: You should probably turn off OPTIMIZE_EVENTS_XY for any pixel movement or ABS scripts but give it a try with it on! This is not meant to compete with Theo's script and is only meant for better compatibility and/or to possibly speed up maps with fewer events.
  24. Kayzee

    Simple Database

    Here is a fixed up version of my NPC Database script with some changes and a bit of documentation. May have to fix this up a bit more later though.
  25. In this article we will be looking at word-wrap and what an amazing feature it is. We will discuss word-wrap in RPG Maker and how it can be used, as well as some complications that arise because RPG Maker does not natively come with word-wrap. What is Word Wrap? Wikipedia has a pretty explanation on word wrap. Word-wrap (and line-wrap) are features that determine when a line of text has reached the end of a line that they are displayed on and automatically starts a new line. The purpose of this is to avoid forcing the user to scroll horizontally to view the rest of the line (as in internet browsers), or to avoid having text cut off. The difference between word-wrap and line-wrap is where the line break occurs. For line wrap, it will just print characters out, and once it hits the end of the line, it’ll print the next character on a new line. This may be undesirable because you might be in the middle of a word and now it doesn’t make sense. Some solutions to this include inserting a hyphen to indicate that the word continues on the next line. Sometimes it might even end up on a new page. Word-wrap, on the other hand, will determine that it can’t print the whole word on the same line, and will start the word on the next line. This may be more desirable depending on whether you care whether words are broken apart or not. Why It Matters To appreciate these features, think about what happens when you don’t have them. For example, RPG Maker doesn’t have any word-wrap or line-wrap and so you end up with things like this: Not very pretty. Or even correct: we’re missing two-and-a-half words, because the line was too long to fit on one line. DIY A solution? Manually insert line breaks! RPG Maker attempts to help you by providing some visual guidelines. You can see that there are arrows in the show text messages that indicate when the message will likely[/size] be cut off. The first arrow is used if you are showing a face graphic, while the second arrow is used if you don’t have a face graphic. However, these guidelines assume a few things You’re using the default font, and You’re using the default window size, and You’re using “plain text†If you’re using larger or smaller fonts, those arrows aren’t very accurate (in fact it doesn’t seem very accurate for the default font either). If you want a larger or smaller window, those arrows won’t help either. The more pressing issue is the assumption that you’re using “plain textâ€. RPG Maker’s message window doesn’t just display text; it comes with a complete set of message codes that do a variety of things from controlling the speed of the text to showing the gold window to replacing certain codes with other values such as a specific actor’s name or a variable’s value. These are called message codes, and it is a very large topic so I will not be covering that in detail here. Basically, message codes that you write in the editor are not displayed the same way in game. Codes that control the message may or may not take up any space, while codes that convert codes into other text will likely take up more space. Of course, the editor doesn’t know this. I call them “Control Codes†and “Convert Codesâ€based on what their function is. You can see a list of default message codes when you hover your cursor over the text window: Here’s an example of me following the guidelines and displaying a few variables using convert codes in my message: While it looks fine in the editor, I can’t say the same about the results. Read the rest at HimeWorks!
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