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Found 31 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. 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.
  3. This tutorial describes how conditional branch commands are used as script input. This command is a very convenient way to ask users to specify input, especially if you're working with conditions. This may be easier to use Instead of this This tutorial shows how to use these commands in your scripts, and how you can achieve complex logic using only these commands. Recall... If you are not familiar with the conditional branch command, the image below shows all of the built-in conditions that are available for users. It also comes with a script box that has a character limit of 10000, which is enough for almost anything anyone would need to do with a script call. Ideally, if you're working with any event (map event, troop event, common event), and your script uses conditions, you want to use a conditional branch command. Script Parsing The conditional branch command is command 111 in the game interpreter. You can look at it in your script editor to see how it is evaluated. Typically, I would just copy this code into my own method and adapt it to suit my own needs. To actually get the command, you will need to parse the event list. Depending on what type of event you're working with, accessing the list would be a bit different, but once you have access to the list, you would simply iterate over each command as follows to find the command you want: list.each do |cmd| if cmd.code == 111 # do something with the conditional branch command end end Examples Here are a couple scripts that use conditional branch commands for input. Custom Page Conditions Negated Conditional Branch Logical Expressions The conditional branch command allows you to ask questions like Is Actor 3 a Soldier class? Does the party have a Hand Ax in their inventory Which can be evaluated easily. However, what happens when you want to ask more complex questions such asIs Actor 3 a Soldier AND is Actor 3 wearing a Hat? Is switch 1 on OR Switch 2 on? These are separate conditions joined one or more of the following logical operators:AND OR NOT This is very easy to accomplish using script calls, but remember the point is to make it easy for users who may not be proficient in ruby. Some users may not even have any idea how programming works. The following rules are proposed for logical expressions using conditional branch commands. Here are some examples to illustrate it: 1. One command represents one condition. 2. Every pair of commands is joined by a logical operator. 3. Two commands with the same indent are joined using OR 4. Two commands with a nested indent are joined using AND 5. All conditions with non-decreasing indents are grouped together. Condition 0 = indent 0 Condition 1 = indent 1, therefore they are grouped together Condition 2 = indent 0, so this is the start of a new group Condition 3 = indent 1 6. All conditions are parsed recursively. Parentheses are based on groups The last image basically summarizes all of the rules. It may take some time to understand it, but if you think of it as a regular boolean expression, it should become clearer: (a AND (b OR c))We are simply applying each rule one by one as you go down the conditions, grouping them based on the non-decreasing indentation rule. Note that negation is not shown here. This is because the default conditional branches do not support negation. Ending With this in mind, you should be able to provide your users with a much easier way to specify conditions if your script needs it. Originally posted at Hime Works.
  4. Today I was checking out the completed script forums and... Okay before I say anything else let me make one thing clear. This has very little to do with the function of any script it's self, nor am I accusing one of breaking some rule or saying that there should be any particular rules about this subject. This is not an attack on any script's author, an indictment of the community, or anything like that. This is a theory and development post, to talk about theory and development. Just wanna make that clear. Also, this only really applies to scripts being publicly released in any case. I say all that because, honestly, if some of the scripts there were my scripts they wouldn't meet my standards for 'completeness'. Mostly due to lack of a comment block describing/documenting the script in some cases. Keep in mind though I am very picky about my own scripts and that might not be a good thing. It's one of the reasons I have very few posts in the completed script forum actually, because I don't really think of very many of my scripts as 'complete'. I know it's kind of a pain to document stuff and I don't blame people for not wanting to bother. Having a demo is nice, but I don't feel should be necessary to understand how a completed script works. There is also the question of how well tested a script is, but that's not so easy to see. And don't get me wrong, 'incomplete' scripts are not bad to share or anything, I share mine all the time. I just think there is kind of more of an unwritten 'use at your own risk' attached. I think this applies to MV plugins just as much as VX Ace scripts, and indeed any publicly released snippet of code really. I am not sure it's all that important, but I feel there is a discussion there. So, what do all of you think?
  5. clobbahdatkirby

    Problem with movies?

    Hey all. I've been making a game for about 2 months and it's been going pretty well. Today, I sent my friend a version of the game to test out. After finishing a fight a movie would play and would transfer him to the next room. However, after the cut scene had finished, the game would give him a black screen and he could only open his menu. Now when I tested it out, the game would not give me a black screen after the movie and transfer me to the next area. I'm using the OGV files and I feel like this has something to do with that or maybe I messed up the script some how? I attached the script to this post, hopefully someone can help.
  6. Hello, i hope this place isnt dead. i am having a problem with something on VX ace. i have trying to make a game where its about different parts of many sagas. what am i trying to do is get my character to walk through the ice doors and change into a different character. but what i also want to do is put a picture before it changes to the character
  7. 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
  8. Firstly, I apologize for neglecting to post an entry here. I focused more on posting all my updates on Twitter. Secondly, Beyond the Dark is officially finished and you can play the DEMO here: http://www.mediafire.com/download/3a3f55c6zpxr6vo/Beyond_the_Dark_DEMO.exe Watch the official trailer here:
  9. Im currently working on a horror game and i want to have the first cutscene be the main character in her nightie walking through the house. I was wondering if there was a way to have a different than her normal outfit for just this one cutscene. I have sprite for the outfit but im so new at this i dont know how to do it.
  10. Thejaxinator

    Javascript?

    Everyone here is ready for the next RPG maker i am but...... I was just starting to begin learning scripting and now it's going to be javascript and before anyone thinks it (i did) it's Javascript NOT Java oddly they are not the same what do you think about learning to code with it for Scripts Plugins there are now called?
  11. Firstly, not sure if I should post this here I have a game using a script that requires a usage license if one wishes to use it for a for profit game. (if the game is free ware, then a usage license is not required) However, say I were to make a demo featuring the script and use that in a kickstarter campaign to illicit funds which would then upon succession, go into purchasing the license. Would I get in trouble using that script in the campaign without a license ? Can third party scripts be used in kickstarter campaigns in general? Thank you
  12. Greetings community. I do not post much, but I read a lot. Whenever I am stuck, this is my go to place. I hope I have posted in the right place. Truth be told, I am not 100% in which category this topic should fall. On to the post. I am currently working on a "ghost hunting" game, and my core mechanic for the game is as such. When the player enters the "haunted" area, they use a Flashlight, which, would have a passive state (From Yanfly's Passive States) that drains mana every few steps. That is the easy part. Unfortunately, I can read most coding languages but I can only write basically. What I don't know, is how to have the Passive mana drain, only work when in the haunted area, however, the BIGGEST issue I am facing, is this: When the player runs out of Battery life, they start to take "Fear damage" and their health slowly drains in place of mana. Question, is how can I have the Health drain active, ONLY if the player has 0 Mana. I'd like it to turn on at 0 Mana and should the player pick up and use a Battery, the health drain will turn off. Also, how can I have these passives active, only on selected maps? Any feedback would be great, thanks.
  13. Greetings fellow RPGMakerVXAce Developers! I have made the hard decision to scrap my current and long running project in development, Monster Hunter Logan: Redux because of script incompatibilities and more importantly, because it just isn't fun to play, mostly due to my combat system and combat feature choices. So, in an attempt to start off a new and better planned project, I am going to select and configure all of the scripts and ensure stability before I do anything else in the project. Also, I'd like some feedback on if certain features and scripts would be easier to manage than others based on other developer's previous experiences. IDEAS: Use primarily Yanfly scripts to modify menus and use a light/novice side view battle system. Use primarily Yanfly scrips to modify menus, combat systems, and use a front view system and take advantage of some premium DLC packs that have front view battlers. Use LUNA Engine to modify menus and use the supported and proven compatible TheoAllen's TSBS for the battle system. Fiddle with various scripts from other scripters who don't require core modules such as Vlue and Tsukihime to modify the game in various ways and use alternate battle systems. Also, any suggestions on scripts to include to help streamline development like a word wrapping script would be appreciated. If you feel more comfortable, you can PM me and obtain my Skype ID in case you want to provide feedback in chat form. Thanks for any help, comments, and suggestions.
  14. I ducked out of RPG maker for a while until I found an idea which I can use to learn RPG MAker in a non-commercial fashion. I'll talk about that elsewhere, but this particular project will be where I figure out the many systems and methods I'll use for my more official projects. This is the first one I'm going to need help with: You've probably heard of spell-learning systems where you learn a spell from not just a store, but also by books that you can find in the game. That's basically what I'm looking for: A spellcaster starts with a set of small spells, some of which do level up as you progress. But more spells need to be earned, either by a skill store (which is easy) and through books that are found in various quests--a quest reward no doubt--which the character reads and learns from there. (Which I might be needing some help in) For those who need to know beforehand, I use the Yanfly script set. Any and all information that'll help me will be greatly appreciated, and thanks in advance.
  15. http://rpgarden.com/showthread.php?tid=14&pid=26#pid26 Hello all. Special thanks to the admins for allowing this to happen. As several of you may already know, the community rpgmakervx.net has been shutdown. There is, at the moment, a rebuilding effort - and it is called RPGarden. It is a very resource-oriented community, in the sense that it strives to collect as many graphics/audio/scripts it can. I would like to invite you to our opening activity. The details are as follow: Awards Users are encouraged to submit as many resources (graphics, music, scripts) to RPGarden as they can. By the end of the activity, the top contributors will be rewarded some cash prizes: $25 $20 $10 $5 $5 The prizes will be delivered through PayPal. Amazon gift cards are also an option. Notes Obviously only resources that you have permission to post. Resources don't have to be new. Bring in your old things. We don't value a resource type over another (like a script over a sprite for example). We instead subjectively decide their worth by amount of time and/or general appeal. The current deadline is December 24th. However, it may be extended for one week more depending on the circumstances. Simply start posting resources and you will be participating automatically. Please don't make a single thread with a "huge compilation of things". If you have several resource types, make several threads. You can make compilations of things of the same type (trees, zombies, battle tracks, etc). How to participate Now. Normally, the idea of this contest is for you to register at RPGarden and post your resources there. The official announcement can be found here: http://rpgarden.com/showthread.php?tid=14&pid=26#pid26 However, to ease your burden, you can optionally post your resources in this topic instead. We will manually export them to RPGarden, and that way you don't need to register (although it would make our lives easier). Thanks This wouldn't have been possible without the permission of the staff here. RPGarden is in debt! I will make sure to post useful contests in this site in the future - maybe a Summer game making thing.
  16. Hi there everybody. So after play Chrono Trigger for a while... i decide to make a RPG game about the love what a sudden! I want this game has a little bit complex story ... and about the battle, i prefer animated sprites than battler, may be this game i want to make is similar to Final Fantasy in gameplay So i want to ask you guy helps me make a scripts list for using in game If you don't mind, of course ( i like takentai - is that its name? i used to play around with it before in RPG VX ver but it seems RPG Ace doesn't has this one) Thnx!
  17. This article discusses the event choices and how we can manipulate it using scripts to allow developers to easily provide more than 4 choices to the players without using any script calls or comments. We start by understanding what how choices work, some limitations in the choice system, and finally I propose a solution that is easy to use and present an implementation. Background RPG Maker provides built-in support for creating a set of choices and what happens when a player chooses a particular choice. It is available in the event editor as the “Show Choices†command. When you click on the command, it will display a dialog for setting up your choices You have 5 choices available to work with. You will understand why there are 5 later. The cancel behaviour dictates what happens when the player presses the cancel button during choice selection. If it’s disallowed, nothing happens when the player presses cancel. You must pick an option. If it’s one of the choices, then that choice will be selected when the player presses cancel. If it’s a branch, it will execute a 5th option (which does not appear in the selection). Each type of cancel behaviour has its own purpose depending on what you need, so you should experiment with each option to understand how they work. Choice Branches Here’s a setup with two choices. You can see that under each choice, there are more commands. These are called branches, and you can see that the indentation specifies which choice they correspond to. You can have any number of commands under each branch, including more “show choice†commands. Here’s the same setup, except we use the “branch†cancel option. A new branch now appears And this is how it appears in the game. As you can see, the cancel option does not appear in the list of selections. Displaying Message Sometimes you might want to display a message along with your choices. You can do this by simply using a "show text" command immediately before a "show choice" command. The event interpreter knows that you want to show this message while the choices are displayed. More Choices? So far, everything runs smoothly. You can create up to 4 labeled choices and have the player make a selection. You can then set up cancel behaviours to further control what happens when the player decides none of the options are good and wants to back out. Now what happens if you want to have more than 4 choices? Read the rest at HimeWorks!
  18. So, to jump right in, I made this page due to a previous topic I had started on the official RPG Maker Forums. It was the feedback gained within both that thread and private messages that prompted me to launch this… To give a brief idea of that topic, it was regarding a potential kick-starter campaign for ‘mini-game packs’ for RPG Maker. Anyway, the most popular ‘mini-game’ idea from the ones described in that topic was my for a Highly Customizable Trading Card Game. First of all, just to ensure you understand exactly what this topic is discussing; 1 - A Fully Customizable Trading Card Game system, containing numerous scripts and resources (visual and audio) for use in RPG Maker Vx Ace (possibly with older/future maker support) 2 - A Fun, Family Friendly, Trading Card Game featuring all the ‘big names’ from the RPG Maker Series. This includes fan favorites such as Eric, Ralph, Slime and of course, the main player – Dekita. This would be available as a FREE GAME to everyone; however, an unencrypted version of the game will also be supplied with the TCG Script & Resources Pack. This system can be used solely as a mini-game within a project, but it is also retains enough features to be used as the sole focus of a game. The features of this system would include such things as; More detailed information can be found by following this link. This system can be used solely as a mini-game within a project, but it is also retains enough features to be used as the sole focus of a game. The features of this system would include such things as; Animated Cards : (cards && card images move) Various Card Types : (creature, equip, spells, field mods, enhance, more) Card Rarity / Grade : (common, uncommon, rare, ultra rare, more) Various Card Packs : (numerous cards packs offering various types of cards) Card Condition : (card deteriorates over time is mistreated) Optimized ‘card creation’ System : (numerous methods to ensure performance and quality is kept) Card && Deck Inventories : (dedicated scenes for viewing obtained cards and decks) Multiple Card Decks : (player can hold more than one deck at a time) Card Shop : (buy/sell cards, packs, items and general merchandise) Card Trade : (trade cards between NPC’s and save files) Card Auction : (buy/sell cards/packs/item at an ‘auction house’) Card Craft : (dedicated scene for crafting new cards) Card Enhance : (use unwanted cards to enhance your favorite cards) Card Dueling : (have in game card battles with rules changing each match) Dueling Tournaments : (multiple possible tournaments to participate in) TCG Player : (dedicated classes for storing data related to player activities etc..) Obviously, all aspects of the script system will be as customizable as possible. All cards, environments, scenes (window position, layout, etc..), player information and settings would all be fully customizable by the developer via simple (and fully documented) script customization sections. This means you can easily make each scene look fully unique to your project. You retain full control over all images & information shown as well as how each scene flows. Additionally, most of (if not all) the features would be optional, so things like ‘card condition’ does not have to be included in your own in-game CCG/TCG. More detailed information on the game can be found by following this link. MahÅ no kÄdo is the name that will be given to the small (2-4 hour story) game that will be made alongside the Trading Card Game Scripts & Resource Pack. This game will come in two forms, encrypted and unencrypted. The unencrypted version will be supplied with the resource pack as a means of providing the user (of the resources) an adequate documentation with physical examples on how to set things up. The encrypted version, will be freely distributed as a means of providing people with a product to play and thus, see the system in action. The game story is highly subject to change as any kickstarter reward tiers will likely be for backers to design features or even be featured themselves within the game. As it currently stands, the main story will revolve around a young student named Dekita. The main goal of this game will be somewhat cliche (Become the best card battler in school whilst obtaining as many cards as possible). As well as featuring all aspects of the TCG detailed above, there will also be frequent appearances from popular names from the RPG Maker program itself. This includes fan favorites such as Ralph, Ulrika, Oscar, Eric, Rick and of course, the all important Slime! During school your character will pass time via participating in various card duels (card battles) and once you become good enough, tournaments. Other means of passing time include things such as Shopping, Trading cards and of course, meeting fun, quirky and sometimes outrageous characters. Alternatively, you could always attend classes and actually learn a thing or two about card dueling. There are many secrets to be found that can only be learned via completing the hardest of tests. Sometimes these tests will be of the mind, sometimes they will be more practical and will involve the protagonist battling their way to victory. More detailed information can be found by following the link below; http://dekitarpg.wordpress.com/tcg-mnk/ Also : If you really like this idea, feel free to hit that like button (over there >>) and show some love
  19. Since its holiday today here, I will be doing all these scripts: Script to make this holiday: - Sword Art Online - Hollow Fragment Sub Menu - Sword Art Online - Guild System - Sword Art Online - Simple Dueling Battle System v1.0 - Sword Art Online - Infinity Moment / Hollow Fragment Friends System - Character Lifeline System - One Soul Battle System - Corpse Party Save File System - Evidence Keeping File System - Custom Defense System - Lucky Shot System - Gold and Experience Plus The ones with bold letters are my priorities and near completion.
  20. *NightWolf687*

    WE Simple Banner Menu

    Simple Menu Details: This script creates a simple banner-like pause menu at the top of the screen. Customization: You can change the size and(or) the position of the banner. Terms of Use: Free for commercial and non-commercial games, BUT credit is required. Screenshots: Menu: Script: http://pastebin.com/hWcLpd4q
  21. A hopefully simple tutorial on modifying your menus further to make them even simpler aesthetically.
  22. DavidFoxfire

    Revolver Princess

    What I've attached is the title screen of my initial RPG Maker VX project, Revolver Princess. It's basically a young woman who works part time in an amusement park, but finds out that it's made on the grounds of an ancient magical kingdom, who's ghosts spirit her back and forth from their time to hers to solve a mystery so that the spirits can find their eternal rest. I'm working with a partner on the programming part, but I'll be doing all the artwork (the title page is one of my better results). It'll be swapping between Modern Times with a story-driven plot and a fantasy setting of level grinding, with the main character employing gun kata moves. (Hence the title of the story) I'll tell you more about it as the development progress and people's interest in the comic improves. But right now there are some things I'd like to figure out how to do with RPG Maker: 1. I'd like to have the map fade out temporarily so I can show a graphic, which can be panned, before the graphic disappears and the map returns. 2. In a scrolling cutscene, the title and some opening credits need to appear over the moving map. 3. Have maps change as the story progresses: Some doors appear/disappear in certain times, opening or blocking off access to an additional map whenever a certain point in the story is reached. (Note: I do use the Yanfly Engine, if that helps or is needed to know.) Any and all assistance in these three items will be greatly appreciated. Thank you in advance.
  23. When you're playing your game, you may notice that the camera follows the player and is always centered on the player unless you've reached the edge or corner of the map. Sometimes, you may want to focus the camera on a different object, or an arbitrary position on the map. For cut-scenes where the player is not involved, for example, you would typically have to set the player's graphic to transparent and then move the player to the cut-scene's location. After the cut-scene is over, you would then move the player back to where they were. This is not a difficult task, but it is not really something that you have to do just to look at somewhere else on the map. One solution that would make your cut-scenes and overall eventing experience so much easier is the ability to control the game camera using the Camera Target script. Read the rest at Hime Works!
  24. DH2 Productions

    Script needed: Zelda Battle system

    I am looking for a script that will change the battle system from a Final Fantasy style battle system to a Zelda style battle system.
  25. Tsukihime

    Full Enemy Customization

    This tutorial showcases a number of scripts that provide a number of advanced functionality for managing your enemies. Gain access to more control over parameters, action conditions, drop items, drop item conditions, exp, gold, and more! Enemy LevelsThis script adds levels to your enemies. The level can be a fixed number, or it can be based on a variable or some other game data using a "level formula". Enemy levels can be increased or decreased during battle, allowing you to change an enemy's stats and skills dynamically during the game. Enemy level can be based on party levels as well, if you would like to provide party-based scaling. Enemy ClassLike actors, you can assign a class to an enemy. You can then proceed to set up an enemies parameters and skills using its class. Combined with enemy levels, you can set parameters for levels from 1 to 99. Classes come with skill learnings, which you can use to determine whether an enemy is able to use a certain skill or not based on its level. Parameter TablesIf you don't want to manage an enemy's parameters using a class, you can use parameter tables. This script allows you to manage enemy parameters using spreadsheets, individually setting parameters for each level. Enemy levels will be required to access parameters for different levels. Enemy Param FormulasIf you don't want to use enemy levels to scale their parameters, you still have the option of using param formulas.Enemy Gold Formulas Enemy Exp Formulas These two scripts allow you to control how much gold and exp you receive from an enemy based on formulas. This allows you to dynamically alter gold or exp obtained from battle based on any arbitrary conditions.Drop Item SetsThis script provides advanced enemy drop management. You create "groups" of drop items and then add conditions to each group to control which ones are available for the party to receive depending on whether the conditions have been met. You can add arbitrary items to each group of drops, allowing you to overcome the 3-item drop limit that the editor imposes. Synchronized BattlersThis script allows you to link battlers together to enable special "synchronization effects". For example, you can link together several enemies together so that when one enemy dies, all of the others in the link die as well. Level Difference ExpThis script provides an "exp modifier" that allows you to determine how much exp an actor receives from an enemy based on the difference between their levels. High-level actors defeating low-level enemies may receive no EXP, while low-level actors defeating high-level enemies may receive bonuses for defeating stronger enemies. Originally posted at Hime Works!
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