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  1. Reedo's Simple Side Battle System Ace Edition (RSSBSACE) Version 1.7b September 30, 2013 By Reedo References None. This is an original script by Reedo. Description This script is a recreation of the original RSSBS created for VX back at the end of 2009. The script has been completely reworked for ACE. RSSBSACE offers a simple, plug-and-play, side-view-battle-system with no additional resource requirements. This script is only a visual modification to the battle system and does not add any game-play mechanics. RSSBSACE is designed for a high-degree of compatibility with other scripts. Features This simple SBS provides a classic "FF"-style side-battle experience. This script will: Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout. Place a shadow on the ground beneath living actors. Show the actor's stepping animation on their turn and when acting, if able to take actions. Make the actor step toward the enemy when taking an action other than guarding. Show animations for all actor actions as defined in the database for the particular action being performed. Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack) Flash the actor red when they successfully receive a hostile action. Show dead actors as faded, whitened, and rotated to lay on their back. Make living actors perform a "victory dance" when the battle ends (they jump and spin). Optionally "mirror" enemy images to make them face to the right. Version 1.2 Make actors step back when guarding. Make actors start facing backward and jump when surprised. Make actors start facing down and flashing white on preemptive strike Version 1.6 Show weapon or skill icon as moving (swinging, punching, or pulsing) graphic during actions. (by popular demand!) Now compatible with "battle test" from within the database. Version 1.7 Additional options for weapon motion by weapon type. Ensures all animations play on RSSBSACE on-screen actors. As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set. Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps. Options There are a few options at the top of the script which can be modified to change the positioning and movement of the actors, specify the mirrored enemies, and disable the forced tile-based battle backgrounds. In most cases there will be no need to modify any of these options, other than the list of enemies to mirror. This option looks like: FLIP_ENEMY = [ 3, 4, 6, 7, 8, 10, 14, 16, 17, 18, 19, 21, 22, 24, 25, 27 ] And each number is simply the ID of the enemy to flip. This is the number preceding the enemy name in the Enemies tab of the database. Screen Shots (battle begins) (player attacks) (player is hit) (victory dance) Known Bugs None at this time. Please report any found. Requirements None. This is a stand-alone script. Installation Plug-and-Play Just insert a new script directly under Materials, name it RSSBSACE, and paste in the script code. For compatibility purposes it is typically best to insert RSSBSACE above all other scripts*. * If using Yanfly YEA Battle Engine, this script must be installed below the Yanfly script. Configuration The only configuration necessary will be to arrange the troops such that the enemies are on the left-hand side of the screen. Go into the Troops tab of the database, select each troop used in your game and drag the enemy images to arrange them to your liking on the left side of the screen. All other configuration is optional via the "User Options" section at the top of the script. Compatibility Should be compatible with most other scripts. Obviously any other script which also modifies the battle scene may not be compatible, but this should mostly relate to visuals such as the placement of animations. Any battle-addon which affect mechanics and not visuals should be compatible. The original RSSBS for VX was highly compatible with other scripts. This version follows a similar design pattern so I expect it to also be highly compatible with other scripts. A Note About YanFly Scripts I have not yet tried any of Miss YanFly's scripts for Ace, but I expect there may be some contention between our two scripts. Although I suppose it is equally likely that her script will simply overwrite mine and everything will occur with her settings while my actors appear on screen. We had a good deal of success between our scripts in the past so if this one turns out to have any issues I will do my best to set some time aside to correct my script and ensure as much compatibility with Miss YanFly's as possible. Update This script is now confirmed compatible with the Yanfly YEA Battle Engine. Script Here is the complete RSSBSACE script: Summary With this script you can quickly and easily show your party on screen during battle with animations and effects and no special configuration beyond rearranging the enemy layout in your troops. Comments and suggestions are welcome.
  2. What I am trying to do is have an event walk around constantly but also have that event change into something else when the player comes in contact with it. What I have currently is two events. One event (A) controls the other events (B) movement, while the event (B) that is moving will trigger a switch to change itself once the player touches it. Also that same switch will change the other events (A) page to stop the moving event (B) from moving. I want to make multiple events like this. Is there an easier way to do this? Or do I have to make a different switch for each event?
  3. Thomas Smith


    From the album: My Drawings

    This is my first sheet of monsters that I drew on paper. I drew them quickly, so they do not look very good. But I am trying to get better!

    © Thomas Smith

  4. What is Simple Detect System? Let's explain it. When player get closer to a specific event, player will be detected. How Works It Read Introductions in Script. Note : Make Parallel Process in detector event. Example : Script : # ------------------------------------------------- # Script Name : Detector # Scripter : efeberk # Date : 08.08.2012 # Version : RPG Maker VX Ace(RGSS3) # Special Thanks to Bird Eater # ------------------------------------------------ # # Features : # # This script allows an event detects player when player near to event. # # Introductions : # # Make a "Conditional Branch" event command and select Script. # ------------------------------------------------------------------------ # Script : detected?(e, d, true) # # e : event id # # 0 => Current Event # 1+ => Event ID # # d => distance range from player. # # Example : Conditional Branch : detected?(3, 4, true) # # This means : returns true if distance 4 from 3. event to player and # 3.event saw player. #~ ----------------------------------------------------------------------- #~ Script : region_reached?(a) #~ #~ This method allows to return true if player reached a #~ specific region ID. #~ #~ a => region ID #~ #~ Example : region_reached?(6) #~ This means : True if player is on region 6. #~ #~ ------------------------------------------------------------------------- #~ Script : saw_player?(e) #~ #~ This method allows to return true if an event saw the player. #~ #~ e => event ID #~ #~ 0 = event that used script. #~ 1+ = event ID #~ #~ Example : saw_player?(3) #~ #~ Returns true if 3.event saw player. class Game_Event < Game_Character def move_type_toward_player if near_the_player? move_toward_player else move_random end end end class Game_Interpreter def get_event(i) if i == 0 return $game_map.events[@event_id] end if i > 0 return $game_map.events[i] end end def detected?(a, d, k = false) if k == true return distance(a, d) && saw_player?(a) else return distance(a, d) end end def distance(a,d) ax = (get_event(a).x - $game_player.x).abs ay = (get_event(a).y - $game_player.y).abs if((ax + ay) <= d) return true else return false end end def region_reached?(a) if $game_player.region_id == a return true else return false end end def saw_player?(e) sx = distance_x_from(e, $game_player.x) sy = distance_y_from(e, $game_player.y) if sx.abs > sy.abs direction = sx > 0 ? 4 : 6 else direction = sy > 0 ? 8 : 2 end if (direction == get_event(e).direction) return true else return false end end def distance_x_from(e, x) result = get_event(e).x - x if $game_map.loop_horizontal? && result.abs > $game_map.width / 2 if result < 0 result += $game_map.width else result -= $game_map.width end end result end def distance_y_from(e, y) result = get_event(e).y - y if $game_map.loop_vertical? && result.abs > $game_map.height / 2 if result < 0 result += $game_map.height else result -= $game_map.height end end result end end
  5. DigiDeity

    Simple HUD

    Simple HUD by DigiDeity Description This script was requested by some people so I decided to "publish" it as well. It is very simple and I guess there are more of them on the internet but maybe this is the one someone was looking for! Usage It is pretty much a "plug 'n play" script but there are some settings included which should be set up by everyone individually before starting. Screenshots Script Simple HUD Note Feel free to report any bugs and/ or suggestions for improvements!
  6. Rezanta

    Cards in Battle

    Hey folks! Rezanta here! I'm come to ask if somebody would be willing to make/find a plug-in that allows for cards to be tracked of in battle. I'll have a list of what I mainly need below. The Plug-in needs are: Keep track of the amounts of cards left in a deck. Show information on what cards are in the deck outside of battle. Able to be manipulated. Optional: Sell/Buy cards from a shop or gaining from quests/chests. Have a cap of a type of card, like how Magic: The Gathering has a limit of 4 cards of one name in a deck. Optimization and having the maximum number cards equivalent to a variable, like an actor's MP/100. Thank you in advance for any responses, and I hope this is detailed enough!
  7. Name: Simple Shop Tax Version: 1.1 Author: Mr. Trivel Created: 2015-11-26 What does it do? Allows easy way to change prices for whole shop items at once. Screenshots: Nothing to really show here. How to use? Use the following Plugin Commands: SetTaxTo Buy [TAX] SetTaxTo Sell [TAX] Examples: SetTaxTo Buy 50 SetTaxTo Buy -75 SetTaxTo Sell 25 SeTtAxTo Sell -50 Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  8. Name: Simple Skill Leveling Version: 1.1 Author: Mr. Trivel Created: 2015-11-27 What does it do? Skills change to their stronger or different versions after X uses. Video: How to use? To make skill change after some uses, use the following tag: <LevelUpTo: [iD], [uSES], [REMOVE]> Will make skill require a specific other existing skill that was used. <LevelUpRequire: [iD], [uSES], [REMOVE]> [iD] - Skill ID to change to [uSES] - After how many uses change into that skill [REMOVE] - 0 - keep skill after leveling up, 1 - remove skill after leveling up (Remove is optional, by default it'll remove) Examples: <LevelUpTo: 5, 25, 0> <LevelUpTo: 8, 10> <LevelUpTo: 5, 20, 0> <LevelUpRequire: 7, 5> <LevelUpRequire: 8, 9> <LevelUpTo: 7, 20> <LevelUpRequire: 8, 10, 0> <LevelUpTo: 8, 10> <LevelUpRequire: 7, 20> Plugin: <Link: Github> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  9. Author: Mr. Trivel Name: Simple Item Sell Price Created: 2016-03-15 Version: 1.0 What does it do? Allows to simply define item's sell price in it's note field. Screenshots: Was too expensive. How to use? Use the following tag for any item note field: <SellPrice: [PRICE]> [PRICE] - default sell price. E.g.: <SellPrice: 9999> <SellPrice: 2000> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  10. Hello! I have made a new textbox (border and background) and I have no clue how to actually put it into RPG maker. Could someone tell me how?
  11. darthbirdy3

    Modified Version of a Mouse Script

    So, I am using this script: http://forums.rpgmakerweb.com/index.php?/topic/17829-amaranths-super-simple-mouse-system-for-ace/ And what I am attempting to do is rather difficult and I have been trying for hours. There are two main things I am trying to change. 1. Turning off the Pathfinding 2. Making the mouse buttons be X and Y, the buttons for combat in the abs I'm using, rather than C and A, but still being able to use the mouse to operate menus, progress text, click choices, etc. I know this is rather convoluted and may seem silly, but I do really hope this is possible. I apologize for wanting to turn a super simple mouse script into a very complicated one. If anyone has any ideas please help. EDIT: So Basically if I wasn't clear enough, I'd like left click to be :X and right click to be :Y, but I want left click to still perform all of the actions of :C when it comes to the situations mentioned above.
  12. HirokiTakumi

    Simple Color Swap for Faces

    Hello everyone. I'm alright when it comes to sprite editing, but completely horrid when it comes to editing faces. I was wondering if anyone could do me a huge solid and lend me their skills to do a simple color swap? I just wanted to change the color of the scarf on these character faces. I just want the color of their scarfs to match the actual sprite. As you can see, I tried my hand at it, but I'm... aweful... Lol. I'm sure it's a simple fix on photoshop or something, but I suck at that too. Also, if possible, could the background be made something like, orange? Or if it could be formatted to be already transfer-able as a resource, that would be fantastic... Thanks so much in advance everyone! I would super appreciate this. I'll be sure to credit whoever takes this task on when my game is complete.
  13. Name: Simple Mercenaries Version: 1.0 Author: Mr. Trivel Created: 2015-11-27 What does it do? Allows player to recruit mercenaries that last for X battles or until they die. Screenshots: Nothing to really show here. How to use? Give Mercenary Actors a tag in their note field: <Mercenary: [J_CE], [L_CE], [LD_CE]> [J_CE] - Common Event that plays when this mercenary joins. Perfect for a welcoming message. [L_CE] - Common Event that plays when this mercenary leaves. [LD_CE] - Common Event that plays when this mercenary leaves because of death. Set Argument to 0 if you don't want Common Event there. E.g. <Mercenary: 1, 2, 3> <Mercenary: 0, 2, 2> -Plugin Commands: Mercenary Add [iD] [bATTLES_COUNT] [LEAVES_ON_DEATH?] Mercenary Remove [iD] [iD] - Actor ID [bATTLES_COUNT] - For how many battles it stays. [LEAVES_ON_DEATH?] - Does mercenary leaves your party after it dies? (true/false) Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  14. I want to do a very simple menu for my game like on the following picture. I only need an inventory without categories, load, save and quit game options. In the inventory I want to display the name, description and the icon of an item. Also I need three actions options for the current selected item: use, examine and combine. Is there a script with a menu like this?
  15. This is my first VX Ace tutorial which simply came into fruition by not already existing and the frustrations I went through myself going over other tutorials which while not bad, were just simply lacking in information for what myself and many others wish to achieve: Simple Lighting Effects like the ones shown below . -without the use of Scripts -how to make them -how to implement them. Now, there is already a decent bit of documentation on simple things like this but again, it's spread out in bits in pieces across the web so I've created my own tutorial that shows the entire process from start to finish with added tweaks, tips, lighting practices, and methods to get the most out of simplicity (sound complicated lol. It's 1a.m. ....i've had a lot of coffee). Step 1: Creating the images to be used for your lights. You will need an image editing software such as Photoshop or Gimp (I prefer Photoshop so this tutorial will be using Photoshop images/hotkeys but just apply the same methods in a different program and you should get the same results). In Photoshop create a new document (ctrl + N) set the Width to 333 pixels and the Height to 484 px. Next go to the View drop down menu and choose Rulers. Drag rulers onto your document from the Top and Left side rulers to set up a template like this: Each square section will be a Light Radius, the number of segments (from Left to Right) will determine the complexity of flickering light effects (Candles, Lamps, Torches, etc.) but i'll get into that a little further down. Duplicate your base layer 2x (ctrl+j), Select the 2nd layer, get your Paint Bucket Tool and make the background of Layer 2 Black, this will provide a contrast for your to work with so you can visually see the fall off radius of your lights. Step 2: Select the Elliptical Marquee tool and make a selection (holding Shift keeps the marquee uniform) of a single square on your template. Select the Gradient Tool, Set the type to Radial Gradient, and make it's fill type "Foreground to Transparent". Set your Foreground color to whatever color you would like your light to be then inside your Marquee Selection place your cursor in the center of the circle (sometimes slightly above), hold shift and left click + drag down slightly outside the bottom of the circle, this will fill it with the Gradient. At this point you should have something like this: While you technically could stop here (without the black background of course, needs to be transparent) and have a semi decent looking light, Lighting is such a beautiful and critical aspect of a game and it can completely change the mood, tone, atmosphere and many other factors of a scene so we are going to polish this up. Step 4: Next, Select your Filters drop down menu, Blur, Gaussian Blur and set the px from about 6-10px. MAKE SURE YOUR MARQUEE IS STILL THERE WHEN YOU DO THIS. If it's not and you blur the light, the color may run to the edges of the image which will cause your lights to appear square and not circular. Note: The more blur, the softer the light. Try not to go crazy with blur in your image editor as there are easy ways to tweak the softness of the light in RPG Maker, but for arguments sake, More Blur = Softer Light. That's it as far as a static light goes that will not flicker or animate. Animated Lights/Flickering Effect: This is really just a couple more steps and some repetition of the previous process with just a few simple editing rules to keep in mind while creating your lights. 1. RPG Maker reads the image sheet from Left to Right so your softest light will be at the left and the brightest at the right. 2.Logic from step 1. Flickering Lights should be ordered softest to brightest within their color range. This allows a smooth natural looking flicker/transition between the contrast tones without the player noticing any sharp ugly rapid changes in color. 3.Color Range should make sense. Let's use a candle as an example with the above template. You would have a very soft orange tone/color in box 1, a little more orange saturation/hue in box 2, then more orange/red-ish tone in box 3. Color spectrum of a light is a noticeable thing to say the least. If player walks in and your candle goes from orange to red in 1 flicker, they will notice lol. 4. THIS IS IMPORTANT: Make each Light on the grid on it's OWN LAYER ,(ctrl + shift + N for New Layer) this will save you tons of editing grief when/if you need to adjust the tone of a light. Failure to do so can result in rage inducing headaches. *CaptElfimis is not responsible for any actions a user takes during a rage inducing headace for failure to follow instructions. Once you are finished creating your lights and you are satisfied with them, delete the layer with the black background. Save your Light/Light Sheets as $Lights or whatever you want to name them as long as it has $ as a prefix and file type as .png (or atleast that's what I used, feel free to correct me if there is a better file format, I'm fairly new to this). Open your RPG Maker VXAce project, go to your Resource Manager (F10) ) Then choose Graphics/Characters Folder (That's where I put mine anyways, organize ya own mess) and Click the Import button: Choose your file and once it's imported, select it and hit preview to make sure the image appears correctly. If it did then you are free to use it as a graphic for your lights Making them work: For static lights such as lights from a window or source that will have no variation (flicker) you just simply need to follow these steps: Create New Event (Name it....for the love of god...name your events) and set it up like this: Choose your graphic Untick Walking/Stepping Tick Direction Fix/Through Priority ABOVE Characters (ignore where it says Same as Characters in that image....i need more coffee) Trigger: Parallel Process Movement Type: Custom, click move route, and add Change Blending -> Add. For a Flickering light source, follow the same steps as above but change the following: Tick Walking/Stepping Speed: Fastest Freq:Highest And Viola! Beautiful and subtle lighting effect, no scripts, no hassle. Once you get the hang of creating your own Lights, it's really a fast process to create and implement more sheets to have varying color ranges and light sources. I may in the near future just create a nice set of Light Sheet Graphics depending on demand. Tips/Tweaks: -Add Tints to your scenes that use lighting to adjust the overall light appearance of the scene. This can vastly effect the quality and atmosphere of the lighting. -If your lights appear a bit harsh/bright in game, go to the event and edit the custom move route and change Change Opacity, tweak this until your satisfied. -You can achieve Light Rays for outdoor lighting as well using this method (I'm working on that now, possibly a future tutorial depending on demand) -Experiment with a broad range of colors and light environments. I would make a map solely for testing/editing lights. -Pay attention to Shadow Placement if you really want to get the most out of your lighting. -Make sure your lights make sense. Bright Yellow/Orange lights from the sun shining through your window at night would look rather silly and break immersion for the player. -Study lights and how the interact with environments, search the web, your own home, etc. This can give you excellent perspective to work from. If you have any questions/comments or feel like I missed something, please feel free to say what's on your mind. Capt_Elfimis
  16. What does it do? Adds functionality of simple mercenaries. Using a script call player can hire mercenaries which stay until death or until a certain number of victories. Author: Mr. Trivel Name: Simple Mercenaries Created: 2015-05-08 Version: 1.0 Screenshots: No. Script: <Link: Github> Blog: <Link: On blog> Hiring mercenaries in some kind of graphical interface - later.
  17. Simple Pause Script for RGSS3 by efeberk and Nataxinus Note: This is a reupload of the simple pause screen script, I fixed a big bug and added some new features to the script. efeberk then encouraged me to release the script with me as a co-developer. If you need to see proof then please ask me, and I will send you a screenshot of the conversation. Introduction It will enable the player to pause in map or battle. All actions will be paused as you saw on screenshot #2. It will also allow you to pause the BGM and BGS. You can also choose to blur the screen giving it an out of focus effect. - Set key, picture name in module. Requires: Vlue's Special Keybind Script. Get this script : HERE Only for RPG Maker VX Ace. Credit us or don't. It is your decision but credit Vlue. Screenshots : Script :
  18. Hey guys, I would like to make a small request for a menu script for my horror adventure! It's very simple, I only want Items, Save, and Exit, with a background image (which I have already made). No stats, actor image, hp bar, or anything. I've combed the forums for something like it, but I can't find exactly what I need. Since I have poor scripting knowledge, tweaking them to my needs never turned out well. Anyway, here's a mockup. (Also, PLEASE include a place in the script to choose which background image to use) Thank you
  19. XIX

    Region Id Shadows

    Ok, So the title is a bit vague so let me explain. So you know how hard it is to make overlay images for every map in your game just to achieve a specific shadow effect. and you also know that shadow scripts still need some work if it doesn't exactly work the way you want them to. Example: I like the sprite shadows from the old sun and sprite shadow scripts from VX, not a single Ace script remakes this process... ok kinda bad example so I'll elaborate more. Basically you have torches setup in your game, and you want just a certain area around those torches to be lit up and nowhere else. well basically this script would allow you to setup a shadow region around the torches using Region Id's around the torches. these region ID's could use multiple different colors and shades to setup a unique shadow area. So in this image '63' is the location of the torch, unimportant, But 1, 2, and 3 are the shaded areas. Basically you would have a sprite-sheet setup with multiple colored sections on it, and on your map you would have an event that sets the opacity and the color of the shadow based on the region you want to shade. Example: Area 1 would be set to the standard black shade color and would be the lightest shadow of 3. Area 2 would be a little darker than 1, and area 3 would be darker than 2. The script would make it so that the set event overlay's the tiles in areas you want without too much work in Photoshop or gimp. This is better than having an extra 300+ pictures to match up with 300+ maps. If someone could create this I would definitely be grateful, If not then I'll just wait until this script is a reality some day.
  20. Simple Jump System v1.1 Author: Maloke Introduction: This is my first script, a simple jump system. Features: Allow the main hero to jump a block space; Configurable jump sound; Configurable switch to activate the "jump ability"; Configurable button, default is A; Very compatible; Screenshot: Script: #--------------------------------------------------------------# # SIMPLE JUMP SYSTEM #--------------------------------------------------------------# # Give you the ability to jump over some objetcs and holes, # avoiding on walk over events conditions, etc. #--------------------------------------------------------------# # Author.......: Maloke # Version......: 1.5 # Launch.......: 01/13/2013 # Last Update..: 01/16/2013 #--------------------------------------------------------------# # [?] Instructions: # # 1. Make a switch to activate it # # 2. Hold the direction you want to jump, then press the button # A of your keyboard, or the custom key (if you have configured) #--------------------------------------------------------------# # Special thanks to Galv #--------------------------------------------------------------# module MK_SJS #--------------------------------------------------------------# # [%] Settings #--------------------------------------------------------------# JUMP_SWITCH = 1 #If this is on the jump works JUMP_SOUND = "Jump1" #Play this SE if you jump JUMP_DELAY = 30 #Frame delay between jumps JUMP_TRIGGER = :X #Set a custom bustom for jump #--------------------------------------------------------------# end #--------------------------------------------------------------# # [!] Code #--------------------------------------------------------------# # Warning: I do not recomend editting below this if you don't # know what you are doing. #--------------------------------------------------------------# class Game_Player < Game_Character #--------------------------------------------------------------# # * Alias methods #--------------------------------------------------------------# alias mk_update update alias mk_move_by_input move_by_input alias mk_init initialize #--------------------------------------------------------------# # * Defines the delay between jumps #--------------------------------------------------------------# def initialize mk_init @jump_delay = MK_SJS::JUMP_DELAY end #--------------------------------------------------------------# # * Will check the jump_priority [Bug Fix] #--------------------------------------------------------------# def update mk_update jump_priority end #--------------------------------------------------------------# # * Verify if the Switch is on then verify if the delay is # still charging after this, is ready for jump, and when you # do it jump and reset the delay #--------------------------------------------------------------# def move_by_input mk_move_by_input if $game_switches[MK_SJS::JUMP_SWITCH] == true if @jump_delay == MK_SJS::JUMP_DELAY if Input.trigger?(MK_SJS::JUMP_TRIGGER) jump_extra if do_jump @jump_delay = 0 end else @jump_delay += 1 end end end #--------------------------------------------------------------# # * Check every passability possible [Bug Fix] #--------------------------------------------------------------# def check_map_passability(mkx, mky) if map_passable?(mkx, mky, 2) or map_passable?(mkx, mky, 4) or map_passable?(mkx, mky, 6) or map_passable?(mkx, mky, 8) return true else return false end end #--------------------------------------------------------------# # * 2 -> Your hero will be over everthing # 1 -> Your hero is normal #--------------------------------------------------------------# def jump_priority if jumping? @priority_type = 2 else @priority_type = 1 end end #--------------------------------------------------------------# # * Check if there are any tile of 2 height in your way #--------------------------------------------------------------# def check_layered(mk_cl_x, mk_cl_y) mk_tile_check = "[0, 0, "+$game_map.tile_id(mk_cl_x, mk_cl_y, 0x00).to_s+"]" mk_layered_check = $game_map.layered_tiles(mk_cl_x, mk_cl_y).to_s else if mk_tile_check == mk_layered_check return true else return false end end #--------------------------------------------------------------# # * Make you followers jump with you, and play the SE #--------------------------------------------------------------# def jump_extra @followers.each {|member| member.jump(@x - member.x, @y - member.y)} Audio.se_play('Audio/SE/'+MK_SJS::JUMP_SOUND+'.ogg',50,150) end #--------------------------------------------------------------# # * Do the jump only if everything is all right #--------------------------------------------------------------# def do_jump case @direction when 2 if !collide_with_events?(@x, @y+2) && check_map_passability(@x, @y+2) if normal_walk? && check_layered(@x, @y) jump( 0, 2) end end when 4 if !collide_with_events?(@x-2, @y) && check_map_passability(@x-2, @y) if normal_walk? && check_layered(@x-1, @y-1) jump(-2, 0) end end when 6 if !collide_with_events?(@x+2, @y) && check_map_passability(@x+2, @y) if normal_walk? && check_layered(@x+1, @y-1) jump( 2, 0) end end when 8 if !collide_with_events?(@x, @y-2) && check_map_passability(@x, @y-2) if normal_walk? && check_layered(@x, @y-2) jump( 0,-2) end end end end #--------------------------------------------------------------# # * End of Class #--------------------------------------------------------------# end #--------------------------------------------------------------# # * Script End #--------------------------------------------------------------# Credits:Maloke Author Notes: Please report bugs Update Notes: Party Members now repeat the jump Now you can configure a delay between jumps[Revision] Cleaned the jump audio code [bUG Fixed] Jumping action looking like under event
  21. Hey everyone, I've tried reading EVERYWHERE about damage formulas, but it's just flying over my head. Worst is I'm not trying to do anything to fancy. I just need some simple formulas to start with I suppose. Like I want a character who does damage based on agility instead of attack. Or someone who has a critical hit formulas. Now I THINK I KINDA get the most basic of things... such as a.atk * 4 - b.def * 2 That would be if attack is times 4 - defense is 2... I think... lol. Sorry if that's completely off everyone. But I am DEFINITELY willing to figure it out for the sake of my game. I guess to help anyone figure out what I may be doing wrong, I'll post the following formula: 5 + a.mat * 0.1 - b.mdf * 0.1... I went to quick setting and put the base effect on 5 and the magic attack on 5 (this was a fire spell for my mage) and whenever I actually use this move though, it literally does 5 damage. Now of course, I need it to do more, but I'm not sure what numbers I need to plug in and what to do about whether and enemy is weak or strong against fire. Sorry if this is a bit much. I myself am feeling completely overwhelmed even after all the reading I've been doing. If anyone can set me up with some simple formulas to get me started I'll do my best to fill in the blank. If anyone needs to see what I'm doing as far as needing something to look at, I'll try to help you, help me as much as possible lol. Thanks!
  22. Z-ON - Simple Non (combat) RPG Menu Introduction: this script is made for Non-RPGs like story telling or horror games, it only need items, save, load, and game end. Features: - Remove HP/MP bar in Window_MenuStatus - Added Nickname in Window_MenuStatus - Remove Window_Gold - Remove Weapons, Armours, and Key Items category in Items. - Plug n Play Screenshots: Script: click here Terms of Use: Credit me, Zeon013 or Z-ON, free to use in commercial and non-commercial project, as long as you don't claim it yours. Author's Note: change the Level/Lv in Database>Terms to Age if you want.
  23. Alternative Way to Map Walls and Floors in GIMP I really hate doing the duplicate layer and arranging them since I use GIMP. I started to use this technique, which felt easier on me, and makes mapping the floors and walls easier for me. The first thing you want to do is have your map ready. Then, open up the tiles/parallax tiles of the floor image that you want to have. Other tiles are blacked out to follow Celianna's policy of not distributing her tiles. Please go here to find her tiles on her deviant art page if you would like them. Create a new image and paste your tile on there. Then, select autocrop. There is an optional step you can do now. You can go to Filters ----> Map ----> Make seamless. I tend to not do that due to most of the floor tiles already being seamless, but if it maps out strange, consider this option to fix it. Now, you are going to go to Filters ----> Map -----> Tile. A window should pop up. I like to put the default rpg maker size on there, which is 544 X 416. You can make it how big you think you need the flooring to be. I also keep the create new image clicked. Then click okay. Your floor should now be tiled. Now, go to View ----> Show Grid. If you need to, go to image --- configure grid and make sure that the grid is 32 X 32 pixels. Take your rectangle select tool and select how much of the floor you need. Click the SHIFT button to add more of the rectangle box if you need it, and the CONTROL button to remove parts of the box. Once you have the outline of the floor, click copy and go over to your map image. Then click paste. Then, you just need to line it up to where you want it. Make sure that the grid is on. And that's all there is to making the floor. You can also keep the tiled floor image on hand in case you have more of the same floor tile to use on the map. Walls, on the other hand are a tiny bit trickier. First, pick the wall that you like. Now, go to your map image and paste the wall like you'd normally do. Remove the middle wall and paste it to a new layer. Put the edge of the wall to where it needs to be like so: Now, you want to take the middle wall and put it on a new image. Autocrop that image like we did with the floor. The tile step is exactly the same as the floor. With this one, I just change the width to 544 but do not change the height. You can if you want though. Turn on your grid again and select how much of the wall you need. Mine is about five squares for the width. Copy and paste the image back to your map image. Arrange it to where it needs to be and then put that layer behind the end walls that we placed earlier. And this is how it looks without the grid: The pros of using this method is that it is a bit faster once you get used to using the buttons. It also feels like less of a hassle, but that might be more of my bias. The cons is, as you can see, is that it sometimes doesn't pattern exactly like it should with more complex patterns. You can still go in and change it if you need to. Credits go to Celianna for the tiles.
  24. I am looking for either a script or how to modify the current script editorcontent to make it where the only stat that shows up for characters battling is their HP. Don't need MP or RP for a current project. I also looked at the current script editor content to change the wording after defeating an enemy from 'is slain' to other options. Thanks, Jay
  25. HumanNinja

    script call question

    I'm using this script call: $game_variables[11]=1+rand(6) Am I correct in assuming this script call will produce either a 1, 2, 3, 4, 5, or 6?