blackmorning84 48 Posted January 29, 2014 (edited) TitlesBy Blackmorningversion 1.10Released 01/29/2014updated Sep/27/2017 RequiresBM-base script This is based on the Titles System from RPG Maker VX that I made.Similar to titles in the Tales of series (ie. Tales of Destiny, Tales of Symphonia) Titles are a new customization for actors (similar to classes, but independent and separate). Individual titles assigned to actors, can be added through events Titles can effect base stats and/or level up bonuses Changing titles can be accessed through the status menu (with YEA Status menu) or the main menu This script is compatible with YEA status menu and YEA menu engine The windows are organized like YEA's class system Do not be afraid to look at the script. The module section of the script is where anyone can put their flair: change the title names, add more titles change the base stat bonuses, add more, turn them off change the stat level up bonuses, add more, turn them off change character graphic based on title SCREENSHOOTS NOTE:If you want more options, let me know. Any ideas I'll be happy to hear. If there are any problems, let me know. I will try my best to fix it. Edited September 28, 2017 by blackmorning84 4 Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted February 1, 2014 For some reason, your BM-Base "pushes" the screen to the bottom right, creating two tiny black margins: It's visible on your first screenshot, too. Also, for unknown reasons, if I click outside of the game window (to open photoshop, to paste the image taken, for example) or if I switch between full screen and window, it changes back to normal. I mean, the margins disappear, like in your second image. Share this post Link to post Share on other sites
blackmorning84 48 Posted February 2, 2014 For some reason, your BM-Base "pushes" the screen to the bottom right, creating two tiny black margins: It's visible on your first screenshot, too. Also, for unknown reasons, if I click outside of the game window (to open photoshop, to paste the image taken, for example) or if I switch between full screen and window, it changes back to normal. I mean, the margins disappear, like in your second image. I'm not quite sure what's up with the script there. It only happens when you allow the game window to be re-sizable, but I don't know what's wrong with the script there. Share this post Link to post Share on other sites
Allusion 398 Posted February 2, 2014 (edited) Waaaa! I love the Tales series; and I have been dying for a title system since I left VX! QAQ Thank you so much! I don't get the black edges in my game, but then I have it automatically re sized to 640 by 480 with another script. (Galv's menu script). I don't know if that has something to do with it? Either way, the script works well for me! Thank you so much! Edit: Ah, actually...upon using this a bit further, I found only a small issue I'm having. I think the character transparency is messing up some of my other script's graphics; for example, I'm using Yanfly's party system, which automatically grays out non-battle characters. But now, when I go to change the formation, the chibi characters and their faces show up dim. They also do this from my custom save/load screen. (Using Moghunter's). Is there a way to turn the transparency feature to true/false in the script? I think that would solve everything for me. Edited February 2, 2014 by Allusion Share this post Link to post Share on other sites
blackmorning84 48 Posted February 3, 2014 (edited) Waaaa! I love the Tales series; and I have been dying for a title system since I left VX! QAQ Thank you so much! I don't get the black edges in my game, but then I have it automatically re sized to 640 by 480 with another script. (Galv's menu script). I don't know if that has something to do with it? Either way, the script works well for me! Thank you so much! Edit: Ah, actually...upon using this a bit further, I found only a small issue I'm having. I think the character transparency is messing up some of my other script's graphics; for example, I'm using Yanfly's party system, which automatically grays out non-battle characters. But now, when I go to change the formation, the chibi characters and their faces show up dim. They also do this from my custom save/load screen. (Using Moghunter's). Is there a way to turn the transparency feature to true/false in the script? I think that would solve everything for me. New base script can turn this feature on/off. Also gauges for parameters/exp can be turned off now. Edited February 3, 2014 by blackmorning84 Share this post Link to post Share on other sites
Allusion 398 Posted February 4, 2014 Yus! It works like a charm now! Thank you, and great job again! *big hugs* Share this post Link to post Share on other sites
O.P. Wilkituska 32 Posted February 4, 2014 Waaaa! I love the Tales series; and I have been dying for a title system since I left VX! QAQ Thank you so much! I don't get the black edges in my game, but then I have it automatically re sized to 640 by 480 with another script. (Galv's menu script). I don't know if that has something to do with it? Yes. Possibly, yes. I use a fullscreen script and changing resolutions pushes the screen back to normal. My problem is that the game starts either fullscreen with black edges or windowed with black edges, and I have to switch back and forth to correct it (e.g.: fullscreen, w/ edges -> windowed, no edges -> fullscreen, no edges). Maybe I can try that script of yours, but I'm not sure... Does it cause any problems with projects designed to be "standard resolution"? I mean, stretched images, displacing things, black edges and stuff? Share this post Link to post Share on other sites
Allusion 398 Posted February 5, 2014 Nope! I tested the script in a blank project, and on standard resolution, it's fine~ If you do use Galv's script, you'll need to provide menu pictures for the main screen; you may want to use this snippit instead, which changes the resolution to 640 x 480 without any other stipulations. Graphics.resize_screen(640, 480) Add this in the 'Main' script in your script editor, before the rgss_main line. (I added this right on top of it in the blank project, and it worked fine~) I get no black edges when I do this. I hope it helps! Share this post Link to post Share on other sites
blackmorning84 48 Posted February 7, 2014 Hey all, I fixed the script so that the character graphic can change with the initial title. This is only important if you change graphics based on title. Share this post Link to post Share on other sites
blackmorning84 48 Posted July 21, 2014 Updates to BM-Advanced Status, BM-Advanced Equip and BM Titles to fix some issues that have been discovered. UPDATES BM-Advanced Status BM-Advanced Equip BM Titles Share this post Link to post Share on other sites
+ Retired 274 Posted December 2, 2014 One suggestion for this title script is for Base Stat Bonus to be a fixed figure instead of an % e.g. +500 HP Share this post Link to post Share on other sites
blackmorning84 48 Posted December 19, 2014 It's been a while, but I have a few updates. As always, thank you for any suggestions, I appreciate them. (Thanks to Allied G and Anthony for these updates). BM-Base has been updated to allow the customization of the param ratio that creates the parameter gauges and the stats graph for the BM-Status which has also been updated. BM-Titles has added the ability to change the base stat change from percent to a set number. UPDATES BM-Base BM-Status BM-Titles 1 Share this post Link to post Share on other sites
blackmorning84 48 Posted January 14, 2015 Tidied up the code for BM-Base, Changed some bits that were causing some problems with other scripts. UPDATES BM-Base Share this post Link to post Share on other sites
blackmorning84 48 Posted March 24, 2015 Just a note to those using my scripts, BM-Base has been updated, it now includes coding to translate vertical selection/commands to horizontal. It's always a good idea to keep this script up to date as it's needed for my other scripts UPDATES BM-Base Columns Menu Share this post Link to post Share on other sites
Ariel Schnee 7 Posted March 28, 2015 (edited) Suggestion : Have some way for events (like objects, things, doors or npc actors) to tell if you have a certain title equipped or not. That way the door won't open unless a certain title is equipped and npcs won't talk to them. I mean the actor would have to have the title equipped/selected for it to work. You could do it using Conditional Branch and the Script on tab 4 of Conditional Branch. At least I think you can. I don't know how so... eh. It would check to see if the actor doing the event had the title or not. So if the actor had the title of 'Keymaster' the door would open. If the actor had the title of 'Friendly' the n pc would talk to them. Edited March 28, 2015 by Nightgazer Starlight Share this post Link to post Share on other sites
blackmorning84 48 Posted March 30, 2015 (edited) Suggestion : Have some way for events (like objects, things, doors or npc actors) to tell if you have a certain title equipped or not. That way the door won't open unless a certain title is equipped and npcs won't talk to them. I mean the actor would have to have the title equipped/selected for it to work. You could do it using Conditional Branch and the Script on tab 4 of Conditional Branch. At least I think you can. I don't know how so... eh. It would check to see if the actor doing the event had the title or not. So if the actor had the title of 'Keymaster' the door would open. If the actor had the title of 'Friendly' the n pc would talk to them. You can use this in the event commands - script: actor_title_is?(actor_id, variable_id)It assigns the actor's equipped title to a variable, from that you can use it in conditional branches Edited March 30, 2015 by blackmorning84 Share this post Link to post Share on other sites
Ariel Schnee 7 Posted April 4, 2015 Suggestion : Have some way for events (like objects, things, doors or npc actors) to tell if you have a certain title equipped or not. That way the door won't open unless a certain title is equipped and npcs won't talk to them. I mean the actor would have to have the title equipped/selected for it to work. You could do it using Conditional Branch and the Script on tab 4 of Conditional Branch. At least I think you can. I don't know how so... eh. It would check to see if the actor doing the event had the title or not. So if the actor had the title of 'Keymaster' the door would open. If the actor had the title of 'Friendly' the n pc would talk to them. You can use this in the event commands - script: actor_title_is?(actor_id, variable_id)It assigns the actor's equipped title to a variable, from that you can use it in conditional branches I couldn't get it to work correctly. I don't think I was doing it right. Exactly how am I supposed to do that? Share this post Link to post Share on other sites
blackmorning84 48 Posted April 8, 2015 Suggestion : Have some way for events (like objects, things, doors or npc actors) to tell if you have a certain title equipped or not. That way the door won't open unless a certain title is equipped and npcs won't talk to them. I mean the actor would have to have the title equipped/selected for it to work. You could do it using Conditional Branch and the Script on tab 4 of Conditional Branch. At least I think you can. I don't know how so... eh. It would check to see if the actor doing the event had the title or not. So if the actor had the title of 'Keymaster' the door would open. If the actor had the title of 'Friendly' the n pc would talk to them. I thought I had coded differently so new update. Actor Titles gets a change in coding to help with conditional branches. You can assign an actor's title id number to a variable. It was the name of the title. The number works better because then you can compare numbers. UPDATE Actor Titles using actor_title_is?(actor_id, variable_id) in the event will assign that actor's title id to a variable. It will correspond to the numbers in the script under CUSTOM_TITLES. You can then compare that in a conditional branch to the number you want. Share this post Link to post Share on other sites
Britannia Angel 8 Posted May 17, 2015 I found a minor issue with this. If you have the leading actor equip a title that changes their graphic, it won't actually change their appearance unless you switch them with another actor, and back to the leader through the formation command. Share this post Link to post Share on other sites
blackmorning84 48 Posted May 27, 2015 I found a minor issue with this. If you have the leading actor equip a title that changes their graphic, it won't actually change their appearance unless you switch them with another actor, and back to the leader through the formation command. Bm-Titles has a quick refresh to fix. This should now refresh when changing the titles. Share this post Link to post Share on other sites
Britannia Angel 8 Posted May 27, 2015 Tested it out and the refresh works, thank you very much! Share this post Link to post Share on other sites
blackmorning84 48 Posted June 16, 2015 Hey all, 3 updates today. BM base can now show the item rarity in the help window (from vlue item randomizer or hime item rarity). Titles System can assigned specific actor parameters to be shown in the titles scene. Advanced status has fixed some sound selection issues. UPDATES BM base Advanced status Titles System Share this post Link to post Share on other sites
blackmorning84 48 Posted September 27, 2017 An update to an older script today. Titles Ace gets a little bit added to it to make it easierversion 1.09 change graphics based on title now includes face graphics, turn change graphic off entirely adjust the default image of the actor when changing to title with no custume. UPDATETitles Ace Share this post Link to post Share on other sites