PhoenixSoul 1,341 Posted August 12, 2020 @charlesthehurst Teleport Script I have it archived, so the topic can be updated with this here. xs-teleport.rb Share this post Link to post Share on other sites
Fox420 19 Posted August 12, 2020 (edited) I've got a veritable repository of old scripts. It's not complete, but between what I've gotten online.. it's over 3k scripts+. I'll do what I can to upload most of them. I've been planning on it for sometime, well updating what I already have online. As well as demos. Edited August 12, 2020 by Fox420 2 PhoenixSoul and UncannyBoots reacted to this Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 17, 2020 (edited) On 8/12/2020 at 1:38 AM, Fox420 said: I've got a veritable repository of old scripts. It's not complete, but between what I've gotten online.. it's over 3k scripts+. I'll do what I can to upload most of them. I've been planning on it for sometime, well updating what I already have online. As well as demos. If they're all in txt files or something equivalent, then you could add them all to a rar/zip file and provide it for download via MEGA or mediafire or whatever Edited August 17, 2020 by UncannyBoots 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 23 hours ago, UncannyBoots said: If they're all in txt files or something equivalent, then you could add them all to a rar/zip file and provide it for download via MEGA or mediafire or whatever Already done. Though some require other files in demos or on their original pages that are gone. https://www.dropbox.com/s/qo51tkl12bo409c/%2BRPG Maker VX Ace Scripts.rar?dl=0 2 UncannyBoots and PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted August 18, 2020 FPLE is missing DLL files. Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 Yeah, you'll need the demo to get those and also the editor to even use it. But FPLE pales in comparison to MV3D. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
Fox420 19 Posted August 18, 2020 http://rgss-factory.net/2013/09/10/ace-fple-ace-first-person-labyrinth-explorer/ 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 Does anybody have "New Character Properties with Calls" for VX Ace? The VX version is on the internet, but somehow the VX Ace one has totally vanished. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted August 26, 2020 1 hour ago, UncannyBoots said: "New Character Properties with Calls" for VX Ace? I've never heard of this. Mayhaps one of the following has? @roninator2 @Kayzee @Rikifive @Seriel @Tsukihime @Fox420 Share this post Link to post Share on other sites
Kayzee 3,926 Posted August 26, 2020 I haven't... What did that script do anyway? The name is kinda vague. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 (edited) 7 hours ago, Kayzee said: I haven't... What did that script do anyway? The name is kinda vague. It allows for changing color, changing angle, mirroring, adding wave effects, etc to characters and events via simple script calls. Here's the VX script. I actually did get it to work in Ace by commenting out a few lines that gave errors but that isn't ideal. Also it conflicts with Galv's Character Effects but I doubt the Ace version is any different in that regard. Still I'm interested in acquiring it. Edited August 26, 2020 by UncannyBoots 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
roninator2 227 Posted August 26, 2020 (edited) 19 hours ago, UncannyBoots said: Does anybody have "New Character Properties with Calls" for VX Ace? Yes I do 18 hours ago, PhoenixSoul said: Mayhaps one of the following has Found it here as well when searching http://www.rpg-maker.fr/scripts-444-character-properties.html Same link Uncannyboots posted But mine seems to be the same script. I'll have to test it. My testing in vx and ace show it works in both. Edited August 26, 2020 by roninator2 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
UncannyBoots 59 Posted August 26, 2020 2 hours ago, roninator2 said: Yes I do Found it here as well when searching http://www.rpg-maker.fr/scripts-444-character-properties.html Same link Uncannyboots posted But mine seems to be the same script. I'll have to test it. My testing in vx and ace show it works in both. Huh, maybe it's just me where the script has problems then. This site leads me to believe that there was a different Ace version; there's also an XP version. I wonder what the differences were, if the VX one works for you in Ace with no issues. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted August 27, 2020 That one on Save Point was for v.2.0, the most updated version is 2.2 (not sure what the differences are though). Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted September 14, 2020 Adding the following script demo (thanks for sucking arse Mediafire) as well as the page where the demo can be currently found; will edit and reupload if the following links break at some point: http://www.rpgmakervxace.net/topic/12768-ocarina-of-time-script/?hl=mephistox (Misttribe's Ocarina of Time Instrument script) Here is the request page, and here is the demo. Share this post Link to post Share on other sites
Fox420 19 Posted September 14, 2020 If anyone wants to add script collections together who has a lot, I'd be willing to do a collab with sharing a Dropbox or other folder online to share old Ace scripts.] Here's my personal collection uploaded in a big zip. https://www.dropbox.com/s/qo51tkl12bo409c/%2BRPG Maker VX Ace Scripts.rar?dl=0 There are duplicates, and some alternate versions, plus text, rb, and other document formats. 2 UncannyBoots and PhoenixSoul reacted to this Share this post Link to post Share on other sites
roninator2 227 Posted September 16, 2020 On 9/14/2020 at 1:11 AM, Fox420 said: I'd be willing to do a collab This is my collection from two years ago. https://github.com/Archeia/RMVXA-Script-Repository/tree/master/_To Reorder 2 PhoenixSoul and Fox420 reacted to this Share this post Link to post Share on other sites
Fox420 19 Posted September 16, 2020 Oh nice, I have all the scripts from that one on the script repository. Found some scripts I couldn't get elsewhere on it. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted January 18 Another Dropbox fail: Recovered by @roninator2 Spoiler =begin #============================================================================== ** Inventory Size Author: Hime Date: Nov 25, 2012 ------------------------------------------------------------------------------ ** Change log Nov 25, 2012 - initial release ------------------------------------------------------------------------------ ** Terms of Use * Free to use in non-commercial projects * Contact me for commercial use * No real support. The script is provided as-is * Will do bug fixes, but no compatibility patches * Features may be requested but no guarantees, especially if it is non-trivial * Preserve this header ------------------------------------------------------------------------------ ** Compatibility This script replaces one method Scene_Shop#max_buy ------------------------------------------------------------------------------ ** Description This script allows you to limit the size of an inventory by item count. When you have exceeded the limit: -items will not be added to your inventory. -equips cannot be removed, only exchanged -cannot purchase additional items from the shop This script does not define how extra items should be handled, nor does it handle what happens when your inventory size decreases and you have extra items. ------------------------------------------------------------------------------ ** Usage Set the initial inventory size in the configuration. Increase/decrease inventory size during the game using script calls $game_party.change_inventory_size(n) Where n is a positive or negative integer Check if the inventory is full using script calls $game_party.inventory_full? #============================================================================== =end $imported = {} if $imported.nil? $imported["Tsuki_InventorySize"] = true #============================================================================== # ** Configuration #============================================================================== module Tsuki module Inventory_Size # Starting limit Start_Size = 100 end end #============================================================================== # ** Rest of the script #============================================================================== class Game_Actor < Game_Battler # Can't remove equips if inventory is full alias :th_inventory_size_trade_with_party :trade_item_with_party def trade_item_with_party(new_item, old_item) return false if new_item.nil? && $game_party.inventory_full? # hack because the default method adds before removing, which is silly $game_party.change_inventory_size(1) res = th_inventory_size_trade_with_party(new_item, old_item) $game_party.change_inventory_size(-1) return res end end class Game_Party < Game_Unit alias :th_inventory_size_init :initialize def initialize th_inventory_size_init @inventory_size = Tsuki::Inventory_Size::Start_Size end # Replaced. Change the stack limit based on the item's individual limits. def inventory_size return @inventory_size end def inventory_full? return inventory_count >= inventory_size end # Get the total count for the bag def item_count(bag) return bag.values.inject(:+) || 0 end def inventory_count item_count(@items) + item_count(@weapons) + item_count(@armors) end def inventory_space inventory_size - inventory_count end # Calculate how many we can add alias :th_inventory_size_gain_item :gain_item def gain_item(item, amount, include_equip = false) return if amount > 0 && inventory_full? can_add_amount = amount > 0 ? [inventory_size - inventory_count, amount].min : amount th_inventory_size_gain_item(item, can_add_amount, include_equip) end def change_inventory_size(amount) @inventory_size += amount end end class Window_ShopBuy < Window_Selectable alias :th_inventory_size_enable? :enable? def enable?(item) return false if $game_party.inventory_full? return th_inventory_size_enable?(item) end end class Scene_Shop < Scene_MenuBase # take into consideration inventory space alias :th_inventory_size_max_buy :max_buy def max_buy max = $game_party.max_item_number(@item) - $game_party.item_number(@item) # whichever is smaller max = [$game_party.inventory_space, max].min buying_price == 0 ? max : [max, money / buying_price].min end end People, stop using Dropbox long term. It's no good for that. Zippyshare is better by comparison. Share this post Link to post Share on other sites
Chuck 8 Posted March 9 This thread is a lifesaver. Got the scripts I really wanted to apply to my current project. Thank you for all the hard work. 1 PhoenixSoul reacted to this Share this post Link to post Share on other sites
PhoenixSoul 1,341 Posted March 16 On 3/9/2021 at 12:15 AM, Chuck said: This thread is a lifesaver. Got the scripts I really wanted to apply to my current project. Thank you for all the hard work. Dé rìen! If you come across any dead links, let us know! 1 Chuck reacted to this Share this post Link to post Share on other sites