Quantcast
Channel: RGSS3 Scripts (RMVX Ace) Latest Topics
Viewing all 416 articles
Browse latest View live

Blackmorning Scripts

$
0
0

Blackmorning Scripts

Here are the scripts I made for RPG Maker VX Ace. They can all be found with full descriptions on my site.

bmscripts.weebly.com

Core Scripts (2)

These are scripts that majorly impact the game and should to be placed towards the top regardless of where they are categorized.

Base - needed for all other BM scripts

  • [li]allow the actor to change directions instead of moving by pressing a button[/li]

    [li]allow re-sizing of the game window[/li]

    [li]allow mouse cursor to be hidden in Gaming Window[/li]

    [li]show transparent faces for non-battle members in all menus (as of version 1.02, this can be turned off)[/li]

    [li]show and customize gauges for exp and parameters (as of version 1.02, this can be turned off)[/li]

    [li]add or change vocab for parameters[/li]

    [li]allows more information to be shown in the help window[/li]

Messages

  • [li]writes out different terms using codes in messages[/li]

    [li]write out values of actor's parameters, classes, ex parameters, etc[/li]

    [li]write text based on switches being true/false[/li]

    [li]add text sounds and animations during messages[/li]

    [li]add animations over characters during messages[/li]

    [li]add balloons over characters during messages[/li]

7712913_orig.jpg

5393398_orig.jpg

Gameplay Scripts (2)

Scripts here affect how gameplay works.

Actor Titles

  • [li]adds titles to actor's customization (similar to classes, but independent)[/li]

    [li]titles can be added/removed through events[/li]

    [li]titles can affect base stats and level up bonuses[/li]

    [li]changing titles can be changed through the main menu or status menu (for status menu, you need YEA status)[/li]

    [li]message coding for actor titles[/li]

    [li]can assign titles to variables for events[/li]

9696299_orig.jpg

Actor Alignments

  • [li]adds alignment to actor's customization (the good, the bad, the demonic)[/li]

    [li]alignment points can be added/removed through events[/li]

    [li]gauge to show alignment can be placed on actor's face[/li]

    [li]alignment can be shown in BM YEA Status Addon[/li]

    [li]message coding for actor alignment and party alignment[/li]

    [li]can assign alignment to variables for events[/li]

Menu Scripts (7)

These scripts provide various menu changes or involve changes regarding menus.

Advanced Valkyrie Stories Equip

  • [li]Similar to the Equip Scene in "Valkyrie Stories" made for RPG Maker VX by Hanzo Kimura[/li]

    [li]Icons for equipment types[/li]

    [li]Visual placement of equipment onto an image[/li]

    [li]Image can be assigned to actors or to classes in the Database Notebox (actors take priority)[/li]

    [li]Equipment icon positions can be assigned and changed to match new images[/li]

    [li]Optimize equipment when you press CTRL[/li]

    [li]Remove all equipment when you press ALT[/li]

650054_orig.jpg

562108_orig.jpg

Advanced YEA Status

  • [li]needs YEA Status Menu[/li]

    [li]gives a graphical representation of the values for parameters, elemental & state resistances[/li]

    [li]changes format in biography window (actor's age, height, birthplace, gender, alignment)[/li]

    [li]age is a property of the actor and can be changed with Selchar's Variable based Calender script[/li]

    [li]can assign icons for parameters, elements, states independent of BM-Icons[/li]

    [li]message coding for actor's age, height, birthplace & gender[/li]

5721891_orig.jpg

Advanced Shop

  • [li]shows animated/walking actor graphic in status window for equitable items[/li]

    [li]shows atk, def, mat, mdf, agi and luk changes for all equipment in columns[/li]

9179652.jpg?385

Basic Equip

  • [li]shows some added information for parameter changes[/li]

    [li]icons added for visual comparison of increases/decreases[/li]

2239671.jpg?285

Basic Status

  • [li]Gives a graphical representation of the values for parameter rates.[/li]

    [li]can assign icons for parameters independent of BM-Icons (can still use BM-Icons instead)

    adds portrait to background (if available)[/li]

9697966.jpg?422

Ring Command

  • [li]also requires BM-Icons, ring commands use Icons for iconset can turn the standard menu into a ring menu (on/off)can turn the title commands into a ring (on/off)can turn the battle menus into rings (on/off)[/li]

    [li]movement based on XRXS, Dubealex & Hypershadow180's original XP Ring Menu, as well as Syvkal's ring menu[/li]

6665774_orig.jpg

Advanced Menu

  • [li]adds music to menu screens[/li]

    [li]adds floating particles to menu screens[/li]

    [li]column-based information for menu status (modded from Galv's)[/li]

    [li]location window in menu screen[/li]

    [li]animated/walking actor graphics in menu screen[/li]

    [li]can change input button for calling menu[/li]

    [li]large actor portraits for menu columns[/li]

5747415.jpg?284

6897006.jpg?294

3533035.jpg?294

Advacned Item/Skill

  • [li]can change background image[/li]

    [li]can change opacity of item/skill scene[/li]

    [li]always shows select member window in skills/item scenes[/li]

    [li]changes style of actor window[/li]

    [li]animated/walking actor graphics[/li]

__4241893.jpg

__4947462.jpg

Utility Scripts (1)

These scripts do not have player-impact, but are primarily used for developers.

Icon System

  • [li]can add icons automatically before specific words in windows (stats, elements, commands, classes, states, etc)[/li]

    [li]assigning 0 to an icon treats the word as a non-icon word and is written normally [/li]

    [li]needed for BM-ring menu[/li]

796255_orig.jpg


Character Sprite Zooming

$
0
0

characterSpriteZooming1.jpg

This script allows you to control the zoom-level for character sprites, which includes the player, followers, events, and the default vehicles.

All it does is change the look of the sprite.

Note that the engine supports many different ways of drawing character sprites. This script only supports character *sprites*, rather than character images.

Get it at HimeWorks!

Language File System

$
0
0

Language File System v1.3
by DerTraveler

Introduction

This script enables you to load any of the game's text content from external files. This includes messages, choices, and any database text. With this script it is much easier to manage your in-game text content, since all of your dialogue is at one central place instead of being spread over hundreds and thousands of events.  

 

Another major use is the ability to translate your game, without the need to create a new project for each language and edit every field in the database. You don't have to make sure that you miss any single of your messages anymore.

 

Content Extraction

With the newest version it is now possible to extract ALL of your in-game text content into language files with a single script call. At the same time converted copies of all Map-Files and Common Events in your project will be created in a subfolder. These copies have all their message windows, choices, name changes and scrolling text replaced with the corresponding script calls or message codes.
 
Especially if you already have a big project this will save you a whole lot of time! Or perhaps you want to finish your project by the usual way in RPG Maker before translating it. Or you want to translate an existing RPG Maker VX Ace game to make it available to a wider audience ;). This is now possible, and all that's left to you is the hard translation work ;)
 
Other Features
  • Text Viewer Add-on allows in-game preview of your created messages
  • Converting the files into a RPG Maker style data file in the Data-Folder. Thus when encrypting your Content into an archive it will also be included
  • Language-dependant constants and variables
  • Language-dependant pictures

 

Example File Contents

 

Spoiler

 

Short example of a Dialogues.rvtext file


<<Introduction>>
<<scroll_speed: 4>>
Once upon a time there was a kingdom which wasrules by a wise king...Blablablablabla...
<<Soldier Greeting>>
<<face: People4, 6>>
\C[6]Soldier:\C[0]
Greetings! Don't make any trouble!
<<Find Dragonball>>
<<position: middle>>
Congratulations!You have found one of the seven dragonballs!
<<Evil Sorcerer Speech>>
<<position: middle>>
<<background: transparent>>
So you finally made it into my lair?
Prepare to die a slow and horrible death!
HAHAHAHAHAHAHAHAHA!

Short example of a DatabaseText.rvtext file


<<actors/3/name>>
Bob
<<states/11/message4>>
 is no longer confused. (The first character is a space)
<<class/1/learnings:3>>
<special learning notetag: some-property>
<<constants/Vocab/ShopBuy>>
Buy some stuff
 

See script header for more details!

 

 

 

How to Use

Paste it anywhere in the Materials section.
 

Please read the script header of the Core Script carefully!

 

Demo
Download here (Still using version 1.0, sorry... will be updated someday)

Script

Core script can be found here.

 

TextViewer addon can be found in here.

 

Credit and Thanks
- DerTraveler

Author's Notes

Free to use in any non-commercial project. For use in commercial projects (be it new projects or translation of existing commercial projects) please mail me.

Equipment Learning

$
0
0

Equipment Learning

Introduction

This script provides a feature which allows actors to learn skills through their equipments by earning Ability Point (AP). Player now can have one more way to learn skills.

Features

- Can learn more than 1 skill in an equipment.

- Can have different AP rate for each Actor or Class.

- Compatible with YEA - Victory Aftermath.

Screenshots

OQBKh.png

Download & Manual

Get them here

Credit

Yami

High Capability Mana Shield / Blood Magic

$
0
0

This is a high capability Mana Shield / Blood Magic script. It has high capability because it doesn't overwrite anything.

Simply just add <MANA SHIELD> in the state's notebox for mana shield and <BLOOD MAGIC> in the state's notebox for blood magic.

 

 

 

 

#----------------------------------------------------------------------------
#  [ADVT] Mana Shield and Blood Magic
#
#  Compatibility: High
#  Difficulty: Easy
#
#  Description: 
#  Mana Shield is a state that causes damage to be subtracted from 
#  MP instead of HP. However, if you do not have enough MP, the remaining damage
#  will be subtracted from HP.
#
#  Blood Magic is a state that causes you to pay HP to use skills instead of MP.
#  However, if you do not have enough HP to use the skill, the skill can not be used.
#
#  Notetags: 
#  Add <MANA SHIELD> in the notebox of the state you want to be mana shield.
#  Add <BLOOD MAGIC> in the notebox of the state you want to be blood magic.
#
#  Alias - Game_ActionResult > make_damage
#  New Method - Game_BattlerBase > bloodmagic?
#  Alias - Game_BattlerBase > skill_mp_cost
#  Alias - Game_BattlerBase > skill_cost_payable?
#  Alias - Game_BattlerBase > pay_skill_cost
#

#  For maximum compatibility, place this script below all other scripts.

#
#  Credit not required.
#  Credit "Adventurer_inc" if you want.
#
#----------------------------------------------------------------------------
class Game_ActionResult
  #--------------------------------------------------------------------------
  # * Alias: Calculate Damage
  #--------------------------------------------------------------------------
  alias advt_make_damage make_damage
  def make_damage(value, item)
    advt_make_damage(value, item)
    manashielded = false
    @battler.states.each{|state| manashielded = true if state.note.include?("<MANA SHIELD>")}
    if manashielded && @battler.mp > 0
      overdamage = @hp_damage - @battler.mp
      @mp_damage += @hp_damage
      @hp_damage = (overdamage > 0 ? overdamage : 0)
    end
    @success = false unless item.damage.to_hp? || @mp_damage != 0
  end
end
  #--------------------------------------------------------------------------
  # END- class Game_ActionResult
  #--------------------------------------------------------------------------

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # * New Method: bloodmagic?: for simplicity
  #-------------------------------------------------------------------------- 
  def bloodmagic?
    return false if self == nil
    bloodmagic = false
    self.states.each{|state| bloodmagic = true if state.note.include?("<BLOOD MAGIC>")}
    return bloodmagic
  end
  #--------------------------------------------------------------------------
  # * Alias: Calculate Skill's MP Cost
  #--------------------------------------------------------------------------  
  alias advt_skill_mp_cost skill_mp_cost
  def skill_mp_cost(skill)
    bloodmagic? ? 0 : advt_skill_mp_cost(skill)
  end
  #--------------------------------------------------------------------------
  # * Alias: Determine if Cost of Using Skill Can Be Paid
  #--------------------------------------------------------------------------
  alias advt_skill_cost_payable? skill_cost_payable?
  def skill_cost_payable?(skill)
    return false if bloodmagic? && hp < (skill.mp_cost * mcr).to_i 
    advt_skill_cost_payable?(skill)
  end
  #--------------------------------------------------------------------------
  # * Alias: Pay Cost of Using Skill
  #--------------------------------------------------------------------------
  alias advt_pay_skill_cost pay_skill_cost
  def pay_skill_cost(skill) 
    self.hp -= (skill.mp_cost * mcr).to_i if bloodmagic?
    advt_pay_skill_cost(skill)
  end   
end
  #--------------------------------------------------------------------------
  # END- class Game_BattlerBase
  #--------------------------------------------------------------------------

 

 

Shaz Simple Mouse Script enable/disable FIX

$
0
0

Save Mouse Selection in Shaz' Super Simple Mouse System for Ace v.1.0

 

Shaz and Engr. Shana

 

 

 

This relates to Shaz' Mouse Script which is found here: http://forums.rpgmakerweb.com/index.php?/topic/17829-amaranths-super-simple-mouse-system-for-ace/

 

Objective

To give the player the choice to enable or disable the custom mouse at any point in the game.

 

These two scripts, taken together, enable the game to remember the data when the player restarts the game after quitting entirely, and solve the bug of having both the custom mouse icon and the default mouse icon showing simultaneously if the player has changed their mind and re-enabled the mouse.

 

How to use

Place under Shaz' Mouse script, with Part One above Part Two.

Designate an appropriate switch

At the beginning of the game, use a script call to enable the mouse

$mouse.enabled = true

 

To give the player the choice have a mechanism (I use an extra line in the main Menu) which will run these script calls

 

To enable the mouse:

$mouse.enabled = true

Mouse.shaz?(0)

 

To disable the mouse

$mouse.enabled = false

Mouse.shaz?(1)

 

Demo and screenshots

Not applicable.

 

Scripts

 

Save Mouse Selection Part One

 

#Save Mouse selection Part One#USE: Place under Shaz Super simple Mouse System#Select a switch and NAME IT.  Insert the number at line 11 without#leading zeros e.g. not switch = 008 but switch = 8#For further use information see Save Mouse selection Part Two which#must be used in conjunction with this script#CREDITS: Shaz, Engr. Shana#===============================================================================module SHAZ  module MouseSwitch    ENABLED_SWITCH = 299  endendclass Sprite_Mouse < Sprite  def enabled=(value)    @enabled = value    $game_switches[SHAZ::MouseSwitch::ENABLED_SWITCH] = value    self.visible = value  endendmodule DataManager  class << self    alias shaz_mouse_switch_load_game load_game    alias shaz_mouse_switch_setup_new_game setup_new_game  end  def self.load_game(index)    loaded = shaz_mouse_switch_load_game(index)    if loaded      $mouse.enabled = $game_switches[SHAZ::MouseSwitch::ENABLED_SWITCH] if $mouse && $game_switches      return true    else      return false    end  end  def setup_new_game    shaz_mouse_switch_setup_new_game    $mouse.enabled = true if $mouse  endendclass Sprite_Mouse < Sprite  def enabled=(value)    @enabled = value    $game_switches[SHAZ::MouseSwitch::ENABLED_SWITCH] = value    self.visible = value    Mouse.update  endend

 

Save Mouse Selection Part Two

 

#Save Mouse Selection Part Two#USE: Place under Save Mouse Selection Part One#Use an event with this script call at the beginning of the game so that#the game begins with the mouse enabled.#$mouse.enabled = true#To give the player the choice of enabling/disabling the mouse during the game#provide an event - e.g. as a choice in the Main Menu - which does the#following:#To enable the mouse#script call with 2 elements#$mouse.enabled = true#Mouse.shaz?(0)#To disable the mouse#script call with 2 elements#$mouse.enabled = false#Mouse.shaz?(1)##CREDIT: Engr. Shana#===============================================================================module Mouse  def self.shaz?(show)    ShowCursor.call(show)  endend

 

Credits

I asked for the final fixes, and am posting it publicly because I think that other people may find it useful.  These are in no way my work.  Engr. Shana is happy for it to be made public.  Credit:

Shaz

Engr. Shana

 

EDIT

Forgot to put this in.

 

Terms of use

Free for commercial and non-commercial, but credit must be given.

Kai Monkey's Equip Point System

$
0
0

KaiMonkey's Equip Point System


Intro:
This script allows you to easily add a new, exciting dynamic to your game. Each piece of equipment requires a certain amount of points to use, and each character only has a certain amount of points at any one time. This creates an interesting dynamic where players must choose wisely what combination of equipment they use, rather than blindly choosing the best item for each slot.
 
The game designer can manually designate costs for each item, or define a formula for the game to intelligently work out the costs for each item. Similarly, the maximum number of points for each character is defined as a formula by the game designer.
 
Screenshot:

6bqm2bh.png

 
Script:
KaiMonkeyEquipPoint.txt
 
 
Features:
  • Limit the equipment that players use, allowing you to limit their growth throughout the game and force them to make tough choices about what items they use
  • Easily design the formula this is used to calculate the maximum number of points an actor has, using their level, their class or parameters, variables, or literally anything else!
  • Define the point cost of items, or design a formula to calculate a sensible cost, using the item's parameters, its gold cost, or (again) literally anything else!
  • Have items increase the maximum points for an actor!
  • Stop a player from unequiping an item, if doing so will mean he is over his maximum points (Such as if that item increases the maximum points, or increases a parameter which is used in the maximum formula)

Terms of Use:

Free to use for non-commercial projects, however you should PM about licensing for commercial projects.

 

Config:
The config is described clearly in the script it's self. For help using formulas see this fantastic blog post.

Variable Calendar/Weather System

$
0
0

Variable Calendar/Weather System Ver. 2.0
Selchar

Introduction
This script adds an easy to use calendar and weather system, that should also be easy to customize if needed.

Features
- Controls time through variables(you can change which ones), allowing for easy use for/through eventing without scriptcalls.
- Changes the weather once a day(midnight), currently has Sun, Rain, and Snow(also output to a variable for easy access for events)
- Choose what maps stop time automatically, or maps that don't show the weather and use normal tint.
- Easily adjustable settings

How to Use
Place below Materials and above Main, adjust the settings as needed, should be Plug'n Play(Read the notes for extra info for customizing. Remember to name your variables you choose to use properly so that you know what's what.

Script
Main Script
Basic Clock Add-On
Calendar Clock Add-On
Calendar Clock Menu Add-On
 
Seasonal Tones Add-On
 
Demo
The demo features some extra scripts, and addons working together for an extra feature ;).  I should also mention, in case some people don't know, that you can have multiple rpg maker projects open at the same time, which makes it easy to copy events/scripts/etc... from one game into another.  Note: Demo is a little out of date. 
>Here<
 
Credits for the demo:
Selchar
Tsukihime
Galv
PK8
Fomar
Ceilianna
Shaz(For answering an important question of mine to make this work)
Lemony
 
FAQ

Q: Non-Commercial or Commercial?
A: Anything goes.
 
Q: Are there any script calls/notetags I should know about?
A: Covered in the script.
 
Q: Are there any required scripts or compatibility issues?
A: It's unlikely to have problems with other scripts.
 
Credit
- Selchar
- Vlue & deilin(For inspiration with their own time/weather scripts, and the tone/weather settings came from there as well, tho added in my own way once I figured out how.)
 
10/8/14 Update: Clock Add-Ons have been updated, removed the toggle and fixed a bug with them as well as cleaned up the code.  They automatically vanish when time stops and come back when it starts again.


N.A.S.T.Y Extra Stats

$
0
0

N.A.S.T.Y. Extra Stats(Version 1.1)

By: Nelderson

Updated: 3/27/12

Introduction

This script gives actors and enemies extra stats that you can use anywhere in your game!

Features

- New Stats for your game.

- Define a formula for each new stat you make.

- Use these new stats in skill formulas, or whatever else you feel like.

- See your extra stats on the Status screen (Up to 6).

- Equipment can increase these stats with a notetag.

How to Use

The instructions on the script itself has everything you need!

Demo

I'll make one if you guys want one!

Script



#===============================================================================
# N.A.S.T.Y. Extra Stats
# Nelderson's Awesome Scripts To You
# By: Nelderson
# Made On: 12/19/2011
# Last Updated : 3/27/2012
#===============================================================================
# Update History:
# - Version 1.1 - Cleaned up some shit, and added enemies xstats for Enemies!
# - Version 1.0 - Initial release, made for the shit of it :P
#===============================================================================
# *Notes:
# - This script can be used to make all sorts of stats that can derive from
# an actor's level, and base stats.
#
# - This thing can be a pain to set up, but once it's done, it can be a very
# powerful way to include new stats into your game!
#
# - Made a quick edit to the status screen to show up to 6 stats!
#
# *Usage
#
# -First is the STATS section. This is an array that holds all the new
# stats that everything else gets info from.
#
# - Next fill out the Default Level formula(Use Example Below as a guide)
# *ANYTHING that an actor has, you can base it off of (Except other XSTATS!)
# (level, hp, mp, atk, spi, agi, maxhp, etc.)
#
# -You can use the ACTOR and ENEMY NOTETAGS to customize
# the formulas for each actor.
#
# Examples:
# Place the following in an actor's notebox(You must make one for each stat):
# <xstat>
# :str => '(level/3.5) + 16',
# :con => '(level/5.6) + 12',
# :dex => '(level/5.25) + 15 + agi',
# :int => '(level/10.5) + 10',
# :wis => '(level/10.5) + 10',
# :cha => '(level/10.5) + 10',
# <xstat_end>
#
# Or you can place this in an actor's/enemy's notebox
# <xstat>
# :str => 15,
# :con => 14,
# :dex => 13,
# :int => 12,
# :wis => 11,
# :cha => 0,
# <xstat_end>
#
# - This script also uses notetags for weapons and armors to increase xstats
# if you want. Just place in a notebox:
#
# <weapon_xstat: STAT x> , where STAT is th name of the new stat
#
# Ex. <weapon_xstat: str 5> , would raise the actor's str +5
#
# *For Scripters
#
# -If you want to access the stats, just use:
# actor.xstat.STAT - Where STAT is the name of the new stat
#
# Ex. $game_actors[1].xstat.str , will return actor 1's str
#
#===============================================================================
# Credits:
# -Nelderson and Zetu
# Original Script was made by Zetu, and I spiced the shit out of it!
#===============================================================================

module Z26

STATS = [:str,:con,:dex,:int,:wis,:cha]

#Default xstat formulas for ACTORS
DEFAULT_LEVEL_FORMULA =
{
:str => '(level/3.5) + 16 + atk',
:con => '(level/5.6) + 12',
:dex => '(level/5.25) + 15 + agi',
:int => '(level/10.5) + 10',
:wis => '(level/10.5) + 10',
:cha => '(level/10.5) + 10',
}

#Default xstat formulas for ENEMIES
DEFAULT_FOR_ENEMIES =
{
:str => 0,
:con => 0,
:dex => 0,
:int => 0,
:wis => 0,
:cha => 0,
}

def self.actor_level_formulas(actor_id)
jhh = ""
strin = $data_actors[actor_id].get_start_end_cache
strin.each do |i|
jhh += i
end
return DEFAULT_LEVEL_FORMULA if strin == "" or strin == []
return eval("{#{jhh}}")
end

def self.enemy_stats(enemy_id)
jhh = ""
strin = $data_enemies[enemy_id].get_start_end_cache
strin.each do |i|
jhh += i
end
return DEFAULT_FOR_ENEMIES if strin == "" or strin == []
return eval("{#{jhh}}")
end

#=============================================================================
SYMBOLS = []
for stat in STATS
SYMBOLS.push(stat)
end
Xstats = Struct.new(*SYMBOLS)
end

class Game_Enemy < Game_Battler
attr_accessor :xstat

alias z26_enemy_set initialize unless $@
def initialize(*args)
z26_enemy_set(*args)
@xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
for stat in Z26::STATS
z26variate_stats(stat)
end
end

def z26variate_stats(stat)
return if Z26.enemy_stats(@enemy_id)[stat].nil?
if Z26.enemy_stats(@enemy_id)[stat].is_a?(String)
set_in = eval(Z26.enemy_stats(@enemy_id)[stat]).to_i
eval("@xstat.#{stat} += #{set_in}")
else
set_in = Z26.enemy_stats(@enemy_id)[stat]
@xstat[stat] += set_in
end
end
end

class Game_Actor < Game_Battler
attr_accessor :xstat

alias z26_s setup unless $@
def setup(actor_id)
z26_s(actor_id)
@xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
for item in equips.compact
z26variate_equip(item)
end
for stat in Z26::STATS
z26variate_stats(stat, @level)
end
end

alias z26_change_equip change_equip
def change_equip(equip_type, item, test = false)
last_item = equips[equip_type]
z26_change_equip(equip_type, item)
z26variate_equip(item)
z26variate_equip(last_item, false)
end

#=====================#
##EDITED BY NELDERSON##
#=====================#
def z26variate_equip(item, adding = true)
return if item.nil?
for line in item.note.split(/[\r\n]+/).each{ |a|
case a
when /<weapon_xstat:[ ](.*)[ ](\d+)>/i
if Z26::STATS.include?(eval(":" + $1))
if adding
eval("@xstat.#{$1} += #{$2}")
else
eval("@xstat.#{$1} -= #{$2}")
end
end
end
}
end
end

def z26variate_stats(stat, level, adding = true)
return if Z26.actor_level_formulas(@actor_id)[stat].nil?
if Z26.actor_level_formulas(@actor_id)[stat].is_a?(String)
amount = eval(Z26.actor_level_formulas(@actor_id)[stat]).to_i
else
amount = Z26.actor_level_formulas(@actor_id)[stat]
end
if adding
eval("@xstat.#{stat} += #{amount}")
else
eval("@xstat.#{stat} -= #{amount}")
end
end

alias z26level_up level_up unless $@
def level_up
for stat in Z26::STATS
z26variate_stats(stat, @level, false)
end
z26level_up
for stat in Z26::STATS
z26variate_stats(stat, @level)
end
end
end

class Window_Status < Window_Selectable
def draw_block3(y)
draw_parameters(0, y)
draw_equipments(344, y)#288
draw_xstat_parameters(172, y)
end

def draw_xstat_parameters(x, y)
@actor.xstat.size.times {|i|
draw_actor_xstat_param(@actor, x, y + line_height * i, i) }
end
end

class Window_Base < Window
def draw_actor_xstat_param(actor, x, y, param_id)
id = Z26::STATS[param_id]
change_color(system_color)
draw_text(x, y, 120, line_height, id.capitalize)
change_color(normal_color)
draw_text(x + 120, y, 36, line_height, actor.xstat[id], 2)
end
end

class RPG::BaseItem
def get_start_end_cache
record = false
temp = []
self.note.split(/[\r\n]+/).each do |line|
if line =~ /<xstat>/i
record = true
elsif line =~ /<xstat_end>/i
record = false
end
if record
temp << line
end
end
return nil if temp == ""
temp.delete_at(0)
temp
end
end

FAQ

Q: What does N.A.S.T.Y. stand for?

A: Nelderson's Awesome Scripts to You!

Credit and Thanks

- Nelderson

- Zetu, for her original script, and showing me the value of Structs <3

Pets and Summons

$
0
0

Pets and Summons v1.1a
By Vlue


Introduction
This script allows you to create skills that temporarily add actors into the party. These actors (or pets, summons, whatever) will last until the end of the battle, unless they die first... or their turn timer runs up (optional). Summoned pets will be at the same level as the actor who used the skill, with options to adjust level for specific skills. Yay notetags!

Features
- Summon actors into battle
- Summoned actors last for duration of battle or until dead or by timer, whichever comes first
- Different skills can summon same actor at different levels

How to Use
Plug and play, set up notetags as needed.

Script
Pastebanana as usual, compatibility mode is for use with scripts that display actor sprites:
Stand Alone: http://pastebin.com/zuGyMX7z
Compatibility: http://pastebin.com/ef084qjG

FAQ
Q. But, what if I don't want to summon pets...
A. Then don't use this script.

Credit and Thanks
- By Vlue
- Free to use in any project (commercial or otherwise) with credit given

Author's Notes
Pets and totems and beasts, oh my!

Visual Novel Interaction Menu

$
0
0

vnmenu.jpg

 

Visual Novel Interaction Menu

aka sabao learns to code

by Ryan (Me) & Fiona

 

Version 1.0 (4/13/2016)

Script: HERE

 

After years of saying I'd get to it, I've finally gotten off my ass and coded something. YAY ME. I decided on making this because I remember needing it for one of my older projects and realizing there still doesn't appear to be anything like it made for RPG Maker VX Ace. This script creates an interaction menu which creates a list of events present in the map that also triggers said events when selected. This script is ideal for anyone looking to build games like visual novels, text adventures, or if you just can't be assed to map stuff.

 

<Contrary to what the screenshot shows, this menu does not have a Move option. I felt there were already plenty of fully functional fast travel menus out (HERE and HERE to name a few) and those are more likely to be more feature-rich than anything I'd care to repeat here. If you need a hand with putting those together with this menu, shoot me a message. I'd be more than glad to help.>

 

Features:

  • Creates a command window that lists specified events present in the map and activates the specified event on select.
  • Events can be classified into two different actions: Talk and Inspect.
  • Easy to use?

 

Terms of Use:

Free to use for commercial and non-commercial projects. Please credit the authors. Also, tell us about your project so we can try it out!

 

How to Use:

  • SceneManager.call(Scene_VNMenu) to call the menu.
  • Add the comment vn_npc on any event you want listed under the Talk action.
  • Add the comment vn_object on any event you want listed under the Inspect action.
  • The script only checks for note tags on the active page of the event, so if you don't want the event to show up on the menu, just make a new page of that event without the note tag.

 

Known Bugs Features Bugs:

  • Delisted events still show up on the menu!
    Discovered that if Event A triggered a switch that made Event B go to its second page which is supposed to hide it from the NPC list, Event B will still show up on the menu. My current fix to this is adding a Wait command between Event A triggering the switch and calling the VN Menu. I believe this may be due to the fact that calling the menu suspends activity on the map, preventing Event B from refreshing itself into its non-active state before the menu compiles the event list.

 

Stuff Left to Do:
Advice on how to deal with these would be greatly appreciated!

  • The blurring and darkening of the screen bothers me. Still figuring out how to fix that.
  • I wanted an option on the command window that could call the main menu, but SceneManager.call causes crashing.
  • Darkening/disabling an option if no relevant event is present
  • Make it prettier

Critical Effects/Modifier

$
0
0

Critical Effects/Modifier v1.0
By V.M.


Introduction
Simple script that allows you to change how much damage a critical hit does for each skill, weapon, actor, class, or enemy (multiplicative) and allow you to add states on the target when dealing a critical hit. (i.e instant kill on crit hit)

Features
- Modify critical damage based on class, actor, weapon, skill, and monster specifically (all adds up)
- Add states to target based on class, actor, weapon, skill, and monster specifically (all adds up)

Screenshots
Not available (Again tempted to post useless yet relevant screenshot, this time of hero doing 700billion+ damage)

How to Use
Install script (below any that modify the battle system, should be compatible with any)
Use the noteboxes of classes, actors, skills, weapons, and enemies with the phrases:
<crit multiplier [number]> and <crit state# [state id]>

Examples (also in script itself):
<crit multiplier 1000>
<crit state1 2>

Script

#Critical Effects and Multipliers#----------##Features: Provides the ability to tweak the damage modifier of critical hits for#   skills, weapons, classes, actors, and monsters, as well as determining#   if they apply specific states (i.e critical hit means instant death)##Usage: Place any of the following into the note boxes of skills, weapons#   classes, actors, or monsters:#   <crit multiplier [multiplier]>  # - [multiplier] is the percent difference in damage, can be any number#   <crit state[#] [state id]># - [#] is 1-4, allowing one notebox to apply 4 states# - [state id] is the id# of the state to be applied##Examples: <crit multiplier 1000>#   <crit state1 2>#   <crit state2 6>##Game hangs or freezes up? Check the noteboxes related to last used skill for# a missing ">"#----------##-- Script by: V.M of D.T#--- Free to use in any project with credit given class Game_Battler  alias crit_effect_make_damage_value make_damage_value  alias crit_effect_execute_damage execute_damage  alias crit_apply_critical apply_critical  def make_damage_value(user, item)@crit_item = item@crit_target = usercrit_effect_make_damage_value(user, item)  end  def apply_critical(damage)damage = crit_apply_critical(damage)damage = apply_actor_multiplier(damage)damage = apply_class_multiplier(damage)damage = apply_weapon_multiplier(damage) if @crit_item.physical?damage = apply_skill_multiplier(damage)  end  def execute_damage(user)crit_effect_execute_damage(user)crit_apply_state if @result.critical  end  def apply_multiplier(note, start, damage)ends = startwhile ends != "banana" if note[ends] == ">" or note[ends] == '\n' then break end ends += 1endends -= 1damage * (1 + (note[start..ends].to_f / 100.0))  end  def apply_skill_multiplier(damage)note = $data_skills[self.attack_skill_id].noteif note.index('<crit multiplier') == nil then return damage endstart = note.index('<crit multiplier') + 17apply_multiplier(note, start, damage)  end  def apply_actor_multiplier(damage)if @crit_target.is_a?(Game_Actor) note = $data_actors[@crit_target.id].noteelse note = $data_enemies[@crit_target.enemy_id].noteendif note.index('<crit multiplier') == nil then return damage endstart = note.index('<crit multiplier') + 17apply_multiplier(note, start, damage)  end  def apply_class_multiplier(damage)if @crit_target.is_a?(Game_Actor) note = $data_classes[@crit_target.class_id].note if note.index('<crit multiplier') == nil then return damage end start = note.index('<crit multiplier') + 17 apply_multiplier(note, start, damage)else damageend  end  def apply_weapon_multiplier(damage)if @crit_target.is_a?(Game_Actor) if @crit_target.equips[0] != nil      note = $data_weapons[@crit_target.equips[0].id].note    else      note = ""    end if note.index('<crit multiplier') == nil then return damage end start = note.index('<crit multiplier') + 17 apply_multiplier(note, start, damage)else damageend  end  def crit_apply_state@states_apply = []note = $data_skills[self.attack_skill_id].notepush_apply_states(note)if @crit_target.is_a?(Game_Actor) note = $data_actors[@crit_target.id].noteelse note = $data_enemies[@crit_target.enemy_id].noteendpush_apply_states(note)if @crit_target.is_a?(Game_Actor) note = $data_classes[@crit_target.class_id].note push_apply_states(note)endif @crit_target.is_a?(Game_Actor)    if @crit_target.equips[0] != nil      note = $data_weapons[@crit_target.equips[0].id].note    else      note = ""    end push_apply_states(note)endfor i in @states_apply self.add_state(i)end  end  def push_apply_states(note)for i in Range.new(1,5) if note.index('<crit state' + i.to_s) != nilget_start_end(note, i)@states_apply.push(note[@start..@ends].to_i) endend  end  def get_start_end(note, i)start = note.index('<crit state' + i.to_s) + 13ends = startwhile ends != "banana" if note[ends] == ">" or note[ends] == "\n" then break end ends += 1end@start = start@ends = ends - 1  endend


FAQ
Game hangs or freezes up? Look for a missing ">" in your noteboxes

Credit and Thanks
- By V.M. of D.T.
- Free to use in any project with credit given


Author's Notes
Done while raiding biggrin.png (As in if there's a mistake uh... that would be why)

Dekita - Perfect Stat Point Distribution system

$
0
0

Perfect Stat Point Distribution System

DekitaRPG

pspds2-0.png

Introduction

This script has has been designed to "replicate" the world of online rpg games by giving you control over how your character progresses in terms of stats/parameters throughout gameplay.

Features

This script is a highly dynamic & customisable stat point distribution system,

it not only provides you with a way to distribute stats, it actually gives you

new stats as well, vit/str/dex and mag are now the proud parents of all other

stats. And they are far superior...

Set which stats increase, how much it costs, does one stat make another stat go

down? is the luck gain for your characters going to be completely random ?

maybe you want to continue to gain params via the param curves in the database,

but you wish you could give your characters just that little bit more flexablity?

NOW YOU CAN DECIDE.

Dont want that much control? thats fine set the system to be as random as

you like.

It is HIGHLY advised you take a moment to look through the cusomisation options

to see if any apply to your current project. (they also change regularly)

FEATURES:

==========

- New Parent Stats that give you COMPLETE control over ALL other stats

- Use your new stats in skill formula's and even conditional branches

- OVER 170 customisation options, NOT including random gain feature(another 100+)

- Plug and Play ? YES !

How to Use

Paste this script under "Materials" and above "Main" in your projects script editor.

Script/Add-ons -

The most up-to-date version of this script can be found by following the link below,

Any add-ons can also be found by following the link.

http://dekitarpg.wor...ibution-system/

Credit and Thanks

- DekitaRPG.

- mobychan & Tsukihime - for helping me understand notetags a little better ^_^

- "Adrian Meza" for showing me how to add bonus level points.

- Niclas for showing me how to properly define "add_xparam"

- De Mack for showing me how to write a basic distribute parameters script.

- Yanfly for making me want to script to start with!

NOTE:

I will, for the forseeable future be updating this script on a regular basis,

If you like the script its best to keep up with the new features.

Zeus Lights & Shadows

$
0
0

Zeus Lights & Shadows
by Zeus81

 
This script allows you to display lights effects and shadows.
There are already a lot of scripts to do that, but my goal with this one is to do something different.
Thus lights illuminate the night, ie you can set the screen tone to whole black (-255) and lights will act like holes in a mask and will allow us to see the map clearly.
The shadows on the other hand are not dynamic, lights generate no shadow, shadows must be placed manually, much like on VXace, we can consider that they are all shadows of the sun.
The shadows are not superposed (which is absurd), but merged.
The shadows are not above but below all, you can have the head passes in front of a shadow, however characters darken when they walk in the shade.
The opacity of shadows declines with the brightness of the map, ie no shade from the sun at night.
Auto shadows of VX and VXace are managed by this script.
There's also an option to disable them at the very beginning of the script.

Script
http://pastebin.com/raw.php?i=VpHHBuaW

How to Use
http://pastebin.com/raw.php?i=9bnzSHCw

Demo
https://www.dropbox.com/sh/cajvk3wf6ue0ivf/QA9zgrm2Vx


We can do much more effects than what I shown by using several at the same time or just by changing settings.

Lune Item Weight

$
0
0

Lune Item Weight
Raizen

Introduction
 
 
Item Weight, it implements the feature of all items having weight, so some special cases can be made according to the weight limit and items carried.

Portuguese user? Portuguese script page
Features
 
- Items can have default weight, for faster Databasing
- Compatible with my Vault System, soon will be translated
- Easy to configure by notetagging
- Easy eventing based on normal variables
- Items can be throwed away

Screenshots
 

NXBEGQH.png

 
Y2NA1vj.png

How to Use
 
Instructions on the script

 
Script
 
 
http://pastebin.com/raw.php?i=ghb3f4Qe


Credit and Thanks
- Raizen

Battle Skills Combining

$
0
0

Battle Skill Combination

Version: 1.0

Author: Devil Knight


Introduction
This Script allow you in battle to Combine Between Skills To Make Stronger One

Features

- Easy to use.

- Make You use high level skills in the beginning of the game

 
How to Use

- Put above main and below Materials
- Other Instruction in the script

 
Demo

https://www.dropbox.com/s/es88hbgtyuum782/Skill%20Combination%20Demo.rar?dl=0



Script:
 #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=#                       #[b]                      [/b][b] [/b]Battle Skill Combination#                       Version: 1.0#                       Author: Devil Knight#                       Date: 2nd  Oct, 2014#-------------------------------------------------------------------------------# Description:##       This Script allow you to Combine Between Skills To Make Stronger One##-------------------------------------------------------------------------------# Instruction:##     - In Editablel Region do the following:#       #       - In Skill Combination Section Write name of the skills that will Combine##       - Should Be Like This:#             "(first skill name)(space)(+)(space)(second skill name)"##       - If The Combination of skills was not in skill_combination then #           the second skill will executed#             #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=module Devil_Knight  module  Skill_Combination    #---------------------------------------------------------------------      #                                                                 #    #                  Start of EDITABLE REGION                       #    #                                                                 #    #--------------------------------------------------------------------    Skills =     {      #                                combination        :skill_combination      =>  ["Fire + Fire", "Thunder + Thunder"],      #                                    |                 |      # Result of combination              V                 V        :combination_result     =>  [   "Flame",        "Spark" ],      #                                     |                 |      # Result of combination Skill ID      V                 V        :combination_result_id  =>  [     53,               61      ], # Take it from Skill ID From Database     }    #---------------------------------------------------------------------      #                                                                 #    #                  End of EDITABLE REGION                         #    #                                                                 #    #--------------------------------------------------------------------  endend#==============================================================================# ** Window_BattleSkill#------------------------------------------------------------------------------#  This window is for selecting skills to use in the battle window.#============================================================================== class Window_BattleSkill < Window_SkillList  #--------------------------------------------------------------------------  # * Handling Processing for OK and Cancel Etc.  #--------------------------------------------------------------------------  alias devil_knight_skill_combination_window_battleskill_process_handling  process_handling  def process_handling    devil_knight_skill_combination_window_battleskill_process_handling()    return process_select          if select_enabled?    && Input.trigger?(:SHIFT)  # Assign Button to Skill Select    return process_select_cancel   if select_disabled?    && Input.trigger?(:CTRL)  # Assign Button to Skill Select Cancel  end  #--------------------------------------------------------------------------  # * New Method: Get Activation State of Select Processing  #--------------------------------------------------------------------------  def select_enabled?    handle?(:select)  end   #--------------------------------------------------------------------------  # * New Method: Call Select Handler  #--------------------------------------------------------------------------  def call_select_handler    call_handler(:select)  end  #--------------------------------------------------------------------------  # * New Method: Get Activation State of Select Disabled Processing  #--------------------------------------------------------------------------  def select_disabled?    handle?(:cancel_select)  end  #--------------------------------------------------------------------------  # * New Method: Call Select Cancel Handler  #--------------------------------------------------------------------------  def call_select_cancel_handler    call_handler(:cancel_select)  end  #--------------------------------------------------------------------------  # * New Method: Processing When Select Button Is Pressed  #--------------------------------------------------------------------------  def process_select    if current_item_enabled?      Sound.play_ok      Input.update       call_select_handler    else      Sound.play_buzzer    end  end  #--------------------------------------------------------------------------  # * New Method: Processing When Select Cancel Button Is Pressed  #--------------------------------------------------------------------------  def process_select_cancel      Sound.play_buzzer      call_select_cancel_handler  endend #==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle < Scene_Base  include Devil_Knight::Skill_Combination  attr_accessor     :first_skill    # Assign First Selected Skill  attr_accessor     :secound_skill  # Assign Secound Selected Skill  #--------------------------------------------------------------------------  # * Start Processing  #--------------------------------------------------------------------------  alias devil_knight_skill_combination_scene_battle_start   start  def start    devil_knight_skill_combination_scene_battle_start()    @first_skill    = nil    @secound_skill  = nil  end  #--------------------------------------------------------------------------  # * Create Skill Window  #--------------------------------------------------------------------------  alias devil_knight_skill_combination_scene_battle_create_skill_window   create_skill_window  def create_skill_window    devil_knight_skill_combination_scene_battle_create_skill_window()    @skill_window.set_handler(:select,            method(:on_skill_select))    @skill_window.set_handler(:cancel_select,     method(:on_skill_select_cancel))  end  #--------------------------------------------------------------------------  # * Skill [OK]  #--------------------------------------------------------------------------  alias devil_knight_skill_combination_scene_battle_on_skill_ok   on_skill_ok  def on_skill_ok    if @first_skill != nil  && @secound_skill != nil  # Check Is There Any Selected Skill      @skill = $data_skills[get_skill_combination_result] # Assign The Result Combination Skill       BattleManager.actor.input.set_skill(@skill.id)      BattleManager.actor.last_skill.object = @skill      @first_skill   = nil  # Delete The First Assigned Skill      @secound_skill = nil  # Delete The Secound Assigned Skill      if !@skill.need_selection?        @skill_window.hide        next_command      elsif @skill.for_opponent?        select_enemy_selection      else        select_actor_selection      end    else      devil_knight_skill_combination_scene_battle_on_skill_ok()    end  end  #--------------------------------------------------------------------------  # * New Method: Get The Result Of Skills Combination  #--------------------------------------------------------------------------  def get_skill_combination_result    i = -1    current_combination = @first_skill.name + " + " + @secound_skill.name # Make Text of Combination Skills Names To Check    Skills[:skill_combination].each do |combination|      if combination == current_combination        i += 1        return Skills[:combination_result_id][i]  # Return Result of Combination Skill ID      else        i += 1      end    end    return @secound_skill.id  # Return The ID of Secound Skill  end  #--------------------------------------------------------------------------  # * New Method: Skill [Select]  #--------------------------------------------------------------------------  def on_skill_select    if @first_skill == nil  # Check if First Skill Has Been Selected      @first_skill    = @skill_window.item  # Assign First  Skill      @help_window.set_text(@first_skill.name + " + ")  # Text Appear in Help Window For clarification    else      @secound_skill = @skill_window.item # Assign Secound  Skill      @help_window.set_text(@first_skill.name + " + " + @secound_skill.name)  # Text Appear in Help Window For clarification    end  end  #--------------------------------------------------------------------------  # * New Method: Skill [Cancel Select]  #--------------------------------------------------------------------------  def on_skill_select_cancel    if @secound_skill != nil # Check if Secound Skill Has Been Selected       @secound_skill = nil  # Delete The Secound Assigned Skill      @help_window.set_text(@first_skill.name + " + ")  # Text Appear in Help Window For clarification    elsif @first_skill != nil # Check if First Skill Has Been Selected      @first_skill = nil  # Delete The First Assigned Skill      @help_window.clear  # Clear Help Window    end  end  #--------------------------------------------------------------------------  # * Start Actor Command Selection  #--------------------------------------------------------------------------  alias devil_knight_skill_combination_scene_battle_start_actor_command_selection   start_actor_command_selection   def start_actor_command_selection    @first_skill    = nil # Delete The First Assigned Skill    @secound_skill  = nil # Delete The Secound Assigned Skill    devil_knight_skill_combination_scene_battle_start_actor_command_selection()  endend




Credit and Thanks

- all Members of this community For all help they gave me to do this



Author's Notes

- Any Question I am More Than happy to answer

- Please Feedback because it is really Help
- Have Fun

Victor active battler "dead" state!

$
0
0

Hi there.

 

got A little cosmetic-problem within Victors active battler that I cant seem to wrap my head around.

 

[dont know if this is the right forum to post]

 

I use sideway battlesystem from victor, manager to make the actor stay on battlefield when die/HP at zero... And this is here my problem is.

 

the "dead" actor sprite is "facing up/back of head showing" and rotated 90 degrees clockwise, emulating that actor is laying on the Ground.

 

I would like to change this graphic to another, but cant figure out where to edit this.

 

Went through the script almost line-by-line to fund where to change, but no succes.

 

A: im fairly new at using/editing scripts

 

B: Looked the Victors manual, but couldnt manage to find a solution

 

C: im using the :charset script-version

 

any help would be really appriciated.

 

kind regards

Spaceace

[Ace] Difficulty Script v5.0 **UPDATED****NEW**

$
0
0

I have been wanting to write a difficulty script for a long time now. With the help of Dekita it has finally happened. While it is extremely simple right now, I do plan on having some more features. I just don't know what to add really.
 
I will post the script here as it's very short, but if I end up do adding stuff, and it gets too long it will be put on pastebin, or something like that.

 
Here is the script:

#=============================================================================##Script By: Bloodmorphed#Difficulty Script v3.5##Change Log:#v5.0# This is a decently big change. This version completely enables full#customization. There is no longer set in stone rules, if you want higher then#4 difficulties all you have to do is add them! I have also enabled you to use#more then 4 battlers for difficulties. You just have to change it where it#is needed.#It's Located in Script: Game_Party (Line 72) Change the return 4 to whatever.## Now a little bit how it works now.#    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      } #don't touch# This is the old way I have it, it will stay the same... unless you want to#change it. You can even change the name of them, for example :easy could be#renamed to :normal### Here is an example:#    Param_Settings = { #don't touch#     Corresponding Params:#               MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK#      :normal => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],#      :medium => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],#      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],#      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],#      :impossible = > [6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0, 6.0],#      } #don't touch## See how I changed the name of two, AND created another one? Yup that works.#Now, while this will work seamlessly for using the Party, very easily, you#have to know what the variable you will be corrisponds to what.##```NOTICE````NOTICE!!!!!!#If you change ANYTHING on one thing, you MUST change it on everything! #(otherwise you will either get errors, or weird changes)#If you re-name :easy in one thing, you must re-name it in all things. if you also#make a new difficulty, such as :impossible above, you MUST make it every where else, as well.#Everything must have the same order as well! If it is:#:normal :medium :hard in one category it must be the same for every category.#For example you cant have it like this :medium :normal :hard in one category and the other way in another!### Let's say this is our Enemy settings, which is set to 99 variable by default.## When this is set to 0 it pulls from :normal# 1 = :medium# 2 = :hard# See, easy, right? So be sure to if you do this by events and not party to#use the right setting you want to!###v4.0#Condensed the script down some (reduced some line lengths.)#Added an option to use the party size for the difficulty.##v3.6#Removed the "+1" from gold and XP to avoid confusion and so that if you put#0 in the database for XP or Gold it will be 0 rather then 1.##v3.5#Added TP Settings. CAUTION: Try not to set them higher then 5! It will get#broken past that! Based on actor getting hit only!###v3.0#I've added Actor params, and you can now disable Actor edits, and Enemy edits.#Putting these both to false will disable the script, if needed.## Note:#   You can use this script as you please, as long as you give credit! This#   script was made possible by massive help from Dekita.##=============================================================================##=============================================================================## Param_Settings is each param that will be modified. You may edit these as# you please. Keep in mind I have added something that will NEVER make these# reach 0.## Exp_Settings is the experience gained based on difficulty, normally people# use higher Experience the lower the difficulty, but this your choice!## Gold_Settings increases or decreases gold gain. Again most peopel would give# more gold the lower the difficulty, but again, it is your choice!## Keep in mind everything is MULTIPLIED! Not ADDED. To go lower, use 0.9 and# lower. For example## gold * 0.5 will be HALF of what it used to be.#=============================================================================#module Blood  #-----------------------------------------------------------------------------  #Putting these both to false will disable the script, if you ever need to.  #If you are going to use Use_Party, Use_Enemy must also be true!  #  #Note: If you use party for difficulty you do not need to setup a event!  #-----------------------------------------------------------------------------  Use_Enemy = true         #Use enemy edits? Default is true  Use_Actor = false        #Use actor edits? Default is false  Use_Party = false        #Use Party? Default is false  module Enemy    Param_Settings = { #don't touch      # Corresponding Params:      #        MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK      :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],      :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],      :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0],      } #don't touch    Exp_Settings = { #don't touch      :easy => 2,               :normal => 1,             :hard => 0.8,      :insane => 0.5,    } #don't touch    Gold_Settings = { #don't touch    :easy => 2,    :normal => 1,    :hard => 0.8,    :insane => 0.5,    } #don't touch  end #ends Enemy  module Actor#=============================================================================## Param_Settings is each param that will be modified. You may edit these as# you please. Keep in mind I have added something that will NEVER make these# reach 0.## This part people usually go higher the easier difficulty, lower the higher.#=============================================================================#    Param_Settings = { #don't touch      # Corresponding Params:      #        MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK      :easy => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0],      :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],      :hard => [0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8, 0.8],      :insane => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],      } #don't touch         #=========================================================================      # TP Settings scales QUICKLY, do not go over 5, if you do it gets pretty      # broken. I didn't test this exstensively but it works well. This only      # effects the CHARGE of TP (Getting hit)      #      # easy default = 2      # normal default = 1      # hard default = 0.8      # insane default = 0.5      #=========================================================================    TP_Settings = { #don't touch      :easy => 2,      :normal => 1,      :hard => 0.8,      :insane => 0.5,      } #don't touch  end #ends Actor  #============================================================================#  # Variable to use. This variable will be used for the difficulty setting  #============================================================================#  module Variable    Enemy_Variable = 99  # Which to use for enemy/party. Default is 99    Actor_Variable = 100 # Which to use for actor. Default 100  end #ends variableend #ends Blood#==============================================================================## Do not edit anything past this point, unless you know what you are doing# edit at your own risk, just know that if you have no idea what you are doing,# you could break it.#==============================================================================#if Blood::Use_Party == true#===============================================================================  class Scene_Map < Scene_Base#===============================================================================  alias bloody_update update      #-------------------------------------------------------------------------      #Updates our party difficulty      #-------------------------------------------------------------------------      def update        bloody_update        update_difficulty      end #ends update      #-------------------------------------------------------------------------      #Increases, or decreses the Enemy_Variable based on party members      #-------------------------------------------------------------------------    def update_difficulty      @old_size = 0 if @old_size.nil?        if @old_size != $game_party.battle_members.size          $game_variables[Blood::Variable::Enemy_Variable] =            [$game_party.battle_members.size - 1,$game_party.max_battle_members].min          @old_size = $game_party.battle_members.size        end #ends if    end #ends update_difficulty  end #ends classend #ends if Use_Partyif Blood::Use_Enemy == true#===============================================================================  class Game_Enemy#===============================================================================  #-----------------------------------------------------------------------------  # List Of Aliased Methods  #-----------------------------------------------------------------------------  alias :bloody_param :param  #-----------------------------------------------------------------------------  # Method to determine value of enemies params based on difficulty.  #-----------------------------------------------------------------------------    def param(param_id)      eps = Blood::Enemy::Param_Settings      diff = eps.keys[$game_variables[Blood::Variable::Enemy_Variable]]      return (bloody_param(param_id) * eps[diff][param_id] + 1).to_i    end #ends def  #--------------------------------------------------------------------------  # * Get Experience  #--------------------------------------------------------------------------    alias :blood_exp :exp    def exp      ees = Blood::Enemy::Exp_Settings      diff = ees.keys[$game_variables[Blood::Variable::Enemy_Variable]]      return (blood_exp * ees[diff]).to_i    end #end def  #--------------------------------------------------------------------------  # * Get Gold  #--------------------------------------------------------------------------    alias :blood_gold :gold    def gold      egs = Blood::Enemy::Gold_Settings      diff = egs.keys[$game_variables[Blood::Variable::Enemy_Variable]]      return (blood_gold * egs[diff]).to_i    end #ends def  end #ends classend #ends ifif Blood::Use_Actor == true#===============================================================================  class Game_Actor#===============================================================================  #-----------------------------------------------------------------------------  # List Of Aliased Methods  #-----------------------------------------------------------------------------  alias :bloody_param :param  #-----------------------------------------------------------------------------  # Method to determine value of actors params based on difficulty.  #-----------------------------------------------------------------------------    def param(param_id)      aps = Blood::Actor::Param_Settings      diff = aps.keys[$game_variables[Blood::Variable::Actor_Variable]]      return (bloody_param(param_id) * aps[diff][param_id] + 1).to_i    end #ends def     #    # TP Regen    #    def charge_tp_by_damage(damage_rate)      calc = self.tp += 50 * damage_rate * tcr      ats = Blood::Actor::TP_Settings      diff = ats.keys[$game_variables[Blood::Variable::Actor_Variable]]      return (calc * ats[diff]).to_i    end #ends def  end #ends classend #ends if


You need an event like this, before your game starts.
XsJtZO2.png
 
Features:

-Full Customization

-You can now use your battle members for difficulty, now also able to change the max easily (even past 4!)

-Individual editing of each parameter.

-Experience editing.

-Gold Editing.

-Actor Param edits

-Enabaling and disabling the use of Actor, and Enemy edits. Putting both to false will disable the script, if needed.

-Added TP Settings (This is based on the actor getting hit, not the actor hitting!)

 

Future Features:

I'm not too sure what else to put in here. If you have suggestions please let me know. I'm new to scripting and scripting something this simple is a BIG help, you have no idea.

 
Credit:
Bloodmorphed for writing it.
Dekita for his major guidance in the process.
 
Use it as you please, with credits of course.

 

 

I'm going to add this:

 

I would like to thank Dekita and others for their support and help through this, they have been patient with me! You guys are awesome!

Theo - Limited Inventory

$
0
0

Limited Inventory
Version : 1.4
Type : System add-on

 

Introduction :
This script allow you to limit your inventory by overall possesed items instead of individual item

Features :

  • Limit inventory by overall possesed item
  • Each item may have their own size / weight
  • You may increase or decrease inventory limit using states or equipment
  • Ability to discard item in item menu
  • Define your own formula to determine inventory limit
  • Penalty for having overburdened like slower movement / disable dash *New
  • The rest of features is written in script

Screenshots :

limited01.jpg
limited02.jpg
limited03.jpg

 
Script:
The script is too long. Grab it here
 
How to use:
Put this script below material but above main
If you're using YEA - Shop Option, put it below that script
Edit configurations and the notetags as described inside the script

Credit:
Credit me as TheoAllen

Lune Message System

$
0
0

Lune Message System

 

Introduction

This script will change the message system to a more compact one, which will show the characters

that are talking and other features.

 

Features

- cursor indicating the talker

- automatic box height

- automatic box lengh

- toggles between old and new message system

- can show or not faces

- clean visual

 

Portuguese user? Access the portuguese script here

Screenshots

Ne9IJ.png

775Sz.png

E8pnK.png

 

 

How to Use

Put it above main and use the Call Script to configure the message system

Cursor I used on the script, you can use it as well

 

arrow.png

 

 

Script

 

http://pastebin.com/YAZUHmER

 

 

FAQ

 

 

Credit and Thanks

- Raizen

Thanks to Besus to help pointing bugs.

Viewing all 416 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>