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Everything posted by Nisage
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@Wyzrd: Good to know. I got it mixed up with the other section. @CrimsonInferno: That's sad. If someone asks a question, you should help them by answering their question, and not what those people said/did to you on that site. So sad really :(
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Oh wait, try RPG Maker Support. That section is if you need support with XP/VX. Like if you can't get a Script to work, problem/question about a Tilesets and things like that.
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Maybe for the first few days it's free. But anyway, I haven't seen any errors, I like how when I went to edit a post, it scrolled up and opened the Editor thing. Nice :)
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I think Resource Analysis might be a good place. I think that secton is supposed to help with resources, like scripts or am I thinking of something else?
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Who knew you could give enemies levels? Also, remember that I didn't make these, I put the makers' name in the Topic. Enemy Level Script I actually rewrote this script three times just to make sure I’m doing things right, and to ensure enemy levels would be a bit more manageable. Oh well… I didn’t like the enemy leveling scripts out there that would require you to set the stats for an enemy to be at level 100 and then calculate the level stats as a percentage from that. It felt a bit too unnatural and would essentially mean that from level 1 to level 2, enemies would double in stats and the increase from there would feel for lower. This script allows you to adjust all of the level aspects for the enemy including the minimum and maximum levels, the individual stat growths, and special traits they can earn after reaching x levels. For those that would like enemies to grow a little bit here and there in stats or otherwise, this script will allow for such possibilities. Enemies will adjust their stats based on your party’s levels. The stat growth can include a set amount per level as well as a percentile amount (of the base stats) per level. Also, functionality of “Party Level” under the enemy action lists is now changed to reflect the enemy’s current level instead of party’s. UPDATES o 2009.06.10 – Started and Finished script. HOW TO USE THIS SCRIPT There’s a few things to go through so I’ll post some screenshots. — — — Of the basic things to learn, you can set the growth rates for the enemies inside their noteboxes. By default, the enemies will have a growth rate of +10% MaxHP and MaxMP per level and +5% for the other stats. You can change this inside the module, but we’ll get to that later. Enemies will originally match their levels at the start of battle with the party’s average level (you can change this later). They can also have a maximum and minimum level which will prevent them from getting stronger or weaker past a certain point. <match highest level>, <match average level>, <match lowest level> This will determine the ruleset on how the enemy matches the party’s level. By the script’s default setting, it will be adjusted to meet the party’s average level. If any of the above tags exist in the enemy’s notebox, the enemy will match their level to that setting instead. <level max x> <level min x> If these tags exist, they will set predetermined max and minimum levels to x. If this tag does not exist, minimum level will be 1 and maximum level will be 99 or whatever maximum level you’ve defined. <level set x> This will force the enemy to be exactly level x. If you use any max/min level adjustment tags, this tag will cease proper functionality. <level mod +x> or <level mod -x> This will adjust the enemy’s level by x in comparison to the party’s defined level. For insance, if an enemy has <level mod +5>, then the enemy will always be 5 levels above the party’s average level (unless the enemy hits max level). <growth stat +x> or <growth stat +x%> This will adjust the stat increase per level for the enemy. “stat” needs to be replaced by maxhp, maxmp, atk, def, spi, agi. If there is a percentage included in the tag, it will raise the stat by a percentage of the base stats instead of a set amount. You may use the set and percentile tags together. To adjust the experience and gold boost, input exp and gold respectively. The following are items you may change inside the module: MAX_LEVEL This is the highest level your enemies can ever be. No exceptions. LEVEL_MATCH This is their default method of adjusting their levels at the start of battle. 0 – Default adjustment will match the lowest level in the party. 1 – Default adjustment will match the average level in the party. 2 – Default adjustment will match the highest level in the party. GROWTH_STAT This will determine the default percentile growth for all enemies. If enemies have a percentile growth stat inside their notebox, this default percentile will be ignored. — — — There now exists new skill effects that can change the enemy’s levels. Note that these effects will not affect actors but only enemies as their tags suggest. This will cause the targetted enemies to fluctuate in level as well as lower their stats. However, enemies with <level lock> will not be affected by this change in levels. <change enemy level +x> This causes the skill to affect the enemy’s level by x amount. Use “+” for a positive effect and “-” for a negative effect. This will not affect actors. Enemies with <level lock> will not be affected by this change. <reset level> This causes the skill to reset the target enemy’s level back to what it originally was relative to the party’s highest level member. This occurs before any enemy level changes if the same skill changes enemy levels. — — — Enemies can also have unique traits tailored to them after they reach higher levels. They can now possess the unique and interesting traits that were originally limited to just actors instead. This adds another level of depth for enemies after they reach new levels. <super guard level x> <fast attack level x> <dual attack level x> <prevent cri level x> <half mp level x> The above add extra traits to the enemies after they have reached level x. They give the enemies the same functionality they would normally give actors. — — —
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It is a cool script huh? I didn't think anything like this could be made. I always find cool scripts and things for XP and VX, I thought I'd share some of them. I'll be posting more finds soon :)
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So you have to re-make the spoilers? That'll be a pain to do. Also, there is something missing. Can't see who's birthday it is, if it is anyone's birthday that is.
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Looks good, I kind of liked the old skin for the forum, but let's wait for that. No errors to report right now, everything seems ok.
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This'll be tough to post, but lets see what I can do..... Script Link Since this is a big script, I’ve included a number of screenshots to explain everything (hopefully). --------- First, to activate and open the scan window, be at the target enemy portion of your action selection. Once you're able to select an enemy, press Shift to view the data available on the enemy highlighted in the list. Note that you can alter whatever button you wish to trigger this window with through a couple of easy module changes. YE::MENU::MONSTER::ENEMY_SCAN_BUTTON - This sets the button used for opening the enemy scan window. YE::MENU::MONSTER_HELP_WINDOW options - These set what displays in the notice window, how large the window will appear, where it'll appear, and how opaque it'll be. --------- This is what shows up at first for an unscanned enemy. In fact, this is all that will show up for an unscanned enemy. There's usually no extra pages or whatever (unless you decide to heavily mod this script yourself). Nearly all data will be hidden and the only things showing remotely helpful data are the HP and MP gauge changes. Those gauges will go up and down even if you don't have HP and MP scanned. Aside from that, the player can't even visit the other pages yet. And yes, there are multiple pages. Also, if you might have noticed, under "General Info" is a little icon displayed. In this screenshot, it happens to indicate that this vampire monster is a boss. And a big type at that. This particular boss type has a different HP and MP colour as well as icons. You can set multiple boss types, too. For instance, let's take a look at this screenshot. This Lamia next to the vampire is a type 2 boss. It's stronger than the normal enemy, but not strong enough to be a big boss like the vampire. It has a slightly less intimidating boss icon, but it uses normal HP and MP bar colours. You can change all of that information and even add your own boss types in the BOSS_TYPES hash inside the module. <boss type x> x is the boss type for the enemy referenced from the values in the BOSS_TYPES hash. YE::MENU::MONSTER::BOSS_TYPES - This hash affects the boss types used and grants visual changes to the general info page. --------- Well, let's set up a way to retrieve data from the enemy. After all, it's no good if you can't see any of it. Add any of the scan tags to your skills or even make a skill dedicated to scanning to allow the player access to the enemy scan data. <scan whole> This tag causes the skill to reveal everything about an enemy. YE::MENU::MONSTER::REQUIRE_SCAN - If you decide to require scanning to display monster stats, set this to true. I'll go through each of the scan tags with each section as to not clutter up this particular step. However, unlike most traditional scan methods (which I actually dislike) where a window pops up showing you the enemy's current HP and MP data and all that other jazz, this method doesn't actually cause anything to pop up. What happens will be revealed in the next step. --------- The next time the player decides to view the scan page, the player will be treated to a more informative collection of pages. On the general info page, you see the HP and MP, the ADSA stats (attack, defense, spirit, agility) and HECO stats (hit rate, evade rate, critical rate, and odds rate). Of the HECO stats, you may choose to disable parts of them through the module. In this particular screenshot, I've disabled the Odds stat. Otherwise, it would be shown under critical. If the enemy is under any status effects (like the vampire is in the above screenshot), an additional part will be shown at the bottom of the page to display the ten highest priority status effects currently affecting that monster. If there are any status effects affecting HP, MP, Attack, Defense, Spirit, or Agility, the respective icons will be replaced by up and down icons to indicate the direction they've changed relative to their base stats. I'd like to mention that there are two parts to the first page that need to be scanned and revealed. The first part being HP and MP. The second part being the ADSAHECO stats. I kept these separate for multiple reasons, but if you would like one skill to reveal all of this page at once, no fear. Just add both <scan hp mp> and <scan stats> to one skill's notebox. <scan hp mp> This will reveal the HP and MP values of the monster. <scan stats> This will reveal the ADSA and HECO stats of the monster. If you would like a monster to continue hiding these these stats no matter how much a player scans them, you can do so by throwing in the <hide> tags into a monster's notebox like such. This will prevent the data from being shown no matter how much you scan them. Even if you have REQUIRE_SCAN off, the <hide> tags will keep them hidden. These tags can be used on any monster, bosses or non-bosses. They will only work inside the monster notebox and nowhere else. <hide whole> Hides all scan data. <hide hp mp> Hides HP and MP data. <hide stats> Hides ADSA and HECO stats. Here's a couple of things you can modify in the module regarding the general page: YE::MENU::MONSTER::SHOW_GENERAL - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_GENERAL - String data for what's show in the screenshots as "General Info" YE::MENU::MONSTER::GAUGE_HEIGHT, EXHAUST_COLOUR, FONT_SIZE - Changes the height of the gauges, the exhaustion colour, and the font size of the stats. YE::MENU::MONSTER::HP_DISPLAY_TYPE, MP_DISPLAY_TYPE - Changes the display type of HP and MP. --------- Following the general info page is the skill info page if the enemy has any skills at all. Up to 8 skills can be displayed (due to the size restraights on the window) and these skills are taken from the enemy's action choices in the Enemies tab of the database. These skills aren't ordered in any particular way other than by top to bottom within the action list. <scan skills> Causes a skill to unlock the skill page for enemy type. <hide skills> Hides skill page from showing. Here's a couple of things you can modify in the module regarding the skills page: YE::MENU::MONSTER::SHOW_SKILLS - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_SKILLS - String data for what's show in the screenshots as "Skill Info" YE::MENU::MONSTER::VIEW_SKILLS1 and VIEW_SKILLS2 - String data for singular and plural forms. --------- The elements page will show the monster's elemental affinities towards a select group of elements. This page shows what the monster is weak towards, what the monster is neutral towards, and what the monster is strong towards through representative usage of icons. In this case, the icons representing elemental affinity are the coloured orbs that appear in the screenshot above. To add to this group or take away, find the ELEMENT_HASH in the module and simply add to it. You can more rows and more elements to each row. However, each row is limited to a maximum of displaying 10 elements (you can try to add more but they'll be pushed off the screen). Since elements by default don't have any icons to represent them, it's your job to arrange proper icons for them, too. <scan elements> Skill will unlock elements page for enemy type. <hide elements> Hides elements page for enemy type. Here's a couple of things you can modify in the module regarding the elements page: YE::MENU::MONSTER::SHOW_ELEMENTS - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_ELEMENTS - String data for what's show in the screenshots as "Element Affinity" YE::MENU::MONSTER::ICON_E_RATE (multiple) - Adjusts the icons used to represent the various rates. YE::MENU::MONSTER::ELEMENTS_HASH - Explained above. --------- The status effects page shows selected status effects to appear in the scan data window. Just like the elements page, this dictates the rates at which elements affect the target enemy. And just like the elements page, the rates are represented by a set of orbs. In the even that the script user would like to use different icons representing status rates, I've thrown in another set of module sets for that occasion. And just like the ELEMENT_HASH, the STATES_HASH allows you to add whatever elements you would like and adjust the rows as desired. Unlike the ELEMENT_HASH though, you don't need to provide icon data since states already have icons associated with them. This at least saves you half the trouble. <scan status effects> Skill will unlock status page for enemy type. <hide status effects> Hides status page for enemy type. Here's a couple of things you can modify in the module regarding the status page: YE::MENU::MONSTER::SHOW_STATES - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_STATES - String data for what's show in the screenshots as "Status Chances" YE::MENU::MONSTER::ICON_S_RATE (multiple) - Adjusts the icons used to represent the various rates. YE::MENU::MONSTER::STATES_HASH - Explained above. --------- For those that use KGC's Steal script (I'm sure many of you do), this page will show the steal data for the enemy. This page will only be unlocked if you have the script and using it. Otherwise, it'll be completely overlooked and you won't have to worry about it at all. <scan steal> Skill unlocks steal page for enemy type. <hide steal> Hides steal page for enemy type. Here's a couple of things you can modify in the module regarding the steal page: YE::MENU::MONSTER::SHOW_STEAL - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_STEAL - String data for what's show in the screenshots as "Steal Info" YE::MENU::MONSTER::DATA_S_ITEM - String data for item category. YE::MENU::MONSTER::DATA_S_CHANCE - String data for steal success rate category. --------- The spoils page displays various information about the enemy regarding victory. The number of enemy encounters of the enemy type, the number of kills of that enemy type, and the number of enemies that escaped of that enemy type are all here. In addition to that, the gold dropped and experience given is also listed. Drop data is also displayed here if desired (there's an option to turn it off and that'll be revealed why shortly). You can also set this page to be unlocked whenever you defeat an enemy of that type. This means you can save yourself the need to make a scan skill for this data page should you decide to enable this feature (by default, it's enabled anyway). <scan spoils> Skill unlocks spoils page for enemy type. <hide spoils> Hides spoils page for enemy type. Here's a couple of things you can modify in the module regarding the spoils page: YE::MENU::MONSTER::SHOW_SPOILS - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_SPOILS - String data for what's show in the screenshots as "Victory Spoils" YE::MENU::MONSTER::DEATH_SPOILS - If true, this page will be unlocked for enemy type whenever you kill an enemy of that type. --------- This is an optional page, made mostly for those with KGC's Extra Drop Items script. Unlike KGC's Steal script, this one can be used with or without the KGC's Extra Drop Items script. However, it'll most likely look pretty bland with only two items to list by default. Feel free to enable and disable as you desire. Also like the spoils page, you can set this page to unlock whenever you defeat an enemy of the same enemy type. <scan drops> Skill unlocks drops page for enemy type. <hide drops> Hides drops page for enemy tpe. Here's a couple of things you can modify in the module regarding the drops page: YE::MENU::MONSTER::SHOW_DROPS - If true, this page will be shown overall for all monsters. YE::MENU::MONSTER::TITLE_DROPS - String data for what's show in the screenshots as "Drops Info" YE::MENU::MONSTER::DEATH_DROPS - If true, this page will be unlocked for enemy type whenever you kill an enemy of that type. --------- And finally, the last page of the scan data allows you to input in your own custom notes. This page is completely optional and won't necessarily appear for each enemy unless you input in hash data for the respective enemy ID. With that said, there's little need to create a <hide> tag for the page. However, there is a <scan> tag used. <scan description> Skill unlocks custom notes page for enemy type. Scroll down towards the Lunatic Mode section and you can begin adding in your own custom notes here. The instructions are included right above the data so don't worry about not knowing what to do. For a Lunatic Mode portion of a Yanfly Engine ReDux script, it's relatively easy to modify. --------- Like any other Yanfly Engine ReDux script that adds a command to the menu, the Bestiary option will only appear if you enable the switch that governs it. You can change this switch's ID by adjusting BESTIARY_SWITCH in the module. Once selected, it'll take you to, well, the bestiary. BESTIARY_SWITCH This switch will govern the appearance of the bestiary inside the main menu. --------- Once started, you're given an empty bestiary filled with question marks to mask over each of the letters in a monster's name. On the right hand side will list the completion percentage for the bestiary, the number of monster species discovered, total monster encounters, total monsters defeated, and total monsters that escaped. This information is only a general overview of what your bestiary is currently like. --------- Once things start filling up, you will begin to see more monsters on the list. In the event that you want to hide some monsters, there exists an array for you to manage that. You can also manage the bestiary ordering, too, if you don't like the way your monsters are ordered. HIDDEN_MONSTERS This array will hide the monsters whose ID's are listed here from the bestiary. BESTIARY_ORDER This array will order the monsters in the bestiary as their ID's appear in the array. --------- When you press shift, a category type window will pop up. Here, under the BOSS_TYPES that you've worked on. To order your boss types differently, search for the TYPE_ORDERING array and adjust that to fit your liking. TYPE_ORDERING This array will change the order of which boss types will appear in. --------- When a new category is selected, only monsters of that type will be listed and viewable. Monsters that have multiple boss types will be shown on all the lists of those particular boss types. Add <boss type x> or <boss type x,x> to the enemy's notebox. This feature was in the previous version but was never expanded upon. --------- When you select an enemy, it will show its data if you've bothered scanning it. Note that monsters will appear in the bestiary if you've encountered them. Scanning them will unlock more pages and more info displayed. For those that want to read up more on what data can be shown, click here. --------- And that's all! This script was created with more focus on the players rather than the scripters. As often as I play RPG's, I've often wished for an in game bestiary-type menu to know what I'm fighting since remembering every enemy in an RPG is an impossible task. Although many would complain as to that giving the players too much information, I used to hold that stance until I've played an RPG series called Persona where they make knowing your enemy an important key to victory. By allowing the players access to an in battle bestiary/scan menu, Persona as an RPG became a whole lot more friendly and likable as far as battles went. I hope other players will discover similar feelings when playing RPG's with this script.
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Script Link In the event that a state is applied to a monster and that monster dies, if the state’s timer runs out, a message appears that the monster is suddenly cured of poison or whatever. Not only does the message appear, the monster’s sprite reappears in battle, too. The monster, however, is not selectable. This script will fix that problem by halting the automatic state removal process. Just put it in somewhere above main.
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Please note that I didn't make any of this. so if it says something like "I added" or things like that, it wasn't me. Script Link Sometimes with all the features I add to skills, there’s always the question of what stat affects what. There’s also questions of how long some skills will take to charge and all the other fun stuff. Well, hopefully this script will provide a solution to that. This script adds a new window to your skill menu both in battle and outside of battle. When pressing Shift (or whatever button you bind it to), the skill query window will appear and list various information about the skill. The information provided ranges from base damage to MP costs to status changes, and elements. If you have some other Yanfly Engine ReDux scripts, there are even more pages that will appear. For the users who fear giving too much information to their players, users can disable parts of the script and prevent certain pages from appear at all. For users who have lots of custom skills and are afraid that the skills won’t reflect properly, there are tags they can add to the skills’ noteboxes to force reflect information and data properly. UPDATES o 2009.05.28 – Increased compatibility with Custom Skill Effects. o 2009.04.30 – Updated for Yanfly Subclass Selection System compatibility. o 2009.04.26 – Fixed a crash prompt for nil skills. o 2009.04.16 – Finished script and publicized. o 2009.04.15 – Started on script. HOW TO USE THIS SCRIPT Since this is a big script, I’ve included a number of screenshots to explain everything (hopefully). ——— Activating the skill query window isn’t difficult. Press SHIFT while in the skill menu either in battle or out of battle and it’ll appear. Note that if you wish to bind this to something else, you can do so under modules. In addition to changing the button pressed, you can change the text that displays, too, in case my vocabulary is not fit for your needs. YE::MENU::SKILL::SKILL_QUERY_BATTLE_BUTTON and SKILL_QUERY_MENU_BUTTON - These two set the input required for triggering the skill query window. YE::MENU::SKILL::BATTLE_HELP and MENU_HELP - These values allow you to adjust how the wording appears and whether or not you want them to even show up. For battle, you can even adjust the position of the help window if it’s interfering with any custom interfaces. ——— The skill query window will appear on the opposite side of the selected skill. This is so that the query window will not obstruct sight of the skill being queried. Positions will vary depending if you’re using it in battle or out of battle, but for the most part, sizes are adjusted to the point where they’re compatible on the most part. If you’re using KGC’s Help Extension with multiple rows, this will calculate it for that, too. Also, in case it’s asked, no, the window does not darken the rest of the screen. I only darkened the screen in these screenshots to clearly point out where you should be looking at. ——— The first page that’s shown will be the one that briefly summarizes the skill’s stats and multipliers using condensed representation through icons. Although most of these are made through compatibility with other Yanfly Engine ReDux scripts, you do not require any of them to use this script. Those without Yanfly Engine ReDux scripts will show a screen similar to this: ——— It’s not as cluttered (although it feels empty) but it still works. All other pages should work accordingly, too, it’s just that they’ll appear without all the custom Yanfly Engine ReDux materials. Note that if you wish to change the way the page is titled, you can do it under the module, too. YE::MENU::SKILL::TITLE_GENERAL - Changes the titling for the general page. YE::MENU::SKILL::ICON_MP, ICON_HP, ICON_ATK, etc. - Changes the icons used in the skill query windows. ——— The next page displays cost and charge information. This pertains to skill costs, initiative, and anything else related to skill casting ability. Note that if you’re using Custom Skill Effects, the MP cost in the window will change accordingly to reflect the right cost, icon, and naming. That said, make sure you have the most recent Custom Skill Effects script, too. You can grab that here: link. YE::MENU::SKILL::TITLE_SKILL_COSTS - Changes the titling for the cost page. YE::MENU::SKILL::MSG_FREE, MSG_MP_COST, MSG_MP_VALUE, etc. - Allows you to change the strings displayed for query window. ——— Skills that deal damage or heal will show this page. If they don’t perform any damage or healing at all, then this page will be omitted. On this page, the information displayed will be reflective of your skill’s modifiers. Note that if you’re using custom skills, chances are, they probably won’t reflect properly. Fear not, I’ve provided a solution for that. There are tags you can input into your skill’s notebox that will allow you to forcefully show query information the way you want it to. <query basedmg x> Shows x as base damage in query window. <query hp_f x> Shows x as HP_F in query window. <query mp_f x> Shows x as MP_F in query window. <query atk_f x> Shows x as ATK_F in query window. <query def_f x> Shows x as DEF_F in query window. <query spi_f x> Shows x as SPI_F in query window. <query agi_f x> Shows x as AGI_F in query window. If you don’t like the names displayed in the query window, feel free to change them in the module. YE::MENU::SKILL::MSG_ATK_F, MSG_DEF_F, MSG_SPI_F, MSG_AGI_F, etc. - Allows you to change the strings displayed for query window. ——— For those that use Yanfly Engine ReDux’s Battler Stat: Aggro, you have a separate page here available to you to show aggro changes in data. If you don’t have it or if your skill doesn’t have any changes to aggro and grudge stats, this page won’t display at all and will be automatically omitted. If you don’t want to display this information at all, you can prevent this page from showing at all in the module. YE::MENU::SKILL::SHOW_PAGE_AGRO - Set to false if you wish to disable this page. If you wish to hide aggro and grudge data for certain skills but not disable this page altogether, all you have to do is add a few tags to your skill’s notebox. <query hide aggro> Prevents aggro data from showing. <query hide grudge> Prevents grudge data from showing. ——— Skills with elemental data in them will have this page appear (otherwise omitted). Although there are no preset icons for elements, using this script, you can bind some elements to show the icons desired. In addition to choosing which icons appear for each element, you have control over which set of elements are allowed to appear (since I know many scripters use element checking to issue custom commands for their skills). However, since there are many custom skills out there, too, the skill query window might not display them properly either. So like the damage page, there are custom tags you can add to your elements to force show (or force hide) what you want. <query hide elements> Prevents elemental properties from being shown. <query add element x> Shows x in the elemental properties page. <query sub element x> Prevents x in the elemental properties from being shown. Here are the properties under the module which you can change for elemental properties. YE::MENU::SKILL::SHOWN_ELEMENTS - This array sets forth the collection of elements that are allowed to be shown on this page. YE::MENU::SKILL::ELEMENT_ICONS - Match the element ID’s to the icon ID’s to have them represent elements used within the skill. ——— Just like the elemental query page, this page will only appear if the skill affects any states. Unlike the elements page, status effects thankfully have icons pre-set for them so you don’t have to do it manually. However, for those that like to apply (or remove them) status effects through custom methods, this window will not reflect that. The solution I’ve provided for that involves adding tags to your notebox to force the query window to show those status effect changes. In addition to showing extras, you can also choose to hide them for a particular skill if that’s what you desire. <query hide state apply> Prevents added states from being shown. <query hide state erase> Prevents removed states from being shown. <query add state apply x> Adds x to the added states shown. <query sub state apply x> Removes x from the added states shown. <query add state erase x> Adds x to the removed states shown. <query sub state erase x> Removes x from the removed states shown. There’s not much to do with the status effect portion of the module so I’ll skip that since it’s all the stuff you’re tired of reading. ——— The next page provides miscellaneous information that I don’t think can really be categorized elsewhere. This page will be shown regardless for every skill unless you decide to disable it through the module. However, for those that wish to force the query to show the information displayed, you can use these tags into the skill’s notebox: <query accuracy x> Shows x as accuracy in query window. <query physical> Shows skill as a physical skill in query window. <query mpdamage> Shows skill as dealing MP damage in query window. <query absorb> Shows skill as an absorbing skill in query window. <query ignore def> Shows skill as ignoring defense in query window. You can change the category strings displayed under the module. ——— For the lunatics or those who like to add extra notes or use the extra note page for something else, scroll down to the Lunatic Mode portion of the script and you’ll have the flexibility in doing so. Skills without a skill note will not display this page. If you want to add extra lines for your skill’s notes, add a | to the string and it’ll line split. You adjust the font size, the colour, and the category title under the module. YE::MENU::SKILL::NOTE_PAGE_WIDTH - Sets the text width of the note pages. YE::MENU::SKILL::NOTE_PAGE_TEXT_SIZE - Sets the text size of the note pages. YE::MENU::SKILL::NOTE_PAGE_TEXT_COLOUR - Sets the text colour of the note pages. ——— Whew, and that’s all I have to explain. This script has been created with focus on the players and less so the scripters. Players without a clue as to what they’re doing will often lose motivation to continue playing a game and this will hopefully reduce player stress on the battle side. Everything outside of battles, scripters, you’re on your own in providing and meeting the needs of your players. Edit: I found out I was supposed to put this into RGSS/RGSS2 Scripts. Can someone move it there please?
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I found this a while ago, and I thought I'd share it with everyone :) Script Link The "End Game" option is quite possibly the most useless function in RPG Maker VX games. Not only does it have little functionality but its functions can be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new menu altogether and giving the player some familiar options seen in many of today's commercial RPG's such as changing window skins, adjust sound volume, turning off animations during battle, and the like. HOW TO USE THIS SCRIPT It's pretty simple and relatively plug and play. Input this script anywhere above Main. It's plug and play outside of changing a few variables and switches, which will be listed below: - If you have variables bound to variables 91, 92, 93, and 94, scroll down and bind them to unused variables. - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll down and bind them to unused switches. Then, download the windows pack, and create a Windows folder inside your Graphics folder. Input the windows pack there. You're all set to go. Windowskins For Script SCRIPT FEATURES o Window skins can be changed through variables and through player control. o Volumes for BGM, SFX, and BGS can be adjusted by percentage. o Battle animations can be turned on and off for battle. No animations will be played at all during battle if enabled. o Automatic Dash will allow the player to always be in dash mode. If the player holds down the dash button, the player will walk instead. o Instant Text causes the message window to display text instantly rather than letter by letter. Also, I forgot what the rules were for the links and hope someone can tell me so I can fix it (if it needs any fixing). Edit: I found out I was supposed to put this into RGSS/RGSS2 Scripts. Can someone move it there please?
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I think someone posted about this before, somewhere on this site. I believe DEX helps with the characters chances of hitting the enemy. You know, so they won't miss them that much.
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Happy Birthday EmilyAnnCoons, hope you have a great day today. Now for some cake... What? It's good cake even though it looks funny, ok it looks very funny :P
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That is sad really :(
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RPG Maker Game Rating Group
Nisage replied to EmilyAnnCoons's topic in Feedback, Bug Report and Forum Help
Nice rating pictures there, Chief :) @Rgangsta: Thanks, and Blackhound told me what colors to use for the Adult one :P -
RPG Maker Game Rating Group
Nisage replied to EmilyAnnCoons's topic in Feedback, Bug Report and Forum Help
That'll do fine Formlesstree4 :) Though I think we might have to change the age of C amd E since E is kind of in the middle of C, we could make E be 8 and up. -
RPG Maker Game Rating Group
Nisage replied to EmilyAnnCoons's topic in Feedback, Bug Report and Forum Help
Do you mean things like language, violence, blood and gore, thingds like that? Well first for the letter ratings.... Y7, E, T, A, and SR (Y7 = Kids 7+, E = Everyone, T = 13+, A = 18+, SR = Still Rating :P) We could use how Game Companies rate games for rating XP/VX games. -
Penilty is to low, and kids shouldn't get games if they are to young to play them. This is why games have ratings, to make sure kids dont play any/all games that are not appropriate for them. @LovePhoenix: It should be their buisness, they shouldn't sell kids adult games, period.
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You're welcome :) @Polraudio: Maybe I should have posted a cake like that. Hmmm...... No fun in that if there's two cakes that are the same :P
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This person makes good RMXP Mapping Tutorials. http://www.youtube.com/user/willowsidhe Try her tutorial videos.
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Greeting, and welcome to RMXPUnlimited. Ask if you have question, and everyone here will be happy to answer them :) Also, what kind of tutorials, mapping tutorials?
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I thought I'd say happy birthday to the both of you :) Now for the cake..... Funny looking cake, but it's still good...... I think :P
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Welcome to RMXPUnlimited. Hope you have a good time here :), and what Polraudio said, if you have any questions just ask.