[RMVX ACE] TRIHAN'S SCRIPT-O-TRON!
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So I recently invented this amazing little robot. What it does is it takes script requests for VX Ace, dithers about a bit doing nothing, and then spits out a script!*
So if you've always wanted a cool system or a change to the way things work by default, give me your requests and I'll do my best to fit them in. I already have a number of other projects on so my time for this will be limited by other commitments, but rest assured I'll do my best.
* robot is actually me, writing scripts by hand.
So if you've always wanted a cool system or a change to the way things work by default, give me your requests and I'll do my best to fit them in. I already have a number of other projects on so my time for this will be limited by other commitments, but rest assured I'll do my best.
* robot is actually me, writing scripts by hand.
Wow, this is a great idea!
Um, I'm not sure if this has been done before (I'll go check and see if I can find it) but something I've always wanted is the ability to have a full-sized picture of a character fade in and out before they perform their ultimate move. I could do this with animations, but it would be klunky, and wouldn't work for single-target abilities (as the portrait would center over the enemy instead of showing up on the full screen)
Um, I'm not sure if this has been done before (I'll go check and see if I can find it) but something I've always wanted is the ability to have a full-sized picture of a character fade in and out before they perform their ultimate move. I could do this with animations, but it would be klunky, and wouldn't work for single-target abilities (as the portrait would center over the enemy instead of showing up on the full screen)
So would you be looking for a notetag you can add to skills which will show the picture for you?
Yeah, it'd preferably have a notetag that will pull up a picture from the picture-folder. So something like <Picture:"picture name"> I guess? Oh, and could I have a sound that plays when the picture shows? It'd always be the same sound. Does that sound workable?
EDIT: Actually, I may have found a script that does what I'm asking already. Let me test and see ^^;;
EDIT: Actually, I may have found a script that does what I'm asking already. Let me test and see ^^;;
Haha, wow - I was actually looking for a script that did the same thing >__> Something like the critical hit face splashes in Fire Emblem.
The one I found does something very similar, but with full-body pictures and backgrounds. I found it here (the page isn't in English but it's not hard to figure out):
http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT15.html
http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT15.html
Ah, cool! Thanks, Unity :)
Hmmm... Trihan, idk if I can think of anything I need scripted at the moment, but I promise I'll let you know if I do :D
Hmmm... Trihan, idk if I can think of anything I need scripted at the moment, but I promise I'll let you know if I do :D
So do you still need anything from me unity, or does the script you found do everything you wanted?
Yeah, I'm afraid I don't need anything right now, thanks! But this is an area where I'm always finding things I need (I'm horrible at scripting), so I'll be back, probably soon! Thank you very much! ^_^
Interesting idea! I can't code with Ruby, so I need help too. The script I need is for a custom battle system! The battle system itself is reminiscent of a dodgeball game, so there is a boundary in the middle you cannot cross. The rest is like a tactical RPG, moving around the field to attack enemies, gain advantages, etc. But, depending on the number of enemies, compared to the number of allies, the number of rows you can move into increases or decreases. I know it is a lot, Trihan. But I believe in you and your Script-O-Tron! Which is still you, I suppose...
Hrm...gotta be honest, something of that complexity is the kind of script I'd normally charge for. I might take a look at doing it when I have some free time, but I can't make any guarantees.
Basically the only thing Rabbit the Odd needs is normal tbs, which is available in the resources section and add a line of events which isn't passable. He can make it graphically standing out, so it does look like some kind of wall and a logical obstacle.
Edit: I adore this thread by the way.
Edit: I adore this thread by the way.
OddRABBIT, can you give me some more details on exactly how you want this system to work?
Hm... how about a scrip that makes it so that the item command doesn't take a turn to use, but can only be used once per turn?
The idea is that every turn you can use an item in addition to attack/spell/defend/escape. During a your turn you could use the item command for no turn cost, but once you've picked an attack/defence/skill/etc the turn is over even if you didn't use an item.
You can only use one item (though being able to affect that amount via variable or switch would be nice in the case of a state that increases item use amount per turn, if possible).
The idea is that every turn you can use an item in addition to attack/spell/defend/escape. During a your turn you could use the item command for no turn cost, but once you've picked an attack/defence/skill/etc the turn is over even if you didn't use an item.
You can only use one item (though being able to affect that amount via variable or switch would be nice in the case of a state that increases item use amount per turn, if possible).
For the system itself, well, it basically works so each character has two turns each. One can be used for moving or items, and the second be used for attacking. Each character has a different range of attacking (Example: Archer can attack 3 spaces in front of them, diagonally or just forward). There is a boundary in the center of the field that characters cannot cross, but as the battle goes on, the boundary could shift. If the opponents are winning, the boundary gets closer to the heroes, limiting their movement, vice versa. There is also a row that weak player characters can reach in the back. The enemies cannot hurt them there, but the row could disappear if the boundary in the center was pushed over from the center. It is probably going to be an enormous challenge if you try to make the script, but I would really appreciate it. (I don't think I'm too good at explaining these things...)
Here is an example of the battlefield. (Note: The number of square has to be the same. Also, I am not not good at using MS Paint.)
Here is an example of the battlefield. (Note: The number of square has to be the same. Also, I am not not good at using MS Paint.)
May need some more testing Liberty, but
class Game_Battler < Game_BattlerBase attr_accessor :item_uses alias_method(:tri_initialize, :initialize) def initialize @item_uses = 1 tri_initialize end alias_method(:tri_on_turn_end, :on_turn_end) def on_turn_end @item_uses = 1 tri_on_turn_end end alias_method(:tri_on_battle_end, :on_battle_end) def on_battle_end @item_uses = 1 tri_on_battle_end end end class Game_BattlerBase def item_usable? return @item_uses > 0 end end class Window_ActorCommand < Window_Command def add_item_command add_command(Vocab::item, :item, @actor.item_usable?) end end class Scene_Battle < Scene_Base alias_method(:tri_use_item, :use_item) def use_item @subject.item_uses -= 1 tri_use_item end def on_item_ok @item = @item_window.item BattleManager.actor.input.set_item(@item.id) if !@item.need_selection? @item_window.hide if @item.is_a?(RPG::Item) @subject = BattleManager.actor process_action @subject.clear_actions @subject.make_actions @item = nil start_actor_command_selection else next_command end elsif @item.for_opponent? select_enemy_selection else select_actor_selection end $game_party.last_item.object = @item end def on_actor_ok BattleManager.actor.input.target_index = @actor_window.index @actor_window.hide @skill_window.hide @item_window.hide if @item.is_a?(RPG::Item) @subject = BattleManager.actor process_action @subject.clear_actions @subject.make_actions @item = nil start_actor_command_selection else next_command end end def on_enemy_ok BattleManager.actor.input.target_index = @enemy_window.enemy.index @enemy_window.hide @skill_window.hide @item_window.hide if @item.is_a?(RPG::Item) @subject = BattleManager.actor process_action @subject.clear_actions @subject.make_actions @item = nil start_actor_command_selection else next_command end end end
I'll get it working with a variable soon.
Lib, did you want it to have a variable for each character so you could have some people with 1 item use, some 3 etc. or just a general variable that determines it for everyone?
I don't know if you're interested or have time, Trihan, but I have a script issue that I'm looking to get fixed if possible ^_^
http://rpgmaker.net/forums/topics/17766/
http://rpgmaker.net/forums/topics/17766/




















