YANFLY ENGINE ACE - ACE CORE ENGINE
RPG Maker VX Ace
Bugfixes and small mods.
- YF
- 12/03/2011 02:16 AM
- 19015 views
This is the core engine for Yanfly Engine Ace, made for RPG Maker VX Ace. This script provides various changes made to the main engine including bug fixes and GUI upgrades.
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Bug Fix: Animation Overlay
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- It's the same bug from VX. When an all-screen animation is played against a group of enemies, the animation bitmap is actually made multiple times, thus causing a pretty extreme overlay when there are a lot of enemies on screen. This fix will cause the animation to play only once.
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Bug Fix: Battle Turn Order Fix
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- Same bug from VX. For those who use the default battle system, once a turn's started, the action order for the turn becomes set and unchanged for the remainder of that turn. Any changes to a battler's AGI will not be altered at all even if the battler were to receive an AGI buff or debuff. This fix will cause the speed to be updated properly upon each action.
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Bug Fix: Gauge Overlap Fix
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- Same bug from VX. When some values exceed certain amounts, gauges can overextend past the width they were originally designed to fit in. This fix will prevent any overextending from gauges.
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Bug Fix: Held L and R Menu Scrolling
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- Before in VX, you can scroll through menus by holding down L and R buttons (Q and W on the keyboard) to scroll through menus quickly. This fix will re-enable the ability to scroll through menus in such a fashion. Disable it in the module if you wish to.
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New Feature: Screen Resolution Size
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- The screen can now be resized from 544x416 with ease and still support maps that are smaller than 544x416. Maps smaller than 544x416 will be centered on the screen without having sprites jumping all over the place.
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New Feature: Adjust Animation Speed
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- RPG Maker VX Ace plays animations at a rate of 15 FPS by default. Speed up the animations by changing a simple constant in the module.
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New Feature: GUI Modifications
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- There are quite a lot of different modifications you can do to the GUI. This includes placing outlines around your gauges, changing the colours of each individual font aspect, and more. Also, you can change the default font
setting for your games here.
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New Feature: Numeric Digit Grouping
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This will change various scenes to display numbers in groups where they are separated by a comma every three digits. Thus, a number like 1234567 will show up as 1,234,567. This allows for players to read numbers quicker.
In the event this script gets updated and I forget to update it on RMN, check it out here.
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I did not give it a thorough look, but why such a large method to add commas to numbers?
Wouldn't something like this be faster?
Wouldn't something like this be faster?
(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2') value = 999999999 value.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
Not to nitpick your work apart, but when naming methods that are used for conversion, a common standard is use the "to_" prefix, such as .to_s or .to_i.
Also the "value" variable is not needed since you are already within the object that you are converting.
I could keep going with other parts of the script, but I don't want to seem like I'm picking your work apart. Feel free to ignore it seems too annoying.
Also the "value" variable is not needed since you are already within the object that you are converting.
#============================================================================== # ■ Numeric #============================================================================== class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- def to_group return self unless YEA::CORE::GROUP_DIGITS self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2') end end # Numeric
I could keep going with other parts of the script, but I don't want to seem like I'm picking your work apart. Feel free to ignore it seems too annoying.
Script breaks, TDS's code has a return type mismatch and YF's code assumes it always returns a string. Make it a return self.to_s unless etc. to fix it.
*edit* YF not YDS
*edit* YF not YDS
Pretty nice, I actually just wrote my own res script, but a few things are broken such as in Sprite_Battler (each_index) if less than 544X416, so I'd remove that command if your going to use a smaller res.
author=Archeia_Nessiah
Rukiri your copy must be outdated.
I downloaded the script yesterday..
Here's the issue, try it on oh say 480X320.
icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) }
Now it'll popup with an error, it was easier to just remove that command.
Just odd that it fails on smaller resolutions.
There's no icon drawing in Sprite_Battler. The only thing close that line of code you've pasted is within Window_Base. No such code exists within any of my scripts.
To which:
480x320 resolution: No errors.
My conclusion: You've either messed up your own base scripts or you've downloaded some cheesy "full version" of RMVXA.
To which:
480x320 resolution: No errors.
My conclusion: You've either messed up your own base scripts or you've downloaded some cheesy "full version" of RMVXA.
author=YF
There's no icon drawing in Sprite_Battler. The only thing close that line of code you've pasted is within Window_Base. No such code exists within any of my scripts.
To which:
480x320 resolution: No errors.
My conclusion: You've either messed up your own base scripts or you've downloaded some cheesy "full version" of RMVXA.
Nah, I've posted my copy of ace(box photo) on RRR and the ace community. I own ace, the problem was with another script I was working on(wasn't finished) that was causing the error, just odd that it was ONLY when you resized the window.
I cant seem to get your acripts to work. I copy pasta all the script and past in script editor under mods like it saids, but nothing happens. Am I just supposed to paste the formulas or the descriptors and auch as well? Will none of these work on a "hacked" copy?
author=Yanfly
- Same bug from VX. For those who use the default battle system, once a turn's started, the action order for the turn becomes set and unchanged for the remainder of that turn. Any changes to a battler's AGI will not be altered at all even if the battler were to receive an AGI buff or debuff. This fix will cause the speed to be updated properly upon each action.
This doesn't seem to be working out for me. I've added a state which confers a massive agility boost, and it works marvelously on every turn after it's added, but doesn't take effect during the round that it's put on.
I don't quite see where the reshuffling of actions is supposed to happen either, so fixing it on my own is unlikely without breaking something.
Does anyone have mirror links to these files? I keep getting server errors or it's just failing to download in general? Is it just me? Thanks.
The download links here have been dead for a while. To get the scripts you'll have to go to Yanfly's blog and download them via the github links. For example for this script go here to the script on the blog, click on the github link, then click on the 'Raw' link to the upper right of where the script is. That'll get it in a format that's easy to copy&paste into a script in your game.
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