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[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?
Hello, I'm currently having an issue with my project where I have cars that go through the roads of the map. If you're in the way of the car and it hits you, it's supposed to trigger an event that sets you at a certain position of the map.
The issue with this, is that sometimes the car will derail from it's path-finding and slam into a building.
Marking the event as "through" fixes this bug.....but only when the player is moving. If the player is standing still then the car will just go right through. Doing the same logic here in a blank project causes nothing to happen at all. I came to a conclusion that with the script "VE Pixel Movement", which can be grabbed from here, causes this to happen.
tl;dr is there any way that I can have events marked as "through" still trigger using "Event Touch" without changing event to "Below player" or "Above Player" as it messes up the Z elevation of the cars? Thank you.
*Edited by Marrend. Reason: fixed youtube link.
The issue with this, is that sometimes the car will derail from it's path-finding and slam into a building.
Marking the event as "through" fixes this bug.....but only when the player is moving. If the player is standing still then the car will just go right through. Doing the same logic here in a blank project causes nothing to happen at all. I came to a conclusion that with the script "VE Pixel Movement", which can be grabbed from here, causes this to happen.
tl;dr is there any way that I can have events marked as "through" still trigger using "Event Touch" without changing event to "Below player" or "Above Player" as it messes up the Z elevation of the cars? Thank you.
*Edited by Marrend. Reason: fixed youtube link.
[RMVX ACE]
Is there some script in VE Folllowers, or VE Core, or just some script in general that allows me to change the distance between followers with a variable? Thank you.
[RMVX ACE] How to change the distance between followers?
I'm looking for a method that will allow me to change the distance between followers in-game with a variable. I'm not sure what the code would be for this.
My project has a style change that happens to fit with different moods in the game, and I'd like to change the follower distance so they're not so close together.
Style 1
Style 2
I'm using the default script for handling followers. Thank you for any help.
My project has a style change that happens to fit with different moods in the game, and I'd like to change the follower distance so they're not so close together.
Style 1

Style 2

I'm using the default script for handling followers. Thank you for any help.
[SCRIPTING] [RMVX ACE] Game softlocks with 2 or more enemies in battle while using script.
Hey, I'd like some help with this issue.
I'm using the following script, (not by me) for a project of mine. I'm having an issue where it freezes when there are two or more enemies in battle.
I'm using the following script, (not by me) for a project of mine. I'm having an issue where it freezes when there are two or more enemies in battle.
#==============================================================================
# ** Earthbound-Ish Battle Core
#------------------------------------------------------------------------------
# Version: 1.0
# Author: cozziekuns
# Date: February 17, 2013
#==============================================================================
# Description:
#------------------------------------------------------------------------------
# This script attempts to mimic the battle system of the Earthbound/Mother
# series; most notably Earthbound and Earthbound 2 (Mother 2 and 3).
#==============================================================================
# Instructions:
#------------------------------------------------------------------------------
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials. Edit the modules to your liking.
#==============================================================================
#==============================================================================
# ** Cozziekuns
#==============================================================================
module Cozziekuns
module Earthboundish
ActorIcons ={
# Command Name => IconID
"Attack" => 2,
"Magic" => 4,
"Skills" => 4,
"Cards" => 4,
"Guard" => 5,
"Items" => 3,
"Escape" => 6,
}
end
end
include Cozziekuns
#==============================================================================
# ** Sprite Battler
#==============================================================================
class Sprite_Battler
alias coz_ebish_spbtlr_update_effect update_effect
def update_effect(*args)
update_select_whiten if @effect_type == :select_white
if @battler.sprite_effect_type == :select_white_to_normal
revert_to_normal
@battler.sprite_effect_type = nil
end
coz_ebish_spbtlr_update_effect(*args)
end
def update_select_whiten
self.color.set(255, 255, 255, 0)
self.color.alpha = 128
end
end
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand
def visible_line_number
return 1
end
def col_max
return 6
end
def contents_height
item_height
end
def top_col
ox / (item_width + spacing)
end
def top_col=(col)
col = 0 if col < 0
col = col_max - 1 if col > col_max - 1
self.ox = col * (item_width + spacing)
end
def bottom_col
top_col + col_max - 1
end
def bottom_col=(col)
self.top_col = col - (col_max - 1)
end
def ensure_cursor_visible
self.top_col = index if index < top_col
self.bottom_col = index if index > bottom_col
end
def item_rect(index)
rect = super
rect.x = index * (item_width + spacing)
rect.y = 0
rect
end
def window_width
Graphics.width - 224
end
def open
@help_window.open
super
end
def close
@help_window.close
super
end
def update
super
@help_window.update
end
def draw_item(index)
rect = item_rect_for_text(index)
x = rect.x + rect.width / 2 - 12
y = item_rect_for_text(index).y
draw_icon(Earthboundish::ActorIcons[command_name(index)], x, y, command_enabled?(index))
end
alias coz_ebish_waccmd_make_command_list make_command_list
def make_command_list(*args)
coz_ebish_waccmd_make_command_list(*args)
add_escape_command
end
def add_escape_command
add_command(Vocab::escape, :escape, BattleManager.can_escape?)
end
def update_help
@help_window.set_text(command_name(index))
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus
[:basic_area_rect, :gauge_area_rect].each { |method|
define_method(method) { |index|
rect = item_rect(index)
rect
}
}
def col_max
$game_party.members.size
end
def window_width
Graphics.width / ( 4.5 / $game_party.members.size.to_f )
end
def window_height
fitting_height($data_system.opt_display_tp ? 5 : 4)
end
def item_width
(window_width - standard_padding * 2) / $game_party.members.size
end
def item_height
(window_height - standard_padding * 2)
end
def draw_basic_area(rect, actor)
draw_actor_name(actor, rect.x, rect.y, rect.width)
draw_actor_icons(actor, rect.x + 4, rect.y + line_height, rect.width)
end
def draw_gauge_area_with_tp(rect, actor)
draw_gauge_area_without_tp(rect, actor)
draw_actor_tp(actor, rect.x + 4, rect.y + line_height * 4, rect.width - 8)
end
def draw_gauge_area_without_tp(rect, actor)
draw_actor_hp(actor, rect.x + 4, rect.y + line_height * 2, rect.width - 8)
draw_actor_mp(actor, rect.x + 4, rect.y + line_height * 3, rect.width - 8)
end
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
draw_text(x, y, width, line_height, actor.name, 1)
end
alias coz_ebish_wbtlsts_item_rect item_rect
def item_rect(index, *args)
rect = coz_ebish_wbtlsts_item_rect(index, *args)
rect.x = index % col_max * item_width
rect
end
def update
super
update_position
end
def update_position
self.x = (Graphics.width - window_width) / 2 + 128
end
end
#==============================================================================
# ** Window_BattleActor
#==============================================================================
class Window_BattleActor
def update_position
self.x = (Graphics.width - window_width) / 2
end
end
#==============================================================================
# ** Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy
def cursor_left(wrap)
select((index - 1 + item_max) % item_max)
end
def cursor_right(wrap)
select((index + 1) % item_max)
end
def cursor_up(wrap)
cursor_left(true)
end
def cursor_down(wrap)
cursor_right(true)
end
def show
select(0)
self
end
def update_help
@help_window.set_text(enemy.name)
end
end
#==============================================================================
# ** Window_BattleSkill + Window_BattleItem
#==============================================================================
[:Window_BattleSkill, :Window_BattleItem].each { |klass|
Object.const_get(klass).send(:define_method, :show) {
select_last
super()
}
Object.const_get(klass).send(:define_method, :hide) { super() }
}
#==============================================================================
# ** Window_ActorHelp
#==============================================================================
class Window_ActorHelp < Window_Help
def initialize
super(1)
self.openness = 0
update_position
end
def update_position
self.x = Graphics.width - 224
self.width = 224
create_contents
end
def refresh
contents.clear
draw_text(4, 0, 224 - standard_padding * 2, line_height, @text, 1)
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
def start_party_command_selection
unless scene_changing?
@status_window.open
@status_window.refresh
if BattleManager.input_start
next_command
start_actor_command_selection
else
@party_command_window.deactivate
turn_start
end
end
end
def create_actor_command_window
@actor_command_window = Window_ActorCommand.new
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
@actor_command_window.set_handler(:escape, method(:command_escape))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.help_window = Window_ActorHelp.new
end
def create_help_window
@help_window = Window_Help.new(1)
@help_window.visible = false
end
alias coz_ebish_scbtl_create_enemy_window create_enemy_window
def create_enemy_window(*args)
coz_ebish_scbtl_create_enemy_window(*args)
@enemy_window.help_window = @actor_command_window.help_window
end
alias coz_ebish_scbtl_update_basic update_basic
def update_basic(*args)
old_enemy = @enemy_window.active ? @enemy_window.enemy : nil
coz_ebish_scbtl_update_basic(*args)
update_enemy_whiten(old_enemy)
end
def update_enemy_whiten(old_enemy)
if !@enemy_window.active or old_enemy != @enemy_window.enemy
old_enemy.sprite_effect_type = :select_white_to_normal if old_enemy && !old_enemy.dead?
end
@enemy_window.enemy.sprite_effect_type = :select_white if @enemy_window.active
end
def update_info_viewport
move_info_viewport(128)
end
end
[RMVX ACE] Yanfly Message script custom window skin.
Hello! I wanted to ask if there was a way to make the window skin used for the name window in the Yanfly Message script a seperate window skin from everything else in the game? This is the current one.
I want it to look like this

Script used

I want it to look like this

Script used
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