Latest Entries »

Bye

I’ve formally left RMRK and OmegaDev, and I’m taking a break from RPG Maker-ing in general. A big break. I’ll be back someday. Almost probably. I’m not going to receive updates from this blog, I won’t be posting, I won’t be checking. If you absolutely have to, as in, you have a problem that breaks your game, email me at super.angry.pacman@gmail.com and hopefully I’ll get back to you.

Goodbye, auf wiedersehen, adieu, sayonara, ciao, adiós, hasta la vista, salut, au revoir, hwyl, zay gesunt, sizobonana, ma as-salaamah, arrivederci, pirmelenge, sampai jalan, and in my native tongue, catch ya’ later mate.

TP System Overhaul

TP System Overhaul

Version: 1.0, 23/04/2012
Version History

  • <Version 1.0> 2012.04.23 – Original Release
Planned Future Versions
  • COME AT ME BRAH
Description

RPG Maker VX Ace comes with a very cool system secondary to MP called TP. All actors (and enemies) have TP (whether it is shown or not is up to the user), with a maximum of 100. While an interesting idea and useful in a lot of ways, the default TP system is not very flexible to the users needs. This script sets out to get rid of restrictions placed by the default scripts in relation to TP.

Features

This super-sexy script will allow you to:

  • Give actors and enemies different maximum TP values (exceeding the default limit of 100)
  • Give skills a TP cost of over 100
  • Change actor and enemy base TP values at your pleasure
  • Let the TP of an actor be effected by the actor’s level
  • Give each actor or enemy a different formula for calculating the initial TP they start every battle with.
  • Set TP altering stats on equips (Armors and Weapons)
Screenshots

I really actually can’t be bothered. Most of the script is mechanical, not visible, anyway. I would only be able to show you a TP gauge with a maximum above 100.

Instructions

Paste above Main, below Materials. Follow instructions in the script header.

Script

Get it at Pastebin.

Credit

  • Pacman
Thanks
  • The cast and crew of House, M.D. (especially Hugh Laurie and Jesse Spencer ;o) for entertaining me while I toiled away over a hot keyboard writing this.
Support

Post here with any bug reports, incompatibility issues, problems, inquiries, Spaniards, endeavours, stonemasons, death threats, improvements, monsters that live beneath my bed (please help), cries for help, questions and most importantly a diagnosis for a weird rash I have.

Known Compatibility Issues

None so far, but there are bound to be some. I did overwrite some stuff.

Demo

There are examples in the script.

Author’s Notes

Note that the formulaic options can be extremely complicated. They are there for super-duper-crazy smart people to make their games extra-special fun if they want to. By all means, do not feel pressured to use these options. Ask for help if you really want to know how to use them.
Also Laurie is better than Fry as an entertainer, but Fry is better than Laurie as an all-round person.

Terms of Use
Terms of Use for RMVXA Scripts Database. I don’t really have any specifications. Credit required for any project, contact me for commercial games. Also knowing if you’re using any of my scripts makes me feel warm and fuzzy so it’s nice to know :)
Sorry for the lack of writing scripts recently. I have a severe problem called school.

Base Conversion

I posted this at RMRK a couple of days ago. This is just something awesome about Ruby I noticed, I can’t really think of any practical uses for this. It’s basically just harnessing the String.to_i(base) function that Ruby comes built-in with. I created a method that makes it simpler, and fixes some bugs with converting to base 1. The way it works is:

String.convert_base(from, to) – where String is an instance of the String class (anything in quotation marks), even letters, where from is the base you are converting from, and to is the base you’d like it to convert to. Of course, this only works up to base 36 (ten digits + 26 letters), and down to base 1, because other bases are kinda impossible without hard-coding them in. And they wouldn’t be practical at all anyway.

Here are some examples: “38″.convert_base(10, 2) -> 100110. This has converted 38 from decimal to binary. “”.convert_base(2, 10) -> 284. This has converted  from binary to decimal. “Pacman”.convert_base(36, 10) -> 1529039327. This has (awesomely) converted “Pacman” from base 36 (where all letters of the alphabet have a numerical value) to decimal. “2073739462″.convert_base(10, 36) -> “yanfly”. This has converted those numbers into letters.

Anyway, you can get the snippet here. Play around with it, whatever. Note that it’s incredibly cool, because if you’re a nerd like me you’ll have fun converting numbers to letters and vice-avers with from = 36 and to = 10, or the other way around. That is all. I’m a bit behind on my scripting, sorry about that. Turns out school’s a bitch. Yanfly’s taking a well-deserved scripting break, so I might do some catching up while he does that. I’ve got holidays coming up soon, so I anticipate some scripting then.

Enjoy, I’ll probably be back with a script next time.

An Important Decision

It’s been almost a year since I began work on PAC. And it’s not even close to being finished. Most of it is mainly from when I was an incompetent scripter, and copied a lot of other people’s code. Some very good things came out of PAC, mainly the Main Menu (squeee). But I think it’s time I thought more realistically about this.

I don’t think I’ll ever finish it, the way I’m going. I’m just not motivated enough. All that’s left to do are really big things; message system, battle system, equip system, status scene. I just don’t think I can tackle projects that big with no motivation. So I’ve decided to stop working on PAC, as it was just a half-assed effort to pump some scripts out and gather some fake publicity.

While I won’t be working on PAC anymore, I’ll still occasionally write a script for VX, and do requests. And I’ll also be doing Ace. I might even be stupid enough to start an engine for Ace. We’ll see.

YanPac Battle HUD

YanPac Battle HUD

Version 0.3, 27/02/2012

Someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.

Yami also commented on the efficiency of the HUD, and remarked that it may work better if styled more like YEM’s HUD. Because Yami is also lazy (and some other reasons), I’ll probably be looking at that myself also. Anyway, I’ve already made this compatible with Neo Gauge Ultimate and Change Gauge Display. It was pretty shoddy work, and a bit rushed, so if anyone detects any bugs, please report them to me.

Get the script here.

This giant image will showcase what you can do with the script. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags.


Instructions

This script draws the actor’s name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor’s TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. You can use simple notetags to make sure the actor’s gauges are drawn:
\def_draw_hp  – Definitely draw HP
\def_draw_mp  – Definitely draw MP
\def_draw_tp  – Definitely draw TP

You can also use notetags to make sure the actor’s gauges aren’t drawn.
\def_not_hp   – Definitely don’t draw HP
\def_not_mp   – Definitely don’t draw MP
\def_not_tp   – Definitely don’t draw TP

Version List

0.3: Compatible with Change Gauge Display

0.2: Compatible with Neo Gauge Ultimate

0.1: Script extracted from Yanfly’s Ace Battle Engine

Notes

I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it!


In Other News…

  • Yanfly simply doesn’t stop making awesome stuff.
  • Yami released a standalone version of the CTB.
  • Kuku made an amazing Iconset. Check it out!
  • RMRK REVOLUTION!
  • I was thinking about getting off my arse and making an actual game, but then I remembered that I’m a scripter and then I wrote a script and forgot all about making games. This made me think about how many people the RM community has who contribute to making other peoples’ games, but don’t actually make them themselves. This made me a little sad because when I see games by people like OriginalWij, Dark Gaia or Nessiah, I absolutely fall in love with the ingenuity, originality and raw beauty. Maybe one day I will make an RM game. It’s just something to think about.

Have the good day everyone!

Price Changer

Price Changer
Version: 1.0
Author: Pacman
Date: February 18th, 2012 (that’s right, from the future)
Version History

  • <Version 1.0> 2012.02.18 – Original Release
Planned Future Versions
  • I’ll do anything requested. Probably.
Description

This script allows you to change the price of items mid-game.

Features
  • Simple script call to change items’, weapons’ and armours’ prices in-game.
ScreenshotsNo graphical aspect.

Instructions

Paste above main, read script header for further instructions.

Script

Get it at Pastebin.

Credit

  • Pacman
Thanks
  • Woratana for a similar script in VX that I modeled this off.
  • Some idiot for telling me to make this.
Support

Post here, or PM me if your problem is embarrassing.

Known Compatibility Issues

Everything should be 100% compatible. No overwriting methods or aliases.

Demo

Eh. If you need it, just ask.

Author’s Notes

I don’t actually think Kuku’s an idiot.

Restrictions

Free for use with credit in non-commercial games. For commercial games, contact me.


News from other lands

So, I was going through some of this blog’s stats, because I have no life or something. I noticed something awesome. Really awesome. I don’t know how this happened. But I do know that I love it. I went to the stats page listing how many referrals come from different sites, and saw this: Mitchi’s blog, Kread-EX’s blog, RPGRage, Yami’s blog, links I’ve stuffed in RMRK and Kuku’s (EvilEagles) blog have between them given me 184 referrals in the past two weeks. Apparently these blogs do help with publicity, because now I’m advertised in 5 of these 6 places. Yay.

While this may not seem like a big deal to, well, anyone except me, it means a lot to me. So thanks Kread-EX and Yami, and mega-thanks Mitchi and Kuku, who have both hilariously and incredibly kindly made a banner for this blog without knowing of the others’. They are both great (but I prefer Mitchi’s, as he asked me what colour scheme I wanted, but that’s just me [though Kuku's is super awesome because it's animated <3]), so feel free to use either of them. They are in a sidebar on this blog.

So Project Famous seems to be coming along nicely. Of course, I suffer a big problem most that scripters do, and that’s not having any ideas. I’ll continue converting scripts from VX to VXA and making little improvements on Ace. Some time in the near future, if I have enough time on my hands, I’ll finally get around to finishing PAC. I also speculated converting PAC to Ace, so that could give me something to do ^_^

Not that anyone would care, but just so I can annoy Kuku some more, I’ll say that I had a fantastic Valentine’s Day, and that albeit seeming like distant, robotic, coding machines, scripters actually do have at least one emotion/virtue. Modern Algebra, for example, has kindness. Yanfly, on the other hand, has kindness. Yami has several similar virtues. I, being a teenager, pretend I know what love is.

Thanks for everything so far, everyone. It really means a lot. Catch you all later.

 

Oh yeah, check out all those people’s blogs. They’re in one of those sidebar thingies.

PAC Main Menu
Version: 1.7c
Author: Pacman
Date: 27/10/2011
Version History

  • <Version 1.5/1.7c> 2011.10.27 – Added ring mode and fixed bug
  • <Version 1.3/1.7b> 2011.9.01 – Added graphical feature and redid actor selection processing
  • <Version 1.2/1.7a> 2011.8.22 – Revamp: Redid configuration and added graphical feature
  • <Version 1.0/1.7> 2011.7.28 – Original Release
Planned Future Versions
  • <Version anything> – More exotic and comprehensive displays.
Description

My first CMS. Finally. The PAC Main Menu is focused around simple customization. Only a little has been done in terms of display to the menu, the focus of the first version, 1.7, was to get the core code out of the way so I could focus more on exotic displays in later versions. Now that’s been redone and finalized, I’ve begun focus on display work. So far, I’ve made two graphical ‘modes’ and integrated one that Cozziekuns made.

Features
  • Easy configuration
  • Menu Icons
  • Auto-remembering command index
  • Simple support for other custom scripts
  • REALLY easy configuration.
  • Customizable, comprehensive display.
  • Revamped actor selection processing (test to see it!)
  • Bloody amazing ring menu (credit to Cozziekuns)
Screenshots


From top to bottom:
1. Compact display
2. Compact actor selection
3. Comprehensive display
4. Cozzie’s Ring display
Instructions

I’ll be directing you to the instructions included in the script, conveniently situated next to the applicable configuration options.

Script

Get it at Pastebin

Credit

  • Pacman
  • Cozziekuns, if you use the ring menu
Thanks
  • Twb6543 for helping me deal with the command index issue.
  • Modern Algebra for inspiring a display
  • LoganForrests, Cozziekuns and the almighty Zeriab for generally helping out and showing me how I can improve in Ruby.
  • Yanfly for inspiring PAC by creating YERD, YEZ and YEM.
  • Cozzy for the beautiful ring menu.
Support

Post here no matter how old the topic is, I live on RMRK. I’ll probably respond to PMs as well.
If you want the compact display, but not the data of the menu (for whatever insane reason), find it at this thread.

Known Compatibility Issues

Of course, it won’t work with any other menu systems. Custom scenes will probably return to the wrong index: I will post a tutorial for fixing this eventually.

Restrictions

Free for use in non-commercial games provided I receive credit. For commercial games, contact me via PM and I’ll decide.

Enemy HUD

Enemy HUD
Version: 1.1
Author: Pacman
Date: 10/4/2012
Version History

  • <Version 1.0> 2012.02.12 – Original Release
  • <Version 1.1> 2012.04.10 – Updated for ‘boss’ idea and better… code.
Planned Future Versions
  • Somehow changing the tags of the enemies so that you can change the displays in-game.
Description

This script displays enemy stats (HP, MP, TP, stat icons) in the battle screen whilst selecting which enemy to target. It also includes special tags to prevent any of these stats from being drawn. And yes, enemies do have TP. New in 1.1, you can make the numbers of the enemy’s gauges hidden. This would be specifically useful for boss battles.

Features
  • Displays enemies’ HP, MP, TP (yes, enemies have TP), name and statuses in the window selection screen.
  • Simple notebox tags to exclude any of these from being drawn.
  • Simple notebox tag to prevent numbers being drawn on the gauges (also works for actors, because I’m lazy).

Screenshots



Some demonstrations of the differing displays of each of the enemies. Too lazy to put the boss feature in a screenshot :)

Instructions

Paste above main, at the top of your custom scripts list. Follow instructions in script header.

Script

Get it at Pastebin.

Credit

  • Pacman
Thanks
  • Pacman again, for the original VX script. :P
Support

Just comment here or post at RMRK or PM me if your problem is embarrassing.

Known Compatibility Issues

I overwrote a method in Scene_Battle, so for extra caution make sure it’s near the top of your custom script list.

Demo

Nah.

Author’s Notes

This will probably work well with Change Gauge Display.

Restrictions

Free for use in non-commercial projects, with credit. For commercial projects (seriously?) contact me.

Change Gauge Display

Change Gauge Display
Version: 2.0
Author: Pacman
Date: February 5th, 2012

 

Version History

 

  • <Version 2.0> 2012.02.05 – Added options to change HP and MP display
  • <Version 1.0> 2012.01.29 – Original Release

 

Planned Future Versions

 

  • <Version Anything> I dunno. Suggest something. o.O

 

Description

This script allows you to change if TP is displayed throughout the game. You can also set actors to not have their TP, HP or MP gauges drawn in battle, or any combination of the three. This is useful if you have a character who doesn’t require any of those.

Features

 

  • Simple script call to alter TP displaying.
  • Simple notetag to stop actor’s TP from being drawn.
  • Simple notetag to stop actor’s HP from being drawn.
  • Simple notetag to stop actor’s MP from being drawn.

 

Screenshots


The first actor’s gauges are all displayed. The second actor only has their HP displayed. The third doesn’t have their HP gauge drawn (only MP and TP are drawn), and the fourth actor’s TP isn’t drawn (only HP and MP are drawn).

 

Instructions

Paste above main. Follow instructions in script header for script call and notebox tags.

Script

http://pastebin.com/0SvjLEvn

Credit

 

  • Pacman

 

Thanks

 

  • Nobody this time ;9

 

Support

Post here or PM me. I’m always here.

Known Compatibility Issues

May not work with custom battle systems or HUDs.

Demo

Not needed.

Author’s Notes

My first VXA script <3

Restrictions

Free for use in non-commercial projects, with credit. For commercial projects (seriously?) contact me.

Follow

Get every new post delivered to your Inbox.