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Movable Level Cap

Movable Level Cap
Version: 1.0
Author: Pacman
Date: 21st of October, 2012

Version History

  • <Version 1.0> 2012.10.21 – Original Release
Planned Future Versions

Making parameter curves continue after level 99. Aside from that, nothing obvious comes to mind. Feel free to suggest something.

Description

This script simply allows you to change the level max of actors. Actors start the game with the level max you set in the database, but this can be altered in-game with a simple script call. Note that parameter curves do not continue after level 99.

change_max_level(id[, n])

This changes the level maximum of actor with ID id to n. If n is omitted, it will set it to the actor’s default level maximum. If n is less than 1, it will be set to 1.

Screenshots

An example of the script call. This call will change the level cap of the actor with ID 1 to 150.

Instructions

Paste above Main, below Materials. For best compatibility put it at the top of your custom scripts list. If you have any inquiries, please ask me.

Script

Get it at Pastebin.

Credit

  • Pacman
Thanks
  • Want to be thanked? Suggest something, I might do it, put your name here and you might get a warm fuzzy feeling!
Support

Just post here.

Demo

I don’t think it’s very necessary.

Author’s Notes

Never pet a burning dog. I learned that the hard way.

Terms of Use

You may use this script in any non-commercial project with credit. Contact me if you wish to use this in a commercial project. You may edit this script and use it in your own project, or even release it as your own script, as long as I am credited (being notified would also be nice).
… also yes I’m back (again), perhaps for longer than last time, perhaps not. We’ll see.

PAC Main Menu Ace Compact Addon

No big post for this one, just promoting the release of the Compact Addon for PAC Main Menu Ace. Of course, it requires PAC Main Menu Ace to work. You can get the addon here.

Here’s a couple of screenshots showing you what the Compact Addon does.

Everything in the base PAC Main Menu script is still functioning. Enjoy!

PAC Main Menu Ace

After two and a half incredibly average months…

PACMAN MAKES HIS TRIUMPHANT(ISH) RETURN TO SCRIPTING!!!

AND FINALLY PORTS PAC MAIN MENU TO ACE!!!

Now is an appropriate time to soil yourself.

PAC Main Menu Ace
Version: 1.0
Author: Pacman
Date: 12th of July, 2012

Version History

  • <Version 1.0> 2012.07.12 – Original Release
Planned Future Versions

No specifics, but I plan on releasing different, smaller scripts (add-ons) that simply add more graphical customization, much like the compact or ring options for the original VX script.

Description

This is the PAC Main Menu converted to VX Ace. On a basic level, this offers a configurable setup for your main menu, allowing the user to create, alter and move the position of menu commands at their pleasure. It can be used very simply to merely reorder the default commands, or to its’ fullest potential, that is creating commands to put custom scenes into the menu. It also offers two graphical features: adding an EXP gauge into the menu status window, and adding icons into the command display. Both are optional and customizable.

Features
  • Easily customize and move about the commands in the menu. You can even create your own!
  • You can rename commands, change what they do (why would you want to though), and change the conditions required to use it.
  • Icons for commands are now implemented in the menu. Optional, naturally.
  • An EXP gauge is included in the actors’ window. It may look out of place, but I wasn’t sure where else to put it. It is, of course, optional.
  • A map name window and a playtime window are included in the script. They are completely optional. As is the gold window now.
  • The menu now remembers which command you were last on at all times, even after saving.
  • The menu now immediately goes to actor selection if the command you just came from required actor selection.
Screenshots


Here we see the menu being AWESOME.

Instructions

Paste above Main, below Materials. For best compatibility put it at the top of your custom scripts list. There are detailed configuration instructions in the script header. If you have any inquiries, please ask me.

Script

Get it at Pastebin.

Credit

  • Pacman
  • Pacman, for the original script
Thanks
  • Want to be thanked? Suggest something, I might do it, put your name here and you might get a warm fuzzy feeling!
Support

Just post here. This script can be very complicated, so please do not hesitate to ask questions.

Known Compatibility Issues

If you expect this to work with another menu system, please don’t, because it’s very unlikely that it will. If you’d like it to, ask and I’ll see what I can do about it.

Demo

I don’t think it’s very necessary. There are no in-game options, and the script itself is a demo.

Author’s Notes

My favourite note this week is the D above middle C (293.665 Hz), and my favourite synthetic tone is a sine wave.

Terms of Use

You may use this script in any non-commercial project with credit. Contact me if you wish to use this in a commercial project. You may edit this script and use it in your own project, or even release it as your own script, as long as I am credited (being notified would also be nice).
I hope you all like it, and that I haven’t missed out on too much in my absence.

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.

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