Archive for February, 2012


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.

Change Fade Time

Change Fade Time
Version: 1.0
Author: Pacman
Date: February 23rd, 2012
Version History

  • <Version 1.0a> 2012.02.23 – Updated for increased efficiency.
  • <Version 1.0> 2012.01.31 – Original Release
Planned Future Versions
  • Nothing yet. Suggest something!
Description

This script will alter the number of frames it takes to fade the screen in and out (with the default commands). This is done with a simple script call. You can also set an individual fadein or fadeout to have a different number of frames.

Features
  • Those things I said in the description.
ScreenshotsN/A. There isn’t an observable graphical change.
Instructions

Paste above Main, follow instructions in script header.

Script

Get it at Pastebin.

Credit

  • Pacman
Thanks
  • Countdown, for the request
  • TDS for pointing me in the right direction for this (unintentionally, naturally)
Support

Post here or PM me.

Known Compatibility Issues

I overwrote two methods in Game_Interpreter. This shouldn’t effect any other scripts, unless they also rewrite those specific methods.

Demo

Eh. Nah.

Author’s Notes

I have it on good authority that my good friend Mitchi smells, but I can’t put my finger on it. Check him out and tell me what you think he smells like.

Restrictions

Credit required in all usage of the script. Free for use in non-commercial projects For commercial projects, contact me.

Enemy Summon Skill
Version: 1.0
Author: modern algebra, Pacman
Date: January 30th, 2012
Version History

  • <Version 1.0> 2012.01.30 – Original Release
Planned Future Versions
  • I’ll take any suggestions
  • And update this script accordingly to the original VX script
Description

This script was ported from MA’s VX script, so I basically stole the description from there  8)
This script allows you to make skills for enemies where they can summon or call additional enemies to the battlefield. This is NOT a summon skill that can be used by actors – it can ONLY be used by enemies.

Features
  • Allows you to create skills that allow enemies to summon extra enemies to the battlefield
  • Fairly easy to configure with lots of options for use.
  • Can make the same skill summon different kinds of enemies.
Screenshots
Instructions

Please see the header for instructions on how to use.

Script

Don’t worry about the Japanese characters, ignore them. They don’t really mean anything.
http://pastebin.com/wRF20Nqn

Credit

  • modern algebra
  • Pacman
Thanks
  • Skies of Arcadia, for the idea (according to modern algebra)
Support

Just post here or post or PM me.

Known Compatibility Issues

No issues found yet, but I suspect it won’t work with Custom Battle Systems.

Demo

I didn’t feel it necessary. You can get the VX version demo here, it works exactly the same way.

Author’s Notes

This was a pretty easy port, but not as easy as I anticipated. I still have to figure out how the damn Scene classes work (Ace changed a lot).

Restrictions

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

Project Famous: Status Report

Recently I noticed that, despite I’ve done a lot of stuff, only people on OmegaDev, RMRK and some occasional other people know of me. I decided it was time to get me some more publicity. And where better to start than by taking to EnterBrain’s newest engine?

Well, that’s what I did. I jumped on the VXA bandwagon on the 29th of January, and so far I’ve written 5 complete (and legions more incomplete) scripts. But this is just the beginning of Project Famous. In the past week and a bit, I’ve started up this blog, started posting scripts at R3, and reached out further into the RM community. Xiie (Reisen, Rin, whatever) posted something of mine at Planet Indie, so that’s the start of another forum. And Project Famous still has a lot of work.

So, in order to achieve Yanfly-like status (I wouldn’t hold your breath), I’m going to have to spread the word everywhere. Like, everywhere. Mitchi has been kind enough to post some of my stuff, which is cool. I’ve yet to post anything on VX.net or VXA.net, because of registration issues.

Just so people know, I take requests. As long as they’re not insane.

Neo Gauge Ultimate Ace
Version: 1.1a
Author: Pacman, Woratana
Date: February 21st, 2012
Version History

  • <Version 1.1a> 2012.02.21 – Fixed a glaring typo.
  • <Version 1.1> 2012.02.05 – Fixed large bug
  • <Version 1.0> 2012.02.04 – Original Release
Planned Future Versions
  • Adding options to differ the stat gauges.
  • Anything else suggested.
Description

This script changes the way gauges are drawn. This script supports drawing gauges horizontally and vertically, uses a 3-colour gradient, has a very simple setup and two brilliant methods to change the bitmap. Note that much of this work is Woratana’s, you should credit him the same as (if not more than) me. I do not claim writing this script entirely, I edited the VX version a while back, and this is the VXA port of that.

Features
  • New, better-looking gauges.
  • Options to change the gauges’ colours.
  • Options to alter the position and style of the gauges.
  • Choose which gauges are drawn neo-style.
Screenshots


In this screenshot, Change TP Display is also used.
Instructions

Paste above main, follow instructions in script header. Instructions on configuration begin at line 17 and end at line 79.

Script

Get it at Pastebin.

Credit

  • Pacman
  • Woratana
Thanks
  • Xiie (Rin, Reisen, whatever) and EvilEagles (Kuku) for feedback
  • Yami for harshly reporting an error.
Support

Just reply here, or at RMRK. Or PM me if your problem is embarrassing.

Known Compatibility Issues

I overwrote 4 methods in Window_Base. I made 2 new methods in Bitmap and several (err… eight?) in Game_Battler. If you stumble across any errors, please let me know.

Demo

I don’t think it’s really necessary.

Author’s Notes

I didn’t contact Woratana about this, which was rude of me. If he expresses any concern with this, I will take it down, but I doubt that will happen.

Restrictions

Free for use with credit in non-commercial projects. For commercial projects, contact me and I’ll get back to you.

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