Category: Scripts


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.

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.

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

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.

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.

Neo Gauge Ultimate

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.

Item Cap

Item Cap
Version: 2.3
Author: Pacman
Date: December 29th, 2011
Version History

  • <Version 2.3> 2011.12.29 – Draws item names more efficiently.
  • <Version 2.2> 2011.11.06 – ‘No crashing’ feature now extended.
  • <Version 2.1> 2011.09.21 – Now features a ‘no crashing’ feature.
  • <Version 2.0> 2011.09.19 – Rewritten.
  • <Version 1.1> 2011.08.20 – Allowed for types of items not to have their cap drawn.
  • <Version 1.0> 2011.08.15 – Original Release
Planned Future Versions
  • Adding an optional global cap to the existing system.
  • I’M BORED AND HAVE NO IDEAS! SUGGEST SOMETHING!
Description

There are quite a few scripts that serve a similar purpose to this one, but to my knowledge this is the only one that does this specifically: gives each item, weapon or armor it’s own possession cap, that is displayed in shop, equip and item screens. You can also set (and change in-game) the maximum amount of gold attainable. You can also now set certain items to not have their cap drawn in the windows.

Features
  • Notebox tag for setting individual item caps on each item
  • Notebox tag for not drawing the item’s cap in windows
  • Altering limit on gold, also changeable in-game
  • Displays item cap in item (battle), equip and shop scenes
  • You can set which types of items (items, weapons and armors) have their cap displayed in the inventory scenes
Instructions

See script header.

Script

Credit

  • Pacman
Thanks
  • Rgangsta, for the request
  • Xzygon for reporting a kind of bug
  • Scalinger2, for suggesting something
  • Mog, I used his similar XP script as guidance
Support

Contact me either here or at rmrk.net.

Known Compatibility Issues

I overwrote some methods, but I don’t know if that was avoidable. Paste at the top of your script list for improved compatibility. If you discover an issue, post it here.

Follow

Get every new post delivered to your Inbox.