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  Lycan Companion Icons
Posted by: DerVVulfman - 08-09-2023, 08:23 PM - Forum: Scripts Database - No Replies

Lycan Companion Icons
Version: 1.0



Introduction

A silly little script... it lets you place icons within the traditional menu screens. Now, you will be able to determine if a companion is set to use only skills, if they are following close, or if they're a pet!



Script

Its a little thing right here



Instructions

Paste this script below The Lycan ABS and above Main to use. Add your custom icons that this script will use within the Graphics\Icons folder, and configure as needed. The comments should be easy to understand.



Compatibility

Designed for RPGMaker XP and The Lycan ABS. This script adds new statements to three default script methods by the use of the alias command. So it should be compatible with any menu system that has a structure similar enough to the default menus.



Terms and Conditions

Free for use, even in commercial games.

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  RandomBGM
Posted by: kyonides - 08-07-2023, 02:00 AM - Forum: Scripts Database - Replies (1)

RandomBGM
XP + VX + ACE

by Kyonides

Introduction

Inspired by a forumer's support thread, I came up with a way to keep playing the current map's randomly chosen BGM while visiting what we could called here the child maps or dependent maps.

There is a way to prevent the game from playing the vehicle's BGM as well. Winking

Instructions

For XP

Set the values of the MAP_BGMS Constant found in the RandomBGM module.
It will let you play a random BGM including the default one.

Example:
Code:
MAP_BGMS[2] = [10, "001-Battle01", "003-Battle03", "005-Boss01", "007-Boss03"]

For VX

You will need to set the values of 2 Constants found in the RandomBGM module.
The first Constant will let you play a random BGM including the default one (see above) while the other one defines whether or not the boat or ship or airship will play their usual BGM.

For Boat, Ship and Airship:
Code:
PLAY_BGM = [nil, nil, true]

For VX ACE

Leave a Random BGM Note in the Main Map's Notebox like the following:
Code:
<switch SwitchID bgm Bgm1 Bgm2 Bgm3>

Leave a No Vehicle BGM Note in the Main Map's Notebox:
Code:
<no vehicle bgm>

For All RGSS Editions

Clear Main Map's Game Switch
Code:
$game_map.clear_main_bgm



Terms & Conditions

Free for use in any game. Gamer
Due credit is mandatory.
Do not repost it anywhere!
That's it! Tongue sticking out

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  OtherLayers
Posted by: kyonides - 08-03-2023, 10:16 AM - Forum: Scripts Database - Replies (5)

OtherLayers
XP + VX + ACE

by Kyonides

Introduction

This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map.

I am sure there gotta be other scripts that provide similar features and you know what?
I don't care about that! Tongue sticking out

Embedded Notes for XP & VX

First of all, both engines have no Map Note Boxes so you must use the Map's Name as a substitute.

Code:
# This script lets you add another layer where you can place images that can
# be either static or animated.

# Create a directory called Layers inside the Graphics folder.
# Thereafter you can add as many images as deemed necessary.

# Examples: fall_1.png, fall_2.png, fall_3.png

# The state of a specific Game Switch will determine whether or not a given
# layer is visible at that moment.

# - Set a Map's Total Number of Upper Layers
# - Pattern: <LUMn> - Example: <LUM2>

# - Predefine an Upper Layer
#   - It must follow one of these patterns:
#   The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any)
# <LUn filename n n>
# <LUn filename n n Sn>
# - Examples Using the fall_ image files:
# <LU1 fall 3 20>
# <LU2 fall 3 20 S10>


Embedded Notes for VX ACE

Code:
# Create a directory called Layers inside the Graphics folder.
# Thereafter you can add as many images as deemed necessary.

# Examples: fall_1.png, fall_2.png, fall_3.png

# The state of a specific Game Switch will determine whether or not a given
# layer is visible at that moment.

# - Set a Map's Total Number of Upper Layers - Pattern: <layers n>
# - Example: <layers 2>

# - Predefine an Upper Layer
#   - It must follow one of these patterns:
# <layer up n filename pix n frames n>
# <layer up n filename pix n frames n switch n>
# - Examples Using the fall_ image files:
# <layer up 1 fall pix 3 frames 20>
# <layer up 2 fall pix 3 frames 20 switch 10>

If you ever need to change the map's default upper layer, you can use any of the following...

Optional Script Calls Available For ALL Engines

Code:
# - Change the Map's Upper Layer - It will replace any previous one!
upper_layer(Number).name = "BaseFileName"

# - Change the Upper Layer's Number of Pictures - if Animated
upper_layer(Number).total = TotalPictures

# - Change the Upper Layer's Timer (in Frames)
upper_layer(Number).timer = Frames

# - Change the Upper Layer's Switch ID
upper_layer(Number).switch_id = SwitchID

# - Change the Upper Layer's Data With a Single Call
upper_layer(Number).set_data(TotalPictures, Frames, SwitchID)

# - Freeze or Thaw the Upper Layer
# upper_layer(Number).freeze!
# upper_layer(Number).thaw!

# - Check whether or not the Upper Layer is Frozen
# upper_layer(Number).frozen?

Screenshots
3 Snapshots


Terms & Conditions

Free for use in non commercial games.
Due credit is mandatory.
Do not repost it anywhere!
That's it!



Attached Files
.jpg   otherlayersace01.jpg (Size: 59.31 KB / Downloads: 34)
.jpg   otherlayersvx01.jpg (Size: 64.12 KB / Downloads: 8)
.jpg   otherlayersxp01.jpg (Size: 104.99 KB / Downloads: 8)
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  KToggleMenu
Posted by: kyonides - 07-27-2023, 10:09 AM - Forum: Scripts Database - No Replies

KToggleMenu
XP + VX + ACE

by Kyonides

Introduction

There was a forumer that wanted to add some custom boxes that could replace the default, ugly, boring rectagle called the window cursor. Since I had already published the KToggleButtons scripts, it seemed to be a pretty easy request for a skillful guy like me. And here it is! Grinning


Snapshots

NOTE: The VX ACE port requires more work than the others to adapt it to any new situation due to its complex menu command inner workings.


Terms & Conditions

Free for use in non commercial games.
Contact me if you are going commercial. Inexpensive.
Due credit is mandatory.
Do not repost it anywhere! Angry
That's it! Tongue sticking out



Attached Files
.jpg   ktogglemenu01.jpg (Size: 93.07 KB / Downloads: 4)
.jpg   ktogglemenu02.jpg (Size: 72.2 KB / Downloads: 4)
.jpg   ktogglemenu03.jpg (Size: 91.45 KB / Downloads: 4)
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  Falkoner
Posted by: kyonides - 07-24-2023, 10:03 AM - Forum: Scripts Database - Replies (17)

Falkoner
XP + ACE

by Kyonides

Introduction

Someone once asked for a script that could let some sort of airship or Crow bird travel around the world freely.
Yet, there was one weird condition, it should only land on the player himself. This is where my script comes in to solve your issues! Grinning

Just press a predefined button, and it will take off!
Press the OK button when it has returned to its owner and you've finished your exploration session!

Actually, you can watch any bird-like character flap its wings while ascending or descending.

The Falcon can also trigger switches that are NOT above the character's priority type / level.

[Image: attachment.php?aid=1955]
[Image: attachment.php?aid=1938]


Terms & Conditions

Free for use in non commercial games.
Contact me if you're going commercial. It's inexpensive.
Credit is mandatory.
You cannot repost it anywhere!
That's it!



Attached Files
.jpg   falkonerace01.jpg (Size: 53.16 KB / Downloads: 19)
.jpg   falkonerxp01.jpg (Size: 185.53 KB / Downloads: 40)
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  Party Thievery
Posted by: DerVVulfman - 07-18-2023, 08:30 PM - Forum: Scripts Database - Replies (1)

Party Thievery
Version: 1.5



Introduction

In most traditional RPG games, the player may scavenge through castles and homes without any issue. This system doesn't (as yet) apply any penalties, but allows you to separate and classify these items as stolen goods.

You will find both items and stolen items separately  within the item menu, a custom glyph atop the icons for the stolen goods. And unless the shopkeep is a fence, you will find it impossible to sell your ill-gotten goods.



Features
  • Use the same Change Gold, Change Weapons and like map events for stolen goods
  • Have shops that will and will not trade in stolen items
  • Stolen goods identifiable with glyphs in Item, Status, Equip and Shop menu windows
  • Simple script calling to allow or prevent stolen good handling
  • See both stolen and unstolen items in your item menus
  • Equip stolen goods and use them after pilfering
  • User special script calls to detect if the party has stolen goods
  • Erase stolen goods from the party with script calls
  • Convert items to stolen goods and visa versa
  • BONUS: Includes command_355 Interpreter script call fix



Screenshots

None.



Script
   
>CLICK HERE<
 

NOTE

Later version may be in works...



Compatibility

Designed for RPGMaker XP.  The Game classes merely have the code attached. However, much of the Window and Scene Classes related have been rewritten in order to introduce the new theft storage arrays and custom glyph system to allow the identification of stolen goods.



Terms and Conditions

Free for use, even within commercial products.  Only due credit is required.



Attached Files
.txt   Party Thievery.txt (Size: 67.71 KB / Downloads: 2)
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  OpenChest
Posted by: kyonides - 07-18-2023, 12:23 AM - Forum: Scripts Database - Replies (7)

OpenChest
XP + VX + ACE

by Kyonides

Introduction

Did you ever wanted to configure your chests the easiest way possible?

Now you can do that at any time! Grinning

Thinking And how exactly does that work?

Happy with a sweat Well guys, you simply need to create your event and turn on a single game switch and start adding gold, items, weapons or armors at will. Two Thumbs Up!

The script will turn off the switch before exiting the scene.

Open an OpenChest Scene

Code:
$scene = OpenChest::Scene.new(ChestID)
OpenChest.open(ChestID)

Open an OpenChest Scene - Flag the Player as a Thief

Code:
$scene = OpenChest::Scene.new(ChestID, true)
OpenChest.open(ChestID, true)

6 Screenshots


Terms & Conditions

Free for use in any game.
Due credit is mandatory.
I would appreciate if you send me a copy of your game.
That's it!



Attached Files
.jpg   openchestvx01.jpg (Size: 73.4 KB / Downloads: 22)
.jpg   openchestvx02.jpg (Size: 74.95 KB / Downloads: 22)
.jpg   openchestace01.jpg (Size: 77.3 KB / Downloads: 13)
.jpg   openchestace02.jpg (Size: 72.75 KB / Downloads: 13)
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  Defenses Against Bogus Accounts Continue
Posted by: DerVVulfman - 07-13-2023, 05:16 PM - Forum: Announcements and Updates - No Replies

Greetings dear friends,

No one likes to be bullied by spam or advertisement content without consent.  However, many services attempt to find ways around preventative measures in order to ply their trade, seek to solicit services, or generally annoy what they see as potential customers.  It is one of the reasons that a new account must actually introduce themselves within the Occasions board as that very first "Here I am" thread would finally grant them access to their Private Messaging and Control Panel services.

It is no secret that the forum performs intermittent checks upon new accounts. When signing up for an account, the registration page makes this clear.  In fact, the registration notification was updated, not only to remind registrants that disposable eMail accounts are forbidden but that eMail addresses that are unable to receive notifications are disallowed.  This additional condition was introduced months ago as advertisers would employ a service that would be send-only for solicitation services.
[/align]


[Image: attachment.php?aid=1904]


Boldly presented in red, it will be relatively hard to accept claims from registrants that they were unaware that such eMail services are not permitted.  However, advertisement services and those wishing to increase their customer lists care not. So while the forum does perform periodic checks to determine if a registrant attempted to slip past our anti-spam services, we also perform checks upon the validity of the registrant's eMail address.

Unfortunately, some fail drastically.



[Image: attachment.php?aid=1905]


The eMail address presented here has been hidden, but clearly the registrant claimed to be using Hotmail as a service. But this is one of three tests we regularly perform, and had indicated above that the account was indeed not a real account. In some cases, we have had accounts that were designed not to receive eMails, and thus disallowed by our terms. However, the above screen indicated that Hotmail never had an account which this particular registrant provided.

Now it is true that this registrant would likewise not be able to send eMails like any solicitor bot, it does violate our terms of registration. And those terms are present to protect our members.  

As always, protection of Save-Point and its members is our chief concern.



Attached Files
.png   FakeMail.png (Size: 11.11 KB / Downloads: 9)
.png   censoredeMail.png (Size: 30.45 KB / Downloads: 9)
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  EskapeLevelsDown
Posted by: kyonides - 07-10-2023, 09:09 AM - Forum: Scripts Database - Replies (4)

EskapeLevelsDown
XP + VX + ACE + MV

by Kyonides

Introduction

A forumer on another board was asking for a way to ensure that the heroes would level down if they had successfully escaped from the battlefield. Yeah, what a bunch of pussy cats! Tongue sticking out

The catch was that they shouldn't lose too many points.

Here's where my script comes in to solve that issue for you all, guys! Grinning

It will make the heroes level down once and temporarily permanently keeps track of all the lost EXP! Shocked

Since version 0.4.0 you can choose between losing a level and its experience or simply losing the excess experience points earned AFTER leveling up. Lost points can be displayed on message windows by using a predefined game variable!

And starting from version 0.5.0 your heroes will lose their skills after leveling down! Confused



Terms & Conditions

Free for use in any game.
Due credit is optional but appreciated.
You can only be a coward while playing the demo!
That's it!

Print this item

  KDamage States Edition
Posted by: kyonides - 06-29-2023, 02:20 AM - Forum: Scripts Database - No Replies

KDamage States Edition
XP + VX + ACE

by Kyonides

Introduction

A forumer once asked for a script (or anything else) that could allow the heroes to lose a state ONLY if it had been predefined by game developer to do that. The default option of relying on the Damage Chance did not satisfy the game's particular needs.

For XP

To make sure that just a FEW states will be removed by physical damage, just add as many State ID's to the following Constant:

Code:
STATES_HIT_REMOVE = [2,3,4,7,9]

To keep a State even if it should be removed by walking until a certain level has been reached, go add it to this Constant. Level is Customizable!
Basic Format: { StateID1 => Level, etc. }

Code:
STATES_KEEP_WALKING = { 5 => 3, 14 => 9 }

Other States will be treated as usual.

For Both VX & VX ACE

Well, here's a solution that uses a very simple Note Tag to make it happen IF & ONLY IF the Note Tag is present in that State's Note Box.

To make sure that just a FEW states will be removed by physical damage, just leave the following Note in the State Note Box:

Code:
<damage deletes state>

For VX

To keep a Slip Damage State UNTIL the hero has reached a certain Level, go leave this other Note. Level is Customizable!

It won't remove the state...

For VX ACE

To keep a State even if it should be removed by walking until a certain Level has been reached, go leave this other Note. Level is Customizable!

Code:
<keep walking lvl 3>


Terms & Conditions

Free for use in any game. Gamer
Due credit is mandatory.
That's it! Tongue sticking out

Print this item