Had you ever needed to let a new hero inherit an old hero's equipment?
Did you ever want to let a newcomer learn some of a former party member's skills?
Well, now this scriptlet will let you do those things with a few simple script calls!
Please read the comments embedded in the script to learn how to use the script calls.
Warning!
This script does NOT load or read any saved games at any given time!
Instructions
Code:
# Explanation: :level stands for same level while :equip means same equipment.
# * Script Calls * #
# Let another Party Member inherit the old Party member's equipment
# Optionally he or she can learn some of his or her skills as well.
# succeed_member(OldActorID, NewActorID)
# succeed_member(OldActorID, NewActorID, SkillID1, etc.)
# Replace an Active Party Member (with Actor ID) with a stranger
# change_member(OldActorID, NewActorID)
# Replace an Active Party Member (with n Actor ID) with a stranger with
# additional Options: :level or :equip or both of them
# change_member(OldActorID, NewActorID, Options)
# Optional: Set or Change Language of Error Messages
# @language = :eng (Found in Error module)
# KChange::Error.language = :eng or :esp or :deu or :fra
module KChange
module Member
LEVEL_SYMBOLS = [:level, :nivel, :niveau]
EQUIPMENT_SYMBOLS = [:equip, :equipo, :ausruestung]
end
Hello friends, a few years ago I shared some chara set raccoon anthro for RPGMXP, well this is still for XP... hahaha They are improved and with costumes as the title says
Greetings , I would like to use this topic to share several things (created by me and/or formed), especially the one you will see below, mainly because I had it pending . I should have come out of this a long time ago but out of laziness and fear I didn't . Some time ago I made a post of a tileset I was developing, about making a classic suburb, it was looks good, and now it looks much better I assure you
Sburbia
You can create interesting maps as you will see below
I've added things to create a porch and a high school
I could update it later to add Church and business
BUMP! I have updated the Tileset a little bit with more outdoor furniture, some roof ventilation and with some suggestions in addons made by my friend DerVVulfman
BUMP!I've arranged the ceilings, added more addons and autotiles and corrected some minor errors when mapping
IMAGES
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and now.. TILESET :D
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AUTOTILES
NOTE: This tileset is free although most of the graphics are created by me, it contains some of the other free tileset I liked of the original RPT.
I want to mention some other things that I hope they'll read... And that is that the tileset is a little complicated when it comes to using it in the RPG Maker. You have to make the right attribute settings for it to work well in your games, and if I see that there are complaints about that, I guess I'll upload the one I created plus some little tutorials on how to create houses if required.
Pros:
Creating amazing maps
Cons:
It is incomplete, will be updated from time to time..
Other things that I will gradually add in this post, but they are "incomplete"
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Helicopter (this is only image for moment)
I've to admit that I only "formed" this tileset, I have shot images of other tilesets to create it but I thought it be an interesting idea (it's almost complete or I may share it soon)
It's a scriptlet that allows you to equip skills aka temporarily learn a skill if a piece of equipment like a weapon or an accessory is currently equipped.
There was another scriptlet out there but it sucked for it used an iterator when I noticed it gotta be simpler. And yes, I was right about that! Take a look for yourselves!
# - Use Items, Weapons or Armors to learn Skills! - #
# In order to add new skills whenever you equip a new Weapon or Armor or Item,
# You need to configure a couple of CONSTANTS.
# EQUIP_CHECKS_LEARNING lists Actors that will begin with the :checks method.
# ITEM_CHECKS_LEARNING lists Actors that will begin with the :checks method.
# The rest of the Actors will use the :direct method, learning a single skill
# from the Weapon or Armor or Item.
# - If any BEHAVIOR for a given Actor is set to :direct
# 0 as an ID allows any class or actor to equip the skill!
# * Script Calls * #
# - Change a given Actor's Item or Equip Check Type
# Available Types: :direct or :checks
# game_actors[ActorID].item_check_type = Type
# game_actors[ActorID].equip_check_type = Type
# * KEquippedSkills VX - Full Version * #
# Scripter : Kyonides Arkanthes
# v1.2.1 - 2023-06-13
# - Use Items, Weapons or Armors to learn Skills! - #
# In order to add new skills whenever you equip a new Weapon or Armor or Item,
# You need to configure a couple of CONSTANTS.
# EQUIP_CHECKS_LEARNING lists Actors that will begin with the :checks method.
# ITEM_CHECKS_LEARNING lists Actors that will begin with the :checks method.
# The rest of the Actors will use the :direct method, learning a single skill
# from the Weapon or Armor or Item.
# - Teach a Skill Immediately using Weapon or Armor or Item
# Leave a note tag like the following note:
# <equip skills 12 14 16>
# - Or Check if the Class ID or the Actor ID's list against your Notetag's
# Leave a note tag like the following note:
# <equip skills 2 5 classes 1 2>
# <equip skills 4 8 9 actors 3 6 9>
# 0 as an Class ID or Actor ID allows any class or actor to equip the skill!
# * Script Calls * #
# - Change a given Actor's Item or Equip Check Type
# Available Types: :direct or :checks
# game_actors[ActorID].item_check_type = Type
# game_actors[ActorID].equip_check_type = Type
Both ports include a Menu Scene that will allow you to open a new menu after picking an item and its target. This menu will list all the skills you included either in the Constant or the Note Tag. There might be a skill requirement to be able to learn just ONE of those skills. For more details, please read the rest of my posts here.
Terms & Conditions
Free for use in any game.
Include my nickname in your game credits.
Mention this forum as well.
Give me a free copy of your completed game if you include at least 2 of my scripts!
Here are 38 music pieces you all can use for your games*
*Keep in mind this is all copyrighted material. ABSOLUTELY NO COMMERCIAL GAMES.*
YOU MAY NOT ALTER THESE PIECES IN ANY WAY. That means no modding. (Changing the speed/pitch in the
game system is allowed.)
YOU MUST CREDIT ME.
PLEASE LET ME KNOW IF YOU USE THIS MUSIC,
TELL ME THE NAME OF YOUR PROJECT!
(If you plan to use these on a commercial game,
email me @ jreagan406@gmail.com
to acquire the rights.)
NON-COMMERCIAL GAMES are free to use as long as credit is given to:
I introduce you to... Nope, it's not Aluxes, it's a new script indeed! It was inspired by a fellow member's request by the way... It's just some sort of endurance or sturdy + anti-sturdy set of states!
This means you might let a hero get the ability to resist hits and keep either 1 HP or some specific percent instead!
Sadly, its counterpart also exists... It should let your hero with 1 HP (or any other value you've picked) meaning not even healing spells and items can cure him.
The idea is that the chosen heroes or monsters will only benefit from this state or passive skill once per battle.
KEndurePassive is the classic sturdy state that gets activated automatically as a passive skill. KEndureStates is the original implementation that works as pure states only. KEndure ACE is different from any other version for it uses notetags.
Free for use in non commercial projects. Contact me if you need it for commercial games. Don't worry, I know it's a scriptlet.
Include my nickname or real name or both and the URL where you found this scripts.
Give me a free copy of your completed game if you include at least 2 of my scripts!
I am posting here a bunch of methods that I thought they have appeared a several times in my scripts or they are methods that seemed to be useful under certain circumstances, but are not good enough to become part of a specific script.
Warning!
This group of methods might not be useful for the average game developer that lacks any scripting skills.
Script Calls
rand_range(any_range) any_range.random
Returns a random number that is included in the given range. A Range object is a number range with an initial value (the lowest) and a final value (the highest). It's something like using an entire array full of consecutive numbers.
I named the second script call random because I shouldn't overwrite rand. (The script call actually needs rand!)
Using the second option might be your best choice because it doesn't create a global method which would use more memory.
$game_party.leader
Returns the current party's leader (Aluxes!?)
$game_party.subleader
Returns the current party's subleader (Basil!?)
$game_party.actors_by_hp $game_party.actors_by_sp $game_party.actors_by_pdef $game_party.actors_by_mdef $game_party.actors_by_eva $game_party.actors_by_agi $game_party.actors_by_dex $game_party.actors_by_strength $game_party.actors_by_mana
Returns the actors sorted by the chosen stat (Descending Order)
$game_player.visible?
Returns if the player's sprite is not transparent
$game_map.events[Number].visible?
Returns if the event's sprite is not transparent
$game_map.events[Number].name
Returns the chosen event's name
You can also check if a battler is hero or an enemy in a new way by calling its brand new kind method that will return either an :actor or :enemy symbol if called. This could be useful in any Game_Battler or Game_Actor or Game_Enemy or Scene_Battle script.
Script
Code:
# * General Methods XP
def rand_range(range)
rand(4) % 2 == 0 ? -rand(range.first) : rand(range.last)
end
class Range
def random() rand(4) % 2 == 0 ? -rand(self.first) : rand(self.last) end
end
class Game_Actor
def kind() :actor end
end
class Game_Enemy
def kind() :enemy end
end
class Game_Party
def leader() @actors[0] end
def subleader() @actors[1] end
def actors_by_hp() @actors.sort{|a,b| b.hp <=> a.hp } end
def actors_by_sp() @actors.sort{|a,b| b.sp <=> a.sp } end
def actors_by_pdef() @actors.sort{|a,b| b.pdef <=> a.pdef } end
def actors_by_mdef() @actors.sort{|a,b| b.mdef <=> a.mdef } end
def actors_by_eva() @actors.sort{|a,b| b.eva <=> a.eva } end
def actors_by_agi() @actors.sort{|a,b| b.agi <=> a.agi } end
def actors_by_dex() @actors.sort{|a,b| b.dex <=> a.dex } end
def actors_by_strength
@actors.sort{|a,b| b.atk + b.str <=> a.atk + a.str }
end
def actors_by_mana
@actors.sort{|a,b| b.atk + b.int <=> a.atk + a.int }
end
end
class Game_Character
def visible?() !@transparent end
end
class Game_Event
def name() @event.name end
end
Terms & Conditions
Free for use in commercial and non commercial projects.
You are free to post any methods here you consider that can be useful for scripting power users and actual scripters.
Such was found by Ksi of RPGMakerWeb in an RM portal discord. And as TWings of RPGMakerWeb pointed out "Once Upon the Woods" was made by StarMage for a One-Map challenge contest.
If you read the original post, an RPGMakerWeb member named Unity noted that reviews for the illegally uploaded game apps didn't function properly, making him feel that these stolen works were laced with malware.
* TheoAllen and StarMage are members of both Save-Point and RPGMakerWeb.
If you visit lyonnc's blog you might find a couple of interesting busts and VX like character sprites, all of them inspired by the Middle Ages!
https://lyonnc.wordpress.com/
They belong to a game that seems to be on a large hiatus... He states there that you can use those resources in non commercial games.