A Tiny Update

Progress with RGSS2+ is going quite well, despite having been set back from losing a month’s worth of work and the entire Sideview Battle System ala RPG Maker 2003 due to a corrupted Scripts.rvdata file. I’ve completely rewrote most of the Scene classes as well as several other classes to work in a much more methodical and efficient manner.

Some of the more recent features include multilayered image backgrounds and foregrounds for menus and battle backgrounds, and radial (“ring”) StyleSelect menus  for every type of command menu (still work in progress).  As of writing, I intend to rewrite Game_Map, Game_Party, Game_Character, Game_Actor, Game_Event, Game_Vehicle, Game_PartyUnit, and Game_PartyTrail to free up some FPS and make them much more easy to understand and work with.

On a side note, I’ve changed up the links sidebar a bit. More links to be added.

Updated KGC Scripts Library – RPGMakerVX.net Exclusive

KGC Scripts Library

Last Update: 6/07/2009

You’ll find many useful scripts here. These scripts written by  TOMY of KGC. TOMY’s scripts are noted for their professionally clean coding, innovative features, update frequency, and ease of use. Though the English release of RPG Maker VX is still relatively new, many of these scripts are highly advanced and they all work together with complimentary precision.

The scripts you’ll find here are translated or in the process of being translated by Mr.Anonymous(me) and some by Touchfuzzy. Also it is of importance to note that I’m actually building onto some of these scripts by adding extended functionality that is not present in the original Japanese releases. This should be treated as a constant work-in-progress project, as each day new scripts and areas of scripts will be translated.

It’s also notable that these scripts are fully compatible with each other. However, there is an order in which they align due to overwritten methods. Please consult the demo’s script layout or the script index below if you’re using two or more of these scripts in a project, and are experiencing a lack of functionality-related issues or errors.

KGC Website Link

http://ytomy.sakura.ne.jp/

Script Index

Current Demo Release

Latest NOD32 Antivirus Scanned – OK

Personal Notes

QUOTE
Taken directly from the Tomy’s website:

本サイト内のテクニック等�’転載する場合は、できれば事前に掲示板かメ�
��
��ルで�”一報ください。
If you find any errors in the script materials found on this site, please email me or post on the bulletin board.

各テクやスクリプトのページへの直リンクは(なるべく)避�’てください�
��
��
Please avoid directly linking to each script individually if possible.
�”�装や配置替えにより、リンクが切れる場合があります。
I’m constantly renovated and shuffling things around, so you may lose the link.

スクリプト�’編集した�”とにより何らかの損害が�”�じても、�”方は一切責�
��
���’負いませ�”。
I will not accept any responsibility or liability for damage caused by a user-edited script.
自己責任で�”利�”�ください。
Please use at your own risk.

念のため、 使�”�前には必ずバックアップ�’取っておいてください 。
Just to be safe, make sure you back up everything, please.

現在、新機能に関する要望は受�’付�’ておりませ�” 。
We are currently accepting requests for new features.
が、ちょっとした機能強化など、些細なものは時�”があれば考えます。
However, I won’t be bothered by slight improvements, unless I have the time.

使�”�報�’�は不要です。
There is no need to report use.
�’�作権表記も不要です。
Copyright notice is not required.
(もし表記して頂�’る場合でも、書式は特に指定しませ�”)
(When giving credit, it is does not have to be in a specified format.)
(Translation note: He’s basically saying please give him credit at least, but it doesn’t matter where.)

�”�造はもちろ�”OKです。
Of course any modifications are OK.
�”�造後の�’次配布は特に規制しませ�”。
User-modified KGC scripts are not specifically regulated.
(あからさまに「全部自分で書きました」とか言わな�’れば)
(Please don’t say “I wrote this script.”)

シェアウェア等のゲームでも使�”�可能です。
Materials found here may be used in non-commercial and even shareware projects.

After 9 months without an update, it’s about time I did this.

What?! An update?!

It has been a good while since I’ve last made a post. This was primarily due to various real-life issues. I don’t really care to repeat all of that again though. Anyhow, problems resolved, work commences.

Anyhow, I’ve moved my real work over to my website, Anonymous Creations. As originally intended, I will still use this blog as a development journal of sorts. Anyhow, you can find the latest edition of the KGC Library here, and the forum post here. While on the topic of forum posts, why not give RGSS2+ a whirl?

Also, I’ll be doing a weekly community update on RPGMakerVX.net starting this Friday.

One more sidenote: I’ll be renovating this blog with a total overhaul soon, as to reflect my decision to retool its purpose to some extent.

Until next time, beers and cheers!

Returned from vacation!

I probably should have blogged this earlier, but I’ve been on vacation for the past week and thusly have been doing nothing but sorting out life and gaming for ideas. I’m happy to report that I do in fact have a new vigor for both scripting and working on my MegaMan project.

A few days ago, I had someone ask me what scripts I’m using as a base for the MegaMan engine thus far. So, I compiled images of the script base into one large image to satisfy any curiosities. Note that some of these are W.I.P or only used as reference. Any scripts starting with MM_ are 100% original and exclusive to this project. It’s a bit disorganized as of now but that’ll change soon.

Engine Base as of October 22, 2008

Coming soon: My first fan-game review.

Personal Project: Post #4

Today I have to share with you my latest engine demo of the MegaMan Project.

Changes

  • Removed completely both the party command (Engage, Escape) and the Actor Command (Attack, Skill, etc) windows to make room for my key input system. While this system isn’t complete at the moment, during battle the (what will be) default button configuration is: Z = Attack, X = Skill, Shift = Menu, A = Call Assistant (Beat), S = Escape. Outside of combat, when in the menu to switch between weapons and usable items (E-Tank), use the Q and W keys. One of the next features to be included is a visible guide to these keys on-screen and a button configuration option which will be included in the options menu.
  • Removed the Equip and Item selections from the command menu in favor of Select command, which takes you directly to the weapons window.
  • Added an Options selection to the command menu, which will lead you to a new menu that allows you to change the Window Skin and wait time between actions during battle. This will later be expanded to select button configurations (as seen above) and Battle Difficulty, which I intend to present a great bearing on what you obtain from bosses (Overdrive skills, anyone?) and unlockables.
  • Added BombMan as a boss – his overdrive skill “Power Bomb” shown below. Right now I’m trying to implement the original 6 (hopefully 8, as seen in MegaMan: Powered Up!) bosses incorporated into the engine so that all the basic animation and weapon types will be present, as most later weapons in the series simply added tweaks to those archetypes.
  • The Battle Status window is now complete. What has been changed here is essentially creating two battle status windows (though completely transparent) – one for the player and one for the enemies. You’ll note that when you call an assistant (Beat only for now, Rush will be in the next engine demo), their Face/Life/Special meter will be present on-screen.
  • Several bug-fixes and tweaks to various systems to iron out bugs. Many of the original scripts have been tweaked and streamlined to interface together nicely. This is by no means complete, but simply a step closer to a stable engine.
  • Mirrored the battle system. As such, some animations will be a bit off and seem somewhat wonky until they’re ironed out. I just couldn’t handle MegaMan going into battle against a boss from the right side any longer.
  • Started working with a system to re-create the effect of the old Robot Master select screen. As shown below.
  • Rehashed the save/load system to be image-based, as seen below.

Finally, a few screen shots to demonstrate the above-mentioned.

Save/Load System redesigned.

Save/Load System redesigned.

<insert stage select tune here>

Your weapon. I need it!

Power Bomb!

No real robots were hurt in the making of this picture.

Finally, the demo itself: GET EQUIPPED! (6.36MB)

Note: To bypass the laggy and soon-to-be-overhauled side-scrolling segment, simply load one of the previously saved files for your convenience.

Freeze Event Move Route

MRA_FreezeMoveRoute

Brought to you by Mr. Anonymous

Introduction
This small script provides a function to freeze the autonomous movements of all events through the use of a single switch. Note that this only effects the autonomous movement – not the movement of the player or any movement defined from a running event’s Set Move Route… function.

Features
- Activate/Deactive all events’ autonomous movement through the use of switches defined in the customization block.
- Handy for cutscenes or possibly skills that freeze time on a map – or something similar.
- Aliased the method it alters, so it should provide full compatibility with other scripts.

Script
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ Freeze Event Move Route – MRA_FreezeMoveRoute ◆ VX ◆
#_/ ◇ Last Update: 2008/09/30 ◇
#_/ ◆ Created by Mr. Anonymous ◆
#_/ ◆ Special Thanks to Moon for the 9/30 Update ◆
#_/ ◆ Creator’s Blog: ◆
#_/ ◆ http://mraprojects.wordpress.com
#_/—————————————————————————-
#_/ This script provides a a function for freezing the automated movement
#_/ routes of events through the use of a switch.
#_/============================================================================
#_/ Aliased Method: Game_Character’s update_self_movement
#_/============================================================================
#_/ Install: Insert above main.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#=============================================================================#
# ★ Customization ★ #
#=============================================================================#
module MRA
module FreezeMoveRoute

# ★ Freeze Movement Switch ID ★
# This allows you to designate a switch that freezes all moveroutes of
# events on the map.
SWITCH_ID = 12

end
end
#=============================================================================#
# ★ End Customization ★ #
#=============================================================================#

#==============================================================================
# ** Game_Character
#——————————————————————————
# This class deals with characters. It’s used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#————————————————————————–
# * Update During Self movement
#————————————————————————–
alias update_self_movement_mra_freezemoveroute update_self_movement
def update_self_movement
update_self_movement_mra_freezemoveroute if !$game_switches[MRA::FreezeMoveRoute::SWITCH_ID]
end
end

Installation
Insert this script anywhere above main.

Customize
The script allows you to define a switch to freeze movement patterns in the Customization block.

Credits
- Mr. Anonymous
- Moon

Battle Screen Effects

MRA_BattleScreenEffects

Brought to you by Mr. Anonymous

Introduction
This script provides a function to activate or deactive a map’s tone and weather effects carrying over into battle.

Features
- Activate/Deactive map weather or tint independantly through the use of switches defined in the customization block.
- Completely aliased all default methods, which means there shouldn’t be any compatibility issues.

Screenshot

Installation
Insert above main. This should probably go underneath any weather or battle-system related scripts.

Script
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ Battle Screen Effects – MRA_BattleScreenEffects ◆ VX ◆
#_/ ◇ Last Update: 2008/09/27 ◇
#_/ ◆ Created by Mr. Anonymous ◆
#_/ ◆ Creator’s Blog: ◆
#_/ ◆ http://mraprojects.wordpress.com
#_/—————————————————————————-
#_/ This script enables weather and screen tone to carry over from the map
#_/ screen into battle.
#_/============================================================================
#_/ Aliased Methods: Spriteset_Battle’s initialize, dispose, update,
#_/ update_viewports
#_/============================================================================
#_/ Install: Insert above main.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#=============================================================================#
# ★ Customization ★ #
#=============================================================================#
module MRA
module BattleScreenEffects

# ★ Weather Switch ID ★
# This allows you to designate a switch that enables or disables the
# continuation of weather from the map into battle.
WEATHER_SWITCH_ID = 14

# ★ Screen Tone Switch ID ★
# This allows you to designate a switch that enables or disables the
# continuation of screen tone from the map into battle.
TONE_SWITCH_ID = 13

end
end
#=============================================================================#
# ★ End Customization ★ #
#=============================================================================#

#==============================================================================
# ** Spriteset_Battle
#——————————————————————————
# This class brings together battle screen sprites. It’s used within the
# Scene_Battle class.
#==============================================================================

class Spriteset_Battle
#————————————————————————–
# * Object Initialization
#————————————————————————–
alias initialize_mra_battle_screen_effects initialize
def initialize
if $game_switches[MRA::BattleScreenEffects::WEATHER_SWITCH_ID]
create_weather
end
initialize_mra_battle_screen_effects
end
#————————————————————————–
# * Dispose
#————————————————————————–
alias dispose_mra_battle_screen_effects dispose
def dispose
dispose_mra_battle_screen_effects
if $game_switches[MRA::BattleScreenEffects::WEATHER_SWITCH_ID]
dispose_weather
end
end
#————————————————————————–
# * Frame Update
#————————————————————————–
alias update_mra_battle_screen_effects update
def update
update_mra_battle_screen_effects
if $game_switches[MRA::BattleScreenEffects::WEATHER_SWITCH_ID]
update_weather
end
end
#————————————————————————–
# * Update Viewport
#————————————————————————–
alias update_viewports_mra_battle_screen_effects update_viewports
def update_viewports
update_viewports_mra_battle_screen_effects
if $game_switches[MRA::BattleScreenEffects::TONE_SWITCH_ID]
@viewport1.tone = $game_map.screen.tone
else
@viewport1.tone = $game_troop.screen.tone
end
end
#————————————————————————–
# * Create Weather
#————————————————————————–
def create_weather
@weather = Spriteset_Weather.new(@viewport2)
end
#————————————————————————–
# * Dispose of Weather
#————————————————————————–
def dispose_weather
@weather.dispose
end
#————————————————————————–
# * Update Weather
#————————————————————————–
def update_weather
@weather.type = $game_map.screen.weather_type
@weather.max = $game_map.screen.weather_max
@weather.ox = $game_map.display_x / 8
@weather.oy = $game_map.display_y / 8
@weather.update
end
end
Customize
The script allows you to define two switches to control weather and tint. Please, please note that these functions are not active by default – that is to say the switches are not automatically turned on. You must do so manually within an event.

Additional Notes
This script was requested by #rmvx IRC regular Jeff.

Personal Project: Post #3

Since my last post, I’ve updated the aforementioned animation sequence a little, to be somewhat more exciting, but I don’t feel as though it’s quite exciting enough. I’ve also completely converted all of the tiles from MegaMan 1’s CutMan stage to RMVX. Various updates here and there, including a completely revamped pet/assistant call (summon) script, change graphic upon weapon equip, and various other bugfixes. Alas, more images and a very early demo!

Take this!

Take this!

Somewhat buggy, and jumping disabled in demo.

Avoidance = Longevity. Somewhat buggy, and jumping disabled in demo.

And finally, the demo can be located here.

While it’s quite buggy, I couldn’t stave off temptation to release a demo. Take note: The font for the game is in the project folder (ARCADE.TTF), and when in combat, if you’ve moved the cursor, to return to normal attack, press the CANCEL key (DEFAULT: Numpad 0, among others).

Damage Sound Addon

Damage Sound Addon

ONLY For RPG Tankentai Sideview Battle System Version 2.7

Brought to you by Mr. Anonymous

Introduction

This is a very small and simple script that re-enables the sound defined in the database to be played when a target takes damage.

Script

#==============================================================================
# * Damage Sound Addon for the RPG Tankentai Sideview Battle System Version 2.7
# By Mr. Anonymous
# http://mraprojects.wordpress.com
#—————————————————————————–
# This is a very short and sweet script addon that enables this battle system
# to play a sound upon HP damage to a target. This fixes a common complaint
# many have in that the sounds you define for actor and enemy damage in the
# database simply do not play.
#—————————————————————————–
# Install: Insert this script below the core RPG Tankentai Sideview Battle
# System scripts.
#==============================================================================
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#————————————————————————–
# ● Pop-Up Damage Display
# action = [AnimationID, Inversion Flag, Reaction]
#————————————————————————–
alias pop_damage_mra_damage_sound pop_damage
def pop_damage(target, obj, action)
# Run Original Process
pop_damage_mra_damage_sound(target, obj, action)
# If the target’s HP Damage is greater than 0…
if target.hp_damage > 0
# and the target is an actor…
if target.actor?
# play the actor damage sound.
Sound.play_actor_damage
# otherwise the target is an enemy…
else
# play the enemy damage sound.
Sound.play_enemy_damage
end # if target.actor?
end # if target.hp_damage > 0
end # def pop_damage(target, obj, action)
end # class Scene_Battle < Scene_Base

Installation

Insert this script below the core RPG Tankentai Sideview Battle System scripts, and above Main.

Credit

-Mr. Anonymous
(Not needed, but would be nice.)

Personal Project Log: Post 2

This morning I’ve implemented KGC’s OverDrive system into the game. It will do wonders for setting up a false sense of boss-character A.I. as it’ll allow me to limit the more powerful attacks to only being used when the OverDrive gauge is full. I’m not sure how or even if I will display overdrive gauges for enemies, and for the matter MegaMan, but it’s a step closer to excellence I think.

A large thank you goes to Aikin, who has gone leaps and bounds to expand the original robot master sprite sheets with walking animations and many, many more. A-list credit. Anyhow, the first OverDrive skill has been officially implemented. Right now the animation sequence is somewhat plain, but I intend to make it a little more elaborate.

Sliding on in.

Sliding on in.

And the slashing commences.

And the slashing commences.

Never knew what hit 'em.

Never saw it comin'.