![]() But before you can show a real image, initialize your sprite in SCene_Battle (in the 'def start' method with an instance variable - these start with a sign). You don't need common events either, you can code it directly in the script. ![]() You don't need a $game_variable to store something which is temporary. You create your own variables and methods in the script itself. If you are scripting something directly, forget about variables and all those eventing stuff, that will just slow you down actually. The only time the engine checks for common events in the battle is after an action is performed by default. What would be the exact script to call a show or move picture command from there?Īny help solving the issue is much appreciated Then: I was struggling showing and moving pictures from inside other scripts, the Scene_Battle script here. So, first of all: is my method a "valid" one, or is there a more efficient or simpler one? If so, how could I implement it? Now I don't know what exactly is the problem: The common event being called in the wrong place or the battle events not being able to call the common event in the middle of another scene or something completely different. And it was only the last actor's pic that was shown. The thing is, an actor picture was shown, but not during the command input but only after I had put in all commands of the party and the game started queueing those off. Screen.pictures].move(0, 0, 140, 100, 100, 255, 0, 1)I called that event from the start_actor_command_selection method in Scene_Battle. First of all I tried to move the pictures out of transparency with a common event: I thought that might be an easy way to do it. My plan was to show pictures of every actor with 0 opacity when the battle starts, which I was able to accomplish with a common event and then "move" them to 255 opacity as soon as an actor is determined, then move them back transparent again. $game_variables = .to_iAt the moment, everything I try to script happens in the Scene_Battle script. I will be highly unlikely to create any cheat code that requires a third party script, so please dont ask.What I've come up with so far is getting the actor ID: (in that precise order ~ unfortunately, it requires them all). In order to use this script you must place the 'Virtual Key Codes', 'Input', 'Key change Detection' and 'cheat codes' scripts. Insert script(s) into your project above main and below materials. I would only be able to link a random image of some person cheating. Infinite (limited only by your imagination) cheat codes to do whatever. These are the default keybinds in vx ace. All the default cheat codes have been set to use the Q, W, A, S, D and arrow keys. This would require the Mouse module I have written to accompany my Input scripts. NOTE: Cheat codes CAN be mouse keys also. Let me know if you have any cheat ideas not already included. The bonus code is also unique to each game, so no code sharing for that one. Therefore, it is ideal to use as a game completion code (perhaps shown at the end game credits section for example). ![]() ![]() The bonus code is the only code that does not deem the user as a 'cheater'. Gain 9999 gold, gain all items, gain all weapons, gain all armors, max all party members stats, instant win battle, instant run from battle, walk through walls, resist death status, resist any other status, resist all status effects And of course, the all important :bonus (game completion code). Very few methods are aliased and none that should cause any kind of severe incompatibilities. You (the script user) can add onto this as you wish.Īll the cheat codes supplied within this script either perform script calls that are already within the RPG Maker VX Ace Engine or create a new method to efficiently perform the task with the script calls already supplied within the maker. I have set-up many possible 'default cheats' as possible. The code is activated when all required keys have been entered in their correct order. This script is an add-on to my input system, its purpose is to allow for players to enter 'cheat codes' that alter their gaming experience in some way.īy using this script you can have cheat codes that perform any piece of code you want it to (calls code as a proc).
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