Resource Staff September 2012

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DOWNLOAD IT OVER HERE!

Welcome everyone to Restaff’s Sixth Release!
For the month of September, some of the restaff feel like contributing even during their vacation!
We made resources for your game making needs!

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Please remember to credit the makers of the resources if you use them!
We also don’t allow the resources to be redistributed anywhere else.
If you want to share it, please direct them here instead!
Thank you for your patronage.

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First up is Fomar0153′s fantastic Faces to Bust script!
You can see it in action below!

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Next one is from Kain!
He created two themes for the Archer and Knight from the ReStaff’s previous release!
They’re both compatible in RMVX/VXAce and IGM!

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Thalzon is never lax!
He just gave us SIX battlers this month!
Way to go Thalzon!

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Archeia finishes up this release by giving two portraits based on the RPG Maker XP heroes!
She also made some icons based on Thalzon’s Battlers.
There’s also an enemy sprite that might be of use for your game!

We hope that you will enjoy this release~
We look forward to your games that will use them!

Resource Staff August 2012

Download it over here!

Welcome everyone to Restaff’s Fifth Release!
For the month of August,
our Resources Staff made resources for your game making needs!

Please remember to credit the makers of the resources if you use them!
We also don’t allow the resources to be redistributed anywhere else.
If you want to share it, please direct them here instead!
Thank you for your patronage. Continue reading

Features: How do I choose?

One of the great things about the RPG Maker line is how customizable it is. Almost any feature you can think of can be implemented with events or scripts. And even if you don’t know how to script, you can find plenty of ready to use scripts written by some amazing coders over on our forums.

This can lead to brilliant things… and horrible things. One of the problems that newbies (and some veterans) have is trying to decide: What scripts/features should I include in my game? A lot of times this ends up with what is known as Script Bloat. They include everything they can think of, without thinking of how it works in the game. I’m going to propose 4 easy questions you can ask yourself to determine whether you really need that feature you are considering throwing in. I’ll also include a couple of examples from big name RPGs to illustrate my point. Continue reading

VX Ace: Make Your Own Game Bonus 3 1/2: Script Use and Notetags

Lunge and Shield Strike

If you tried to recreate the characters I made in Tutorial III exactly, its obvious that something wasn’t right.

I know exactly what you are thinking. “Wait, how am I supposed to create a the Lunge and Shield Strike skills? How could I possibly create a skill that does damage, while applying a bonus or penalty to the character’s defense?”

Well in this case, the plan is to use a script created by a member of the RPG Maker Web Forums, Jet10985 (usually just referred to as Jet).

This script will allow us to create a skill and then mark certain effects that will affect the user of the skill instead of the target. The way we are going to mark those effects is with notetags.

Because it is so popular, learning to use notetags is important to implementing most scripts currently being made.

You can download the script I am using in this tutorial here.

Adding a Script in the Script Editor

The first thing we need to do is add the script into the game scripts. This is relatively simple. First open up the script editor under the Tools menu.

Next scroll down the script list until we get to the name ( Insert Here ). At this point, right click on that and select insert.
Next click on it and insert the name of the script you are adding into your game.

Now that you have the spot for your script, open up the text file containing the script you will be using, and select all the text and copy it.

Now paste it into the Script Editor in the spot you just created.

At this time, you can read through all the text highlighted green. This denotes comments and explains who created the script and how to use it.

Creating a Lunge Effect State

The first thing we need to do is create a state that will lower the character’s defense by 25%. To do this, give the state a Feature that multiplies the characters DEF by 75%.

Now why not just use a debuff? I prefer a states in this case because it gives me better control of duration. In this case we want it to end at the end of the characters next turn. The removal conditions are configured for this.

Creating the Lunge Skill

Now we can create the Lunge Skill itself. I started by copying the Attack skill. After that I changed the damage formula so that it will do 25% more damage than a standard attack.

After assiging it to the Spear Skill category and giving it a TP cost of 20, and giving it a descrition and Using Message, all that is left is to implement the state.

First lets have the skill add the state 100% of the time it is used in the Skill Effects.

Now we can go back to the script instructions on how to have this effect apply to the user rather than the skill target.

Since we only want the single effect in slot 1 of the skill effects to apply to the user, all we have to do is type <self effect: 1> into the Notes box. Now when the skill is used, our script will read this and know to apply it to the user.

With this simple script and notetag knowledge, we have created an entire new dimension to the skills we can create. Why don’t you try and create the Shield Strike skill now on your own?

Intro to Scripting 3 with Tim

Let’s revisit for a moment a topic that we discussed in our first tutorial, adjusting encounters so that they also happen while riding in the boat (or ship, or airship, for that matter). We saw how it was fairly easy to get this change in place, by only adjusting a few lines of code. But, we might notice there’s a slight problem… unless we craft dozens of different areas to perfectly match the contours of our water and land, we will end up with land dwellers attacking us while on the high seas, and sharks attacking us on land. Needless to say, this is kind of inadequate. Unfortunately, out of the box, there is no way to specify that troops only appear on certain types of tiles. So, we need to write a bit of script in order to make this work.

Before diving into how to do this, it’s worth digressing for just a brief moment to point out that a new feature in VX Ace, known as Regions, averts this issue. Though still impossible to define encounters based on tiles, rectangular areas have been replaced by regions, which can have any arbitrary shape by essentially painting them onto the map. So, the obvious solution would be to simply draw out separate land and water regions as needed, and assign appropriate troops to each. But until the English release, let’s continue looking at VX… Continue reading

Intro to Scripting 2 with Tim

We looked at how to make a simple change by working through the code base, and determining where the change needs to be made.  However, going into the default code and making changes to it has a few drawbacks… it’s sloppy, not easily transportable, and a bit error prone.  So, how do we do better?

The Ruby language supports a few interesting things that are relatively unique among programming languages: redefinition, and aliasing.  This is one topic where it’s worth a bit of discussion about the language specifically, since these features are so important and relevant to our specific use case in writing scripts. Continue reading

Intro to Scripting 1 with Tim

Let’s start our little journey into scripting by getting a few orders of business out of the way quickly.  First, I don’t intend to spend too much time talking about the details and syntax of the Ruby language, or about programming theory, and concepts in object-oriented programming.  These things  are all part of scripting for RGSS, of course.  However, they are very deep topics that would take dozens of tutorials to cover adequately, and are already well documented elsewhere, so there’s no sense in duplicating the effort here.

Second, before delving into scripting, be sure to have a strong knowledge of using the maker on it’s own, in particular, the details of the database, and a strong understanding of writing events.  Although not identical, complicated events that utilize conditional branching, switches, and variable handling, have a lot in common with writing scripts.  A good event writer will likely have an easy time starting to learn scripting.

Lastly, realize that when one first starts modifying scripts, it’s unlikely they are going to write a new custom battle system within their first few days.  On the contrary, the longest and most complicated scripts come from those who have substantial experience in the various versions of RGSS, or a programming background in other areas.  With all of that said and out of the way, we can’t learn to swim without getting into the water, so let’s start taking a look at the existing scripts, and then we’ll learn how to implement a simple change to how the default engine works, as an example. Continue reading

Tutorial: How to Use a Script

RPG Maker VX is a powerful engine, and the thing that makes that engine powerful is RGSS2. All RPG Maker VX games run on RGSS2, which is a scripting language that uses the Ruby programming language. Today, I’m going to explain a little bit about how to take advantage of this powerful tool.

Now, I know what you are thinking, “I don’t know how to program! How am I supposed to make a script!”. Well, the good thing is that in most cases you won’t have to. The RPG Maker user base has a huge amount of coders in it, and they make premade scripts to be inserted into a game. You can search around on the net for scripts made to do any number of things.

To explain how to use this, let’s assume you want to have your characters heal their HP and MP on a level up. If you look through the database, you will quickly find there is no way to do this! That is where my good friend Jet will come in. He has made a short script titled Level Up Effects. You can grab it in a text file below (you can also visit his thread on rpgmakervx.net which contains a massive number of small scripts using the source thread button).



Now that you have the script we use, lets learn how to put it into your project. Continue reading