RPG Maker VX Ace

RPG Maker VX Ace

Vlues Script Compilation 2
101 Comments
Nope NoJoke 25 Nov, 2023 @ 6:46pm 
Erm. You forgot to add the discussion with the table of contents. (Or it got removed for some reason)
John Spliff 24 Sep, 2019 @ 4:27pm 
So when I go to use this I want my dash and jump changed, I can't seem to turn off jumping without ruining pull or pick up functions little help?
The sleepy bunny ᶻ𝗓𐰁 29 Jul, 2018 @ 4:25pm 
how the hell do you use scripts
FrozenIsopod 18 Apr, 2018 @ 12:07am 
Just Subscribed and have no idea where to look for this file to implement it to the game? can you please tell me where it is? ---thanks
jacie<3 6 Sep, 2017 @ 6:08pm 
Alright! Thanks, Vlue! Unfortunately I'm having the same problem with the crafting system again! Seems to go on/off all by itself? Great scripts! VERY useful!
Starlight  [author] 24 Aug, 2017 @ 2:46pm 
@WLTP (Sorry for lack of response) The order of the scripts is the issue here and I know, it's not apparent - Make sure the Actor Sprite script is below the Damage Popup script.
jacie<3 24 Aug, 2017 @ 2:05pm 
Alright. I've got the Crafting all sorted out. But now I have yet another problem...I have added in the Actor Sprite script for a Sideview Battling look. I also added in Critical Strike effects and Damage Popups from your other Script Compilations, and once I added them, the player appears in the top left corner, practically off screen. I've attempted to adjust everything, but nothing is working. I've even tried deleting the scripts and testing it out there. Any suggestions?
Thanks for reading. Amazing scripts!
jacie<3 19 Aug, 2017 @ 10:13am 
Hello, Vlue. I am having some problems with the Crafting System script. I assigned an NPC as a blacksmith to allow you to craft weapons. I give myself all the materials and gold, but whenever I try to craft it, it won't allow me to and all the names of the weapons are grey. I turned off everything in the script so all you'd need are the materials and enough gold. Anything I'm possibly doing wrong?
The Orca in Question 19 Jan, 2017 @ 4:20pm 
Dear Vlue...
I'm having some problems with the Quest System script.
I tried to set up an npc that would assign a quest, and then dialouge would play after.
But when I go and press Accept or Decline for the quest I get an error that states "Script 'Game_Interpreter' line 450: NoMethodError occured. undefined method '[]' for nil:NilClass"
I'm pretty new to RPG Maker and Ruby so I would really appreciate the assistence!
Also, a quick explanation on how to actually set the objective would be nice...:steamhappy:
tjtorin 27 Jun, 2016 @ 11:50am 
did not work for me:(:steamsad:
Enoch Dreemurr 19 Jan, 2016 @ 4:17pm 
Ok, sorry Vlue. I have figured it out. The shop needed the "hey they got x item" call that told the quest code. Now its working, and I have added it to my repituar of game making skills. Thank you for making these usefull scrips.
Starlight  [author] 18 Jan, 2016 @ 2:55pm 
You don't. It's all manual. If the item is given by an event then you would just set/adv the obj with the appropriate script calls right then and there, but if the item is obtained randomly (like from battle or bought at a shop or etc.) then you'll have to do a more fancy script call to set the value of the obj to the number of related items held. An example of what that would look like (with a quest named :questid1, and an obj named :obj1, checking for item #31): set_obj(:questid1, :obj1, $game_party.item_number($data_items[31]) - you can then have that running in a parallel process common event or after any evented situation where its 'possible' to get that item.
Enoch Dreemurr 18 Jan, 2016 @ 6:42am 
Hello Vlue, I am haveing a bit of trouble making my own quests running off of your script. My problem is getting the quest to recognise items. Like the mysterious lady, get water quest. How do I make it so its a potion or any other item? I combed the code and don't see where to change the specific item. Thank you for taking the time and patience to answer.
GreyFox 30 Aug, 2015 @ 12:52pm 
hen i add more quests to the basic quests line 237 has an error why.
ive added two quests on my game it worked with 3 but not now and it says its something to do with line 237
Severus 20 Jul, 2015 @ 1:14pm 
Never mind, steam finally updated and I found the files with the project manager. Thanks Vlue, now it's time to jump into these juicy scripts and see what happens :3
Severus 18 Jul, 2015 @ 11:55am 
I'm subscribed and everything, but I don't see a download option available. :/
Starlight  [author] 11 Apr, 2015 @ 3:54pm 
The way the events are set up in the demo here only works if you reset the self switch of the throwables whenever you reenter the map or however, since when they are thrown their 'D' self switch is activated. The Erase Event event command only erases the event for the duration of the map, and is reset when you leave/reenter.
YOWVEETOO 11 Apr, 2015 @ 3:22pm 
I have a problem. I'm using the Field Abilities script, and I placed a few barrels to throw. I can throw them, and they dissapear like normal. But when I exit the map cell and re-enter, the barrels on the map flash and dissapear, as if I had thrown them. I don't know how to fix it.
Starlight  [author] 22 Mar, 2015 @ 3:37pm 
What is the exact script call you are trying to make?
Arcanus 22 Mar, 2015 @ 8:25am 
I need some help, one thanks for the awsome script compliation, but I have a question for the basic quest system, I can set up the quest, but have no real idea on how to make the game know how to finish it. I thought I could use the set_obj(:questid, :objectiveid, value) script call, but when I match the value here to the Max value ID to my objectives the game crashes and says Script 'Game_Interperter' line 1411: ArgumentError occurred. wrong number of arguments (1 for 2). Meanwhile while the script's value was at 1 it happened and when I changed it to 2 it happened, any idea what it is saying, or how to even tell the script when the quest is completed?
Starlight  [author] 10 Feb, 2015 @ 8:55pm 
Use a temp variable (just one that only needs to hold a value for a short while) and use Control Variables (Event command) to set it. It has a random feature right in it. Then you just use the Change Items event command to add a number of logs equal to the variable.
veria 10 Feb, 2015 @ 2:09pm 
Dear Vlue,
oh okay so it's pretty set standerdly like that. Thats what i thought lol. Okay well, thanks for the reply... i'll figure somthing out XDD my commend event idea only halfway works. XD lol OHHH 0-0 now that i'm thinking of it. heres a questinon that has nothing to do with your scrips XD I'm trying to make it so the player and cut a tree (an event) and it randmizes how many logs they get. I've been trying to make it randomize between 1 of 5 varables. T_T but it only goes for the first one every time. Any idea what i might have been doing wrong this is fustrating, i think it should be working. lol thx,
Again, Veria Yokai ((aka i will probably keep bugging you XD but i am also advertising to some freinds about your scripts so win win 0w0 *thumbs up*))
Starlight  [author] 9 Feb, 2015 @ 7:27pm 
I think the closest you can get is a piece of gear that teaches the player a specific skill that summons a specific actor. When they have the gear equipped they have access to that spell, but when they don't.. they don't.
veria 9 Feb, 2015 @ 1:53pm 
Dear Vlue,
Once again i run into complications, and this time its becuse i dont know what to do exacly XD I'm looking at the pet and summoning system. I was looking forword to having a acter summon a character from there skill menu, that will only come out if the player has a persific item. IF they dont have the item, they wont come out. I tryed with a commen event, it doesn't work T_T sooo yea. I went to look at the script closer, and got really conffused as to where i put the info i want in to make a new summon or pet, and how to attached things like listed above too it. Any ideas or comments on this perhaps? This is just a helpful hand this time XDD You are not required to answer, I just figured i would as.
Thanks your Fellow RPGer Veria Yokai... agian.
veria 4 Feb, 2015 @ 2:37pm 
Dear Vlue,
Thanks to you letting me know how it's suppost to work, thankyou for that, i relized... there was another script conflicting with the crafting stuff. XDD a script i THOUGHT i got rid of in the past XD so it was a mistake on my end, once again. 0w0 i did misread the 0=item 1=weapon and 2=armor thing though, i appreshate it ^W^ and thankyou for your time~
Your fellow RPGer, Veria Yokai
Starlight  [author] 3 Feb, 2015 @ 4:26pm 
Both :result and :materials have a type, which as explained in the script determines whether its an item, weapon or armor.
"type is 0 for item, 1 for weapon, 2 for armor"

And that.. should actually be everything, as the recipes you can learn are the recipes you set up, so if you set ones up with the right type for weapons or armors, then you can learn them. (Actually, as an addendum, the id for learn_recipe and forget_recipe is the id number of the recipe in the recipe lists, not the id number of anything from the database. Also, the id number of the recipes has nothing to do with the id number of anything in the database.)

Hope that helps~
veria 3 Feb, 2015 @ 2:24pm 
Dear Vlue...
I ended up with a question after all XD. Okay so i'm going to try and explain what i'm talking about first: Advanced Crafting. I was looking through it, set up a few things. And noticed to things. One, in the scrpt editing part, where you put the item recipies, how do you change the item it uses or crafts, into a weapon or armor instead of a item. Also, second. When you use the event Learn script, it only teachs you recipies from the Item menu (such as postions) and not for the weapon or armor. SO here's the question, how do i make it so i can set it to craft weapons and armor, and for the player to learn to do so?
Thx, your fellow RPGer Veria Yokai~
Starlight  [author] 31 Jan, 2015 @ 6:42am 
Apparently Steam won't allow me to link it here, but if you go to my website (the url should be in the header of the script) there is a tutorial for using Basic Quest System.
MeatHookMarty 31 Jan, 2015 @ 3:48am 
vlue I was wondering how to add quests to my game could you tell me?
veria 25 Jan, 2015 @ 5:47pm 
Dear Vlue,

I was having issues, but i relized my mistakes XDD But i felt need to say thankyou for the wonderful scripts, and all the hard work you put into them and the instructions that explain how to use them ^W^ if i encounter any problems, or maybe have questions i'll be sure to ask ^W^ thankyou once again~
Hydronz 18 Jan, 2015 @ 9:06am 
Thanks! It now works perfectly! And thanks to the fast response as well!
Starlight  [author] 18 Jan, 2015 @ 8:32am 
Ruby is very particular about it's brackets and commas, make sure you add a comma ( , ) to the end of the line of the first formation (and any subsequent ones aside from the last, though you can add one there too)
Hydronz 18 Jan, 2015 @ 1:11am 
Hi Vlue, I love the compilation! I have a problem however, with the Formation Bonus script, as I add a new formation and go to start the game, a SyntaxError appears and says "unexpected tINTEGER, expecting '}' 2 => "Diamond..." It would be awesome if you could help me with this problem, I have little to no programming knowledge what so ever, so I apologize if this is a noobish question, thanks!
Nill (Dark) 29 Dec, 2014 @ 6:45am 
Ohhhh the notebox.
Well I'm stupid.
Thanks!
Starlight  [author] 28 Dec, 2014 @ 12:06pm 
It's just the way the quest is set up. Thanks for bringing it up however.
icekingya 28 Dec, 2014 @ 11:38am 
Hi Vlue, I tested your game and I found the canteen quest bug. I stacked a lot of canteens and brought them to the lady so I can finish the quest multiple times.Unfortunately, When I take the quest again, she doesnt seem to accept the canteen until I actually "buy" one. Just to tell you if you can fix this :)
Starlight  [author] 28 Dec, 2014 @ 12:10am 
When you use the medium summon tag in skills is what sets that. For example, you can put this in the notebox of the skill: <MED_SUMMON 2, 5, 0>
And that skill will replace the user with actor #2 (in the database) for 5 turns with a bonus level of 0.
Nill (Dark) 27 Dec, 2014 @ 3:49pm 
How do I trigger the Form Change script for Pets and Summons? Trying to change an actor into something else.
(first time scripting, bear with me)
Starlight  [author] 11 Dec, 2014 @ 4:20pm 
Those damn followers, always getting in the way of things.
You could use the script call: $game_map.events_nt(x,y).size > 0
in a conditional branch to check if there's more then one event on a specific tile, similar to activating a switch by pushing something on it.
And for that other one, quest completions are evented so you just turn the switch on after they turn in or are forced to complete the quest... unless I have auto-complete quests in the script, I can't remember if I did that... in that case you'd have to have an event check if the quest is complete and turn on the script then, there's no way to do a predetermined.
Martyr Logarius 11 Dec, 2014 @ 1:12pm 
Amazing scripts! One edit I would suggest in the Discussion is mentioning that the Field Ability "Grab" gets glitchy if you have Party Followers on. When pulling the object backwards it collides with the followers causing it to cancel moving backwards though your character moves back slowly as if he was still pulling it.

Other than that these are all awesome! I was also wondering if there was a way to activate switches by pushing blocks onto them, also turn on a predetermined switch when completing a quest?
A Caffeinated NPC 21 Nov, 2014 @ 4:06pm 
Love this pack.

+1 Sub
+1 Favorite
+1 Thumbs Up
Starlight  [author] 9 Nov, 2014 @ 11:35am 
Lazy Internet Theorem, hah. I like that one.
JAGIELSKI 9 Nov, 2014 @ 11:13am 
No, I meant list of scripts, not that they are under discussions.

Lazy Internaut theorem: The more clicks it takes to get you to the info, the less likely you will get it.
Starlight  [author] 9 Nov, 2014 @ 11:09am 
It is in the description, highlighted in blue even. Since it was posted :p
Yah, I always forget to fix the quests whenever I update the project, fixed~
JAGIELSKI 9 Nov, 2014 @ 1:19am 
Ah, okay. Should be in the description IMO though. Anyway, there's crashbug in the demo when you talk to the guy who is supposed to give you forest quest (no quest with such id)
Starlight  [author] 8 Nov, 2014 @ 7:41pm 
There's a table of contents provided in the submission discussions here (tab on the top of this page), as well as within the project itself.
JAGIELSKI 8 Nov, 2014 @ 4:46pm 
Script list?
Starlight  [author] 28 Oct, 2014 @ 8:33am 
Done and done.
Feryr 28 Oct, 2014 @ 4:56am 
By chance could you put that update on the non-steam download link.... Thanks a lot btw!
Starlight  [author] 26 Oct, 2014 @ 8:06am 
Sure, why not. I updated that script so you can set multiple regions.