RPG Maker VX Ace

RPG Maker VX Ace

Vlues Script Compilation 3
61 Comments
Juice Boi 12 Nov, 2016 @ 12:47pm 
Where do i find the scripts after i subscibe to it?
tjtorin 29 Jun, 2016 @ 2:34pm 
ok thanks
Starlight  [author] 29 Jun, 2016 @ 2:17pm 
There is a table of contents pinned in the discussion portion listing the scripts included, with descriptions.
tjtorin 29 Jun, 2016 @ 2:08pm 
whats scripts are in it?
DrTVHead 13 Jun, 2016 @ 5:07pm 
Okay thanks
Starlight  [author] 13 Jun, 2016 @ 7:08am 
It should show up as a seperate project in Manage Projects (titled the same as this workshop item) that you can just open up. Then you can see all the scripts in the script editor of that project.
DrTVHead 11 Jun, 2016 @ 11:17pm 
This is probably a really stupid question, but: when I subscribe to this, where does it go?
Snaith 7 Feb, 2016 @ 10:03am 
It still let me upgrade on the skill tree it seems. I will find a work around, its np. Thank you very much for all your help Vlue. Have a good one.
Starlight  [author] 7 Feb, 2016 @ 9:38am 
I figured lol. Then yah, just as I've described it.
Snaith 7 Feb, 2016 @ 8:11am 
Sorry for not being clear. I mean a shop-like function. So basically just accessing the skill tree through a person/vendor to be able to upgrade.
The normal character menu would have the skilltree as view only (look at what you have!)
The "shop" or whatever woluld be the place to actually spend the skill points.
Make more sense?
Starlight  [author] 7 Feb, 2016 @ 7:34am 
Well, you said through the shop. I have no idea what it means but I can assume it's something you call yourself through an event or something. So you'd set that to true before that call, and set it to false right after.
And no, the line cancels the skill upgrade, returning the buzzer sound, when that variable is set to false.
Snaith 7 Feb, 2016 @ 2:46am 
Cheers Vlue. Added it as described but the ability to upgrade still resides through the meu. Added the $skillUpgradeEnabled = false at the start through an event. Not sure where else to add it I am afraid. If I am reading it right, wouldnt that just turn off the sound effect?
Starlight  [author] 6 Feb, 2016 @ 4:38pm 
Well, the dirtiest but easiest way is to find the line that contains this:
return Sound.play_buzzer
and add a new line below that that says:
return Sound.play_buzzer if $skillUpgradeEnabled
then you can just be all (via script call)
$skillUpgradeEnabled = true
right before the shop call.. or whatever it is you meant.. and
$skillUpgradeEnabled = false
right after~
Snaith 6 Feb, 2016 @ 3:54pm 
That's fair buddy.
There are quite a few things I want to implement but I think that would be far too cheeky! One thing that would be a big help is if you have anything that would tweak the skilltrees so that they can be seen through the menu (we've done that one!) but can only be upgraded through the shop.

Thank you again, Vlue.
Starlight  [author] 6 Feb, 2016 @ 8:41am 
Hehe, I'm glad it's working out!
I don't really, I have a lot of other stuff going on I need to finish first.
Can't hurt to say what you want though, I might have already done something similar before.
Snaith 6 Feb, 2016 @ 5:30am 
Vlue, I hope you dont mind me asking... do you do commissions?
Snaith 6 Feb, 2016 @ 1:35am 
Successfully called from the menu! (called "Scene_SkillTree" from a menu script)
And all it took was 3 days and 4 answers from the author to get it running. I must be a genius! ;)

I am honestly reading tutorials... just too impateint to wait until they get to the fun bits!

Thanks again, Vlue.
Starlight  [author] 5 Feb, 2016 @ 4:27pm 
If you copy pasted that exact thing, then yes! It's merely:
SceneManager.call(Scene_SkillTree)
but it's meant to be called from the menu. If you want to call it manually, you would do this:
$game_party.menu_actor = $game_actors[actor_id]
before the first script call. Replacing actor_id with the id of the actor you want to open the skill tree for. Example for actor #2:
$game_party.menu_actor = $game_actors[2]
SceneManager.call(Scene_SkillTree)
Snaith 5 Feb, 2016 @ 4:23pm 
OK, I am an idiot. I replaced the id parts with the actual ID. Now to work out how to stop it getting called constantly and we are on to a winner. :D
Snaith 5 Feb, 2016 @ 3:01pm 
Do you mean this?
" SceneManager.call(Scene_SkillTree)
$game_actors[actor_id].add_skill_tree(tree_id)"
Or have I misunderstood? :S
Starlight  [author] 5 Feb, 2016 @ 10:54am 
Well, what's the script call, exactly as you have it, that you are using when that error occurs?
Snaith 5 Feb, 2016 @ 10:01am 
OK, setup the skill tree (I think) but now I get the below errror when I call the scene.
"Game_Interpreter error. line 1411.
Undefined local variable or method 'actor_id' for #<Game_Interpreter:0xb611b14>"

I am obviously failing somewhere. Any thoughts? (turned off all other scripts and the same)
Starlight  [author] 4 Feb, 2016 @ 1:30pm 
You can either move it above any other script that defines actor x, y positions or remove the last 8 lines of the script. It was set like to offset.. some.. thing. I don't really remember. Also no worries.
Snaith 4 Feb, 2016 @ 12:50pm 
Sorry, also... Thank you for coming back to me you awesome perosn!
Snaith 4 Feb, 2016 @ 12:50pm 
Oh dear. A rookie error then? I havent set one up, will do so now and see if it works.

I hope you dont mind f I ask another question, about your "Basic Damage Popup". How can I change the X and Y values to move where the damage numbers are shown? In trying to use Yanfly's Battle Engine it has shifted it off the top left (and in to infinity).
Starlight  [author] 4 Feb, 2016 @ 8:10am 
If you havent set up the skill trees themselves yet, youll have to do that! There is one default one included, and that sort of error occurs when the skill tree in question can't find the related skill id. If you have set up skill trees already, then double check the skill ids for any wrong numbers~
Snaith 2 Feb, 2016 @ 12:24pm 
Firstly, these script collections are amazing!

Now, I am clearly being silly - Added script and notetags in class but getting this error :
"Script 'SkillTree' line 415:noMethodError occurred.
undefined method 'icon_index' for nil:NilClass"

Is it anything to do with the initial script call? Cant seem to get that to call without error.
Ireibus 25 Jan, 2016 @ 1:51pm 
Thankyou that will help alot :)
Starlight  [author] 25 Jan, 2016 @ 8:25am 
Not for that one, but - to set a skill tree to an actor (character), you just go into the database and select either the specific actor and put the following (assuming adding skill tree oh.. 5) in the text box labelled note: <SKILL_TREE 5>
or to a class (and this will affect all actors of that class) and put this (assuming skill trees 3 and 5) in their notebox: <SKILL_TREES [3,5]>
You can set one to an actor and a bajillion to a class (just change the numbers there to the ids of the skill trees you want to use)
Ireibus 24 Jan, 2016 @ 3:12pm 
Does there happen to be any tutorials? i am just starting to use scripts. and i cannot figure out how to attach skill trees to characters.
Bearserker 31 Oct, 2015 @ 9:02pm 
Thanks for the help, it worked to reset the SP to the proper level upon class change. The player can respec each class change, but I can balance and design around that.
Starlight  [author] 31 Oct, 2015 @ 6:23am 
Well, I don't know about easy! But: $game_actors[actor_id].skill_points = value would work. ($game_actors[1].skill_points = 5) for example.
Bearserker 30 Oct, 2015 @ 9:36pm 
Also, is there an easy script command to directly manipulate an actor's SP amount? The script doesn't work well with changing classes mid game but I could work around it if I could directly change the SP level during the process.
Bearserker 29 Oct, 2015 @ 7:56pm 
I believe there is a glitch in the sound with the Skill Tree script:

When selecting a skill that can be aquired, both the valid (the chime) and invalid (the buzzing) selection sounds play. When the skill can't be aquired, then only the buzzing sound plays.

I commented out line 292, and that seemed to fix the issue without any side effects, but my knowledge of Ruby is extremely limited, so there may be unintended consequences. Just thought that you should know.

As always, a spectacular set of scripts though.
Starlight  [author] 13 Oct, 2015 @ 1:04pm 
Thanks! As it stands right now, no. The three compilations hold all of my current scripts!
Emily 13 Oct, 2015 @ 7:53am 
Will there be a 4 compilation? You did a great job with those! ;)
Starlight  [author] 21 Sep, 2015 @ 2:32pm 
After you subscribe and it downloads, go into the program and to Manage Projects. You'll find the project folder in there. After loading the project, just go to the script editor and you can see all the included scripts!
sagerous 16 Sep, 2015 @ 9:25pm 
Yeah Dude Im new. I sub and all but I cant find them at all, I even searched my whole desktop. Could anyone help? I'd be greatful
forgottenlor 26 Aug, 2015 @ 11:14pm 
Nevermind! I've got it working. I had a "[" too many. Great script! Thanks!
forgottenlor 26 Aug, 2015 @ 3:37pm 
Hi, Thanks for all your great work. I'm trying out the skill tree. I figured out how to change the skills and other properties of the example skill tree and make it into whatever I want, but ran into problems when trying to add new trees. I figured I could just paste in the original skill tree with a new id number, new descriptions et., but ran into a problem with this line:

skill_tree = SKILL_TREES[id].clone

I got an error where it said "error: can't clone Nilclass." What am I doing wrong?

Thanks for your help!
Starlight  [author] 24 Aug, 2015 @ 9:06pm 
When you open the project via Manage Projects it should be the first thing you see.
Cal 24 Aug, 2015 @ 12:48pm 
where is the map with the scripts?
Starlight  [author] 23 Aug, 2015 @ 6:29pm 
Make sure when you copy the scripts over that you place them in the same area you can see in the compilation, this means any entry below Materials, but above Main.
wooden horse 23 Aug, 2015 @ 10:17am 
Hi im new to this and all the scripts worked in the project you made but when I copy pasted the script into the script editor in a project I made it would not work. Any suggestions?
Gin Tamashi 20 Aug, 2015 @ 1:16pm 
Thanks man, I really appriciate it! :D
Starlight  [author] 20 Aug, 2015 @ 7:13am 
You would hit subscribe, then load up RPGMaker, go to Manage Projects, and this project should appear in the list! Open her up and mess around as you would with your own project, including playtesting and copying scripts~
Gin Tamashi 19 Aug, 2015 @ 12:35pm 
Ok, so I'm new to the RPG Maker VX Ace Steam community. How do I play this?
Nareth Erakian 17 Aug, 2015 @ 3:42pm 
Thanks a lot! It's nice to have both available. ^_^
Starlight  [author] 17 Aug, 2015 @ 3:23pm 
Hmm, it did ignore that. I fixed and updated it. ATB should no longer ignore the auto battle flag.
Nareth Erakian 16 Aug, 2015 @ 3:50pm 
Hey. Really nice these scripts. Though, there's one thing, that botheres slightly. The ATB System ignores Auto Battle. Is there a way, to keep the pets fighting on their own even with ATB?