RPG Maker Forums

AttackTimes
Description
Makes all skills in the game be treated as basic attacks, causing them to benefit from the attack Times feature of states and gear. Additionally, you can prevent this be putting <Times:0> in the note tags.


Script
Code:
//=============================================================================
// AttackTimes.js
//=============================================================================
 
/*:
 * @plugindesc All skills are treated as basic attacks by the game
 * @author by Alevel3mage
 *
 *
 * @help All skills are treated as basic attacks causing them to have an attack swing
 * Benefit from the "attacktimes" effect you can prevent this be putting <Times:0> in the note tags for a specific skill.
 *
*/
 
(function(){
Game_Action.prototype.isAttack = function() {
    return (this._item.isSkill())?true:false;
};
})();



(function(){
Game_Action.prototype.numRepeats = function() {
    var repeats = this.item().repeats;
    if (this.isAttack()) {
        var noTimes = this.item().meta.times || 1;
        repeats = repeats + noTimes * (1 * this.subject().attackTimesAdd());
    }
    return Math.floor(repeats);
};
})();
Colors
Allows the use of note tages to change the colour of items, equipment and classes when written by the game. Original by kranasAngel, modified by me to allow changing class colours.

Code:
//=============================================================================
// Colors.js
//=============================================================================
 
/*:
 * @plugindesc Allows you to assign items and equipment colors. Modified by alevel3mage to allow class colours aswell
 * @author kranasAngel modified by Alevel3mage
 *
 *
 * @help Changes the Item's color based on the notetag 
 * <itemColor:x>
 * Changes the Class' color based on the notetag 
 * <color:x>
 * Where x is the color code that you want.
 * To find Rpg maker color codes, search rpg maker color codes, or something similar.
 *
 *   
 *
 *
 *
 *
*/


(function(){
 
Window_Base.prototype.drawItemName = function(item, x, y, width) {width = width || 312; if (item) {
    var iconBoxWidth = Window_Base._iconWidth + 4;
    this.resetTextColor();
    this.drawIcon(item.iconIndex, x + 2, y + 2);
    if (typeof item.meta.color !== "undefined"){
        var element = parseInt(item.meta.color);
        this.changeTextColor(this.textColor(element))
        console.log("item Color" + element);
        };
    this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth);
    this.resetTextColor();
    };
    };
})();

(function(){

Window_Base.prototype.drawActorClass = function(actor, x, y, width) {
width = width || 168;
this.resetTextColor();
if(actor.currentClass().meta.color !== "undefined"){
var element = parseInt(actor.currentClass().meta.color);
console.log("Class Color" + element);}
this.changeTextColor(this.textColor(element));
this.drawText(actor.currentClass().name +" | "+ actor.nickname(), x, y, width);
this.resetTextColor();
};
})();
titleMovie
Plays a movie using RPGmaker's built in movie player on an interval when on the title screen

Code:
//=============================================================================
// TitleMovie.js
//=============================================================================
 
/*:
 * @plugindesc Plays a video after a certain delay whilst on the title screen.
 *
 *
 * @author by Alevel3mage
 *
 @param ---General---
 * @default
 *
* @param FileName
* @desc the filename for the movie, file must be in "movies" folder
* @type String
* @param Interval
* @desc the time it takes for the movie to play since the last time it played, I think it is in milliseconds, don't quote me on that though, experiment
* @type Integer
*/







(function(){
    Scene_Title.prototype.start = function() {
    Scene_Base.prototype.start.call(this);
    SceneManager.clearStack();
    this._interpreter = new Game_Interpreter();
    this.centerSprite(this._backSprite1);
    this.centerSprite(this._backSprite2);
    this.playTitleMusic();
    this.startFadeIn(this.fadeSpeed(), false);
    
};
})();
(function(){
    
    var count = 0;
Scene_Title.prototype.update = function() {
    
    var params = PluginManager.parameters('TitleMovie');
    var cap = Number(params['Interval'] || '');;
    if (!this.isBusy()) {
        this._commandWindow.open();
    }
    count +=1;
    console.log(count)
    if(count >= cap){
        this.movie(this._interpreter);
        count = 0;
    }
    Scene_Base.prototype.update.call(this);
};

})();
(function(){
    
    
Scene_Title.prototype.movie = function(Interpreter){

    var params = PluginManager.parameters('TitleMovie');
    var name = String(params['FileName'] || '');;
        if (name.length > 0) {
            var ext = Interpreter.videoFileExt();
            Graphics.playVideo('movies/' + name + ext);
            Interpreter.setWaitMode('video');
        }
    
    

};

})();
TP control.
Use states(yanfly's passive states preferably) to customise TP cap. Additionally disables random TP.
Code:
//=============================================================================
// TPcontrol.js
//=============================================================================

/*:
 * @plugindesc Some custom TP values based on states, best used with passive states from yanfly
 * @author by Alevel3mage
 *
 @param ---General---
 * @default
 *
 * @param  State1Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 152
 *
 * @param  State1val
 * @desc What value does State 1 set tp to.
 * @default 1
 *
  * @param  State2Num
 * @desc Which state ID has the second highest priority to change TP value.
 * @default 153
 *
 * @param  State2val
 * @desc What value does State 2 set tp to.
 * @default 2
 *
  * @param  State3Num
 * @desc Which state ID has the third highest priority to change TP value.
 * @default 154
 *
 * @param  State3val
 * @desc What value does State 3 set tp to.
 * @default 6
 *
  * @param  State4Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 155
 *
 * @param  State4val
 * @desc What value does State 4 set tp to.
 * @default 32
 *
  * @param  State5Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 156
 *
 * @param  State5val
 * @desc What value does State 5 set tp to.
 * @default 128
 *
  * @param  State6Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 157
 *
 * @param  State6val
 * @desc What value does State 6 set tp to.
 * @default 8
 *
  * @param  State7Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 158
 *
 * @param  State7val
 * @desc What value does State 7 set tp to.
 * @default 5
 *
  * @param  State8Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 159
 *
 * @param  State8val
 * @desc What value does State 8 set tp to.
 * @default 6
 *
  * @param  State9Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 160
 *
 * @param  State9val
 * @desc What value does State 9 set tp to.
 * @default 10
 *
  * @param  State10Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 161
 *
 * @param  State10val
 * @desc What value does State 10 set tp to.
 * @default 4
 *
 * @param  State11Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 162
 *
 * @param  State11val
 * @desc What value does State 11 set tp to.
 * @default 10
 *
  * @param  State12Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 163
 *
 * @param  State12val
 * @desc What value does State 12 set tp to.
 * @default 100
 *
  * @param  State13Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 164
 *
 * @param  State13val
 * @desc What value does State 13 set tp to.
 * @default 12
 *
  * @param  State14Num
 * @desc Which state ID has the highest priority to change TP value.
 * @default 165
 *
  * @param  State14val
 * @desc What value does State 14 set tp to.
 * @default 24
 *
   * @param  StateHPNum
 * @desc Which state ID  changes TP value to be the characters max hp.
 * @default 166
 *
   * @param  StateMPNum
 * @desc Which state ID  changes TP value to be the characters max mp.
 * @default 167
 *
   * @param  StateATKNum
 * @desc Which state ID  changes TP value to be the characters atk.
 * @default 168
 *
   * @param  StateDEFNum
 * @desc Which state ID  changes TP value to be the characters def.
 * @default 169
 *
   * @param  StateMATNum
 * @desc Which state ID  changes TP value to be the characters mat.
 * @default 170
 *
   * @param  StateMDFNum
 * @desc Which state ID  changes TP value to be the characters mdf.
 * @default 171
 *
    * @param  StateAGINum
 * @desc Which state ID  changes TP value to be the characters agi.
 * @default 172
 *
   * @param  StateLUKNum
 * @desc Which state ID  changes TP value to be the characters luk.
 * @default 173
 *
 * @help set state ID to 0 to disable
 *
*/

var params = PluginManager.parameters('TPcontrol');
var state1num = Number(params['State1Num']||152);
var state1val = Number(params['State1val']||1);

var state2num = Number(params['State2Num']||152);
var state2val = Number(params['State2val']||1);

var state3num = Number(params['State3Num']||152);
var state3val = Number(params['State3val']||1);

var state4num = Number(params['State4Num']||152);
var state4val = Number(params['State4val']||1);

var state5num = Number(params['State5Num']||152);
var state5val = Number(params['State5val']||1);

var state6num = Number(params['State6Num']||152);
var state6val = Number(params['State6val']||1);


var state7num = Number(params['State7Num']||152);
var state7val = Number(params['State7val']||1);

var state8num = Number(params['State8Num']||152);
var state8val = Number(params['State8val']||1);

var state9num = Number(params['State9Num']||152);
var state9val = Number(params['State9val']||1);

var state10num = Number(params['State10Num']||152);
var state10val = Number(params['State10val']||1);

var state11num = Number(params['State11Num']||152);
var state11val = Number(params['State11val']||1);

var state12num = Number(params['State12Num']||152);
var state12val = Number(params['State12val']||1);

var state13num = Number(params['State13Num']||152);
var state13val = Number(params['State13val']||1);

var state14num = Number(params['State14Num']||152);
var state14val = Number(params['State14val']||1);

var stateHPnum = Number(params['StateHPNum']||152);
var stateMPnum = Number(params['StateMPNum']||1);
var stateATKnum = Number(params['StateATKNum']||152);
var stateDEFnum = Number(params['StateDEFNum']||1);
var stateMATnum = Number(params['StateMATNum']||152);
var stateMDFnum = Number(params['StateMDFNum']||1);
var stateAGInum = Number(params['StateAGINum']||152);
var stateLUKnum = Number(params['StateLUKNum']||1);



(function(){
Game_BattlerBase.prototype.maxTp = function() {
    var tp_value = 1;

if (this.isStateAffected(state1num)) {
    tp_value = state1val;
    }else if(this.isStateAffected(state2num)){
    tp_value = state2val;
    }else if(this.isStateAffected(state3num)){
    tp_value = state3val;
    }else if(this.isStateAffected(state4num)){
    tp_value = state4val;
    }else if(this.isStateAffected(state5num)){
    tp_value = state5val;
    }else if(this.isStateAffected(state6num)){
    tp_value = state6val;
    }else if(this.isStateAffected(state7num)){
    tp_value = state7val;
    }else if(this.isStateAffected(state8num)){
    tp_value = state8val;
    }else if(this.isStateAffected(state9num)){
    tp_value = state9val;
    }else if(this.isStateAffected(state10num)){
    tp_value = state10val;
    }else if(this.isStateAffected(state11num)){
    tp_value = state11val;
    }else if(this.isStateAffected(state12num)){
    tp_value = state12val;
    }else if(this.isStateAffected(state13num)){
    tp_value = state13val;
    }else if(this.isStateAffected(state14num)){
    tp_value = state14val;
    }else if(this.isStateAffected(stateHPnum)){
    tp_value = this.param(0);
    }else if(this.isStateAffected(stateMPnum)){
    tp_value = this.param(1);
    }else if(this.isStateAffected(stateATKnum)){
    tp_value = this.param(2);
    }else if(this.isStateAffected(stateDEFnum)){
    tp_value = this.param(3);
    }else if(this.isStateAffected(stateMATnum)){
    tp_value = this.param(4);
    }else if(this.isStateAffected(stateMDFnum)){
    tp_value = this.param(5);
    }else if(this.isStateAffected(stateAGInum)){
    tp_value = this.param(6) * 3;
    }else if(this.isStateAffected(stateLUKnum)){
    tp_value = this.param(7);
    }else{
        tp_value = 1;
}
   
  return tp_value;
};
})();
(function(){

Game_Battler.prototype.initTp = function() {
    this.setTp(0);
};
})();
(function(){

Game_Battler.prototype.chargeTpByDamage = function(damageRate) {
    this.gainSilentTp(0);
};
})();

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