Blackmorning Scripts

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
Blackmorning Scripts


Here are the scripts I made for RPG Maker VX Ace. They can all be found with full descriptions on my site.


bmscripts.weebly.com


Core Scripts (2)


These are scripts that majorly impact the game and should to be placed towards the top regardless of where they are categorized.


Base - needed for all other BM scripts

  • [li]allow the actor to change directions instead of moving by pressing a button[/li]
    [li]allow re-sizing of the game window[/li]


    [li]allow mouse cursor to be hidden in Gaming Window[/li]


    [li]show transparent faces for non-battle members in all menus (as of version 1.02, this can be turned off)[/li]


    [li]show and customize gauges for exp and parameters (as of version 1.02, this can be turned off)[/li]


    [li]add or change vocab for parameters[/li]


    [li]allows more information to be shown in the help window[/li]
Messages

  • [li]writes out different terms using codes in messages[/li]
    [li]write out values of actor's parameters, classes, ex parameters, etc[/li]


    [li]write text based on switches being true/false[/li]


    [li]add text sounds and animations during messages[/li]


    [li]add animations over characters during messages[/li]


    [li]add balloons over characters during messages[/li]

Gameplay Scripts (2)


Scripts here affect how gameplay works.


Actor Titles

  • [li]adds titles to actor's customization (similar to classes, but independent)[/li]
    [li]titles can be added/removed through events[/li]


    [li]titles can affect base stats and level up bonuses[/li]


    [li]changing titles can be changed through the main menu or status menu (for status menu, you need YEA status)[/li]


    [li]message coding for actor titles[/li]


    [li]can assign titles to variables for events[/li]
Actor Alignments

  • [li]adds alignment to actor's customization (the good, the bad, the demonic)[/li]
    [li]alignment points can be added/removed through events[/li]


    [li]gauge to show alignment can be placed on actor's face[/li]


    [li]alignment can be shown in BM YEA Status Addon[/li]


    [li]message coding for actor alignment and party alignment[/li]


    [li]can assign alignment to variables for events[/li]
Menu Scripts (7)


These scripts provide various menu changes or involve changes regarding menus.


Advanced Valkyrie Stories Equip

  • [li]Similar to the Equip Scene in "Valkyrie Stories" made for RPG Maker VX by Hanzo Kimura[/li]
    [li]Icons for equipment types[/li]


    [li]Visual placement of equipment onto an image[/li]


    [li]Image can be assigned to actors or to classes in the Database Notebox (actors take priority)[/li]


    [li]Equipment icon positions can be assigned and changed to match new images[/li]


    [li]Optimize equipment when you press CTRL[/li]


    [li]Remove all equipment when you press ALT[/li]

Advanced YEA Status

  • [li]needs YEA Status Menu[/li]
    [li]gives a graphical representation of the values for parameters, elemental & state resistances[/li]


    [li]changes format in biography window (actor's age, height, birthplace, gender, alignment)[/li]


    [li]age is a property of the actor and can be changed with Selchar's Variable based Calender script[/li]


    [li]can assign icons for parameters, elements, states independent of BM-Icons[/li]


    [li]message coding for actor's age, height, birthplace & gender[/li]
Advanced Shop

  • [li]shows animated/walking actor graphic in status window for equitable items[/li]
    [li]shows atk, def, mat, mdf, agi and luk changes for all equipment in columns[/li]
Basic Equip

  • [li]shows some added information for parameter changes[/li]
    [li]icons added for visual comparison of increases/decreases[/li]
Basic Status

  • [li]Gives a graphical representation of the values for parameter rates.[/li]
    [li]can assign icons for parameters independent of BM-Icons (can still use BM-Icons instead)


    adds portrait to background (if available)[/li]
Ring Command

  • [li]also requires BM-Icons, ring commands use Icons for iconset can turn the standard menu into a ring menu (on/off)can turn the title commands into a ring (on/off)can turn the battle menus into rings (on/off)[/li]
    [li]movement based on XRXS, Dubealex & Hypershadow180's original XP Ring Menu, as well as Syvkal's ring menu[/li]
Advanced Menu

  • [li]adds music to menu screens[/li]
    [li]adds floating particles to menu screens[/li]


    [li]column-based information for menu status (modded from Galv's)[/li]


    [li]location window in menu screen[/li]


    [li]animated/walking actor graphics in menu screen[/li]


    [li]can change input button for calling menu[/li]


    [li]large actor portraits for menu columns[/li]




Advacned Item/Skill

  • [li]can change background image[/li]
    [li]can change opacity of item/skill scene[/li]


    [li]always shows select member window in skills/item scenes[/li]


    [li]changes style of actor window[/li]


    [li]animated/walking actor graphics[/li]

Utility Scripts (1)


These scripts do not have player-impact, but are primarily used for developers.


Icon System

  • [li]can add icons automatically before specific words in windows (stats, elements, commands, classes, states, etc)[/li]
    [li]assigning 0 to an icon treats the word as a non-icon word and is written normally [/li]


    [li]needed for BM-ring menu[/li]
 
Last edited by a moderator:

Misaki

Pikalyze
Veteran
Joined
Apr 21, 2013
Messages
156
Reaction score
26
First Language
English
Primarily Uses
RMMV
Don't know why nobody posted here yet.

Nice work there :)
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
These look extremely useful for my next project.  I think from what I have read that they should be compatible with Yanfly's various menu scripts.  Is that the case, or will it be a question of suck it and see?

Thanks for releasing these.
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
These look extremely useful for my next project.  I think from what I have read that they should be compatible with Yanfly's various menu scripts.  Is that the case, or will it be a question of suck it and see?

Thanks for releasing these.
I haven't tested all of YEA's scripts, but I have tested some of the main ones and they seem to work.  Probably best to put my core script near but below YEA's core script (near the top of customized scripts) and put any of my other scripts below YEA's scripts.
 

Zeriab

Huggins!
Veteran
Joined
Mar 20, 2012
Messages
1,268
Reaction score
1,422
First Language
English
Primarily Uses
RMXP
Good work! Thanks for sharing :D

Do not be afraid to use more lines, nor create new local variables for intermediate results.

Consider reducing the impact of your structural comments. Focus more on the why and the why-not.

*hugs*

 - Zeriab
 

ninjalex

Veteran
Veteran
Joined
Aug 15, 2012
Messages
252
Reaction score
55
First Language
English
Primarily Uses
All scripts look awesome. I'll give some a try later. :)
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
Anyway some new updates to the Columns menu, I've added some new options for the location window, so you can now decide what's in it, where it goes or if it shows up at all.  Also given more options for what appears for the actors (character graphics, busts, TP gauge, etc).

Not an update, but I've explained a feature that I forgot to in BM-messages.  With a switch, you can show a bust image based on the face assigned.

UPDATES
BM-Columns Menu
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
just saw this been at work an outrageous amount this week. Dying to try them out asap.

edit

Doing something wrong here

Need helps

Left it for other ppl who have same prob 





here is the way i got the scripts





edit2

DUH!

Move BM-Status Menu to bottom under all the add ons.

btw Thank you so epic freaking much!
 
Last edited by a moderator:

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
Hey all,  I've been working with ShinGamix recently, finding and fixing issues.  BM-Base and BM-Icons have both been updated to deal with some issues with Yami's Guardian script.  I've also fixed an issue with the drawing of the currency icon and have added actor icons which can be assigned in the Actor's Notebox in the Database.  The actor icons aren't being used for anything but the scripting is there for future usage as well as a shrunken faces (size of icons) that can be used like an icon.

UPDATES
BM-Base
BM-Icons
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Going by the date and time showing the last edit in your opening post, it looks as if those updates have not been included.  Could I suggest that you put them there as well, because people will automatically assume that that is where the latest version is and won't necessarily scroll down and see them. 
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
Going by the date and time showing the last edit in your opening post, it looks as if those updates have not been included.  Could I suggest that you put them there as well, because people will automatically assume that that is where the latest version is and won't necessarily scroll down and see them. 
the links in the main post are the same because they link offsite to my own website.  The scripts are not hosted on this forum, but my own site where there are also added instructions/help.  I'm on multiple forums, so this was a more efficient way of handling my updates and keeping everything accurately linked.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Ah, that makes a lot of sense.  Thanks.
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
New updates to to give some new options for BM-Columns Menu and BM-Shop scripts.  For these, you need the updated BM-Base.   It's now up to the user whether they want to use character graphics or scaled down face graphics for the shop status and the item/skill selection windows.

 

Screenshots


 



UPDATES
BM-Base
BM-Columns Menu
BM-Shop
 
Last edited by a moderator:

SpacemanFive

Meteor Mage
Veteran
Joined
Jun 25, 2013
Messages
207
Reaction score
24
First Language
English
Primarily Uses
RMMZ
Very interested in using your "YEA Status Screen Add-on" script, however I have a question.

Is there a limit on the number of states and elements that can be displayed, or can it be changed?
 

Milena

The woman of many questions
Veteran
Joined
Jan 26, 2014
Messages
1,281
Reaction score
106
First Language
Irish
Primarily Uses
N/A
Amazing script on the status add on. Is there a way to emulate that to a custom window (just showing that web thing). If so, how?
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
Amazing script on the status add on. Is there a way to emulate that to a custom window (just showing that web thing). If so, how?
Do mean to use use this in the default status screen or to use different information to fill the graph?
Very interested in using your "YEA Status Screen Add-on" script, however I have a question.

Is there a limit on the number of states and elements that can be displayed, or can it be changed?
It is only limited to the size of the window.  Using a higher resolution that you can find in YEA-core, you can therefore fit more elements/states. You can define what elements or states are shown (not likely a reason to show buffs for example).  Just look in BM-YEA Status for: 
Code:
ITEMS_SHOWN={      :element => [9,10,3,4,5,6,7,8], # elements you want shown      :state   => 2..8,  # states you want shown      :param   => 2..7,  # parameters you want shown    } # DO NOT REMOVE 
You can also put this little coding below my script.  It makes the line_height based on the font size that you define, but then it can look squished, so you have adjust to where it's still visually appealing.  

Code:
class Window_StatusItem < Window_Base  def line_height    contents.font.size + 2  endend
 

Milena

The woman of many questions
Veteran
Joined
Jan 26, 2014
Messages
1,281
Reaction score
106
First Language
Irish
Primarily Uses
N/A
Yes, BM. For example, I want to add that web in the default status screen...
 

SpacemanFive

Meteor Mage
Veteran
Joined
Jun 25, 2013
Messages
207
Reaction score
24
First Language
English
Primarily Uses
RMMZ
Do mean to use use this in the default status screen or to use different information to fill the graph?

It is only limited to the size of the window.  Using a higher resolution that you can find in YEA-core, you can therefore fit more elements/states. You can define what elements or states are shown (not likely a reason to show buffs for example).  Just look in BM-YEA Status for: 

ITEMS_SHOWN={      :element => [9,10,3,4,5,6,7,8], # elements you want shown      :state   => 2..8,  # states you want shown      :param   => 2..7,  # parameters you want shown    } # DO NOT REMOVE You can also put this little coding below my script.  It makes the line_height based on the font size that you define, but then it can look squished, so you have adjust to where it's still visually appealing.  

Code:
class Window_StatusItem < Window_Base  def line_height    contents.font.size + 2  endend
Great! That's what I was hoping for.

The games I'm making use a higher number of elements and states, meaning that there's more to be displayed if something like this were used. Glad to know that it can be configured to display more, so long as you have room to display them.
 

blackmorning84

Scripter
Veteran
Joined
Jan 30, 2014
Messages
99
Reaction score
67
Primarily Uses
I've finished the VK Equip.  Right now, this needs YEA ace equip engine.  Newer updates may change that.  I tried to be true to the appearance of Valkyrie Stories' equip screen while still being compatible with the default menu.  

UPDATE
VK Equip

 

Screenshot


 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,049
Members
137,569
Latest member
Shtelsky
Top