"I was tired of testing stuff in the Editor - Now I can do that on move"
Version: 1.2.1
defdraw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them.
Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly.
end
deffeatures
-=> Use build-in commands! Think of cheats or commands in Minecraft lel
(spawn items/gold, noclip and stuff like this) -=>Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=>Check values maintained by variables etc. -=> Everything is up to you!
Planned Features: -=> More commands - because why not?
end
defdraw_instructions ► SCRIPT DIFFICULTY:★★☆☆☆- ★★★★☆
from build-in commands - to advanced usage
► USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=>Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=>Type /help in console to view available commands and such. end
defdraw_currenty_available_commands
#==============================================================================#
# CURRENTLY AVAILABLE COMMANDS #
# ---------------------------- #
# [■] Commands - Call pre-made codes. #
# └► Toogle Noclip Mode | /noclip #
# | Desc: Allows to go through impassable objects. #
# | Usage: /noclip #=> Toogles Noclip Mode ON/OFF #
# | #
# └► Give Item | /give [type] [id] [amount] OR /give <item name> [amount] #
# | Desc: Spawns an item in inventory. Types: 1=item 2=weapon 3=armor #
# | Usage: /give 1 5 10 #=> Gives 10x item with ID 5 from item category #
# | /give Small Potion 10 #=> Gives items based on their names #
# | (If there will be multiple items with the same name, it will #
# | give them all, even from various item categories) #
# | #
# └► Give All | /give all #
# | Desc: Fills your inventory with everything. #
# | Usage: /give all #=> Gives EVERYTHING x 99 #
# | #
# └► Lose All | /lose all #
# | Desc: Cleans up your inventory. #
# | Usage: /lose all #=> Removes EVERYTHING x 999 #
# | #
# └► Spawn Gold | /gold [amount] #
# | Desc: Adds or removes a specified amount of gold to/from inventory. #
# | Usage: /gold 1000 #=> Adds 1000 gold to player's inventory #
# | #
# └► Transfer Player | /tp [map_id] [x] [y] #
# | Desc: Moves player to specific map and coordinates. #
# | Usage: /tp 2 4 5 #=> Moves player to [4,5] position on MAP002 #
# | #
# └► Scene Call | /sc scene ("Scene_" is automatically added) #
# | Desc: Calls a specific scene. #
# | Usage: /sc Menu #=> Calls a Scene_Menu #
# | #
# └► Escape From Battle | /run #
# | Desc: Successfully escapes from battle. #
# | Usage: /run #=> Escapes from battle and gets back to Map #
# | #
# └► Force Victory | /win #
# Desc: Forces victory by instant-killing all enemies. #
# Usage: /win #=> Kills all enemies - Your new secret OP weapon #
# #
# [■] Functions - New logical keywords used by this console. #
# └► Check Value | [var] == ? #
# | Desc: Returns current value from object to the console. #
# | Usage: $game_variables[5] == ? #=> Returns value from Variable #5 #
# | #
# └► Hook Object | /hook [object] #
# Desc: Hooks an object to allow moving/resising by input. #
# Usage: /hook @status_window #=> Hooks f.e. a party window from menu #
# #
# [■] Shortcuts - Replaces keyword into a string when pressing [TAB] button. #
# └► Variables | #v #
# | Desc: Code used to handle variables. #
# | Usage: #v =[TAB]=> $game_variables => $game_variables[3] #
# | #
# └► Switches | #s #
# | Desc: Code used to handle switches. #
# | Usage: #s =[TAB]=> $game_switches => $game_switches[3] #
# | #
# └► Party Members | #a #
# | Desc: Refers to a member similar to eg. 'a.hp' in Damage Formulas. #
# | Usage: #a =[TAB]=> $game_party.members => $game_party.members[3].hp #
# | #
# └► Party Members | #b #
# Desc: Refers to an enemy similar to eg. 'b.hp' in Damage Formulas. #
# Usage: #b =[TAB]=> $game_troop.members => $game_troop.members[3].hp #
# #
# REMEMBER: You can use negative numbers to subtract values / remove items #
# #
# - More to come in future updates - #
#==============================================================================#
end
defcreate_screenshots # Screenshots
#Some gifs showing this script in action: @> Testing stuff on fresh project
defterms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. -=> You ARE allowed to edit this script to your needs. -=> You ARE NOT allowed to repost or post modified versions of this script!!! -=> You ARE DEFINITELY NOT allowed to claim this script as your own. -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well
While I won't kill anybody for breaking these rules, it still would be
a violation of personal rights, that shouldn't happen.
By using this script you accept these terms of use.
Not reading them DOES NOT exempt you from liability. end
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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