So I'm Trying to Make Something Complicated...

The Lucid Gamer

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Recently, I've been working with RPG Maker VX Ace to create a game for the past month, and I've been looking to do some things, clever thing, yet I've run into some... snags, for lack of a better word:


- I've been wanting to find a way to change the title screen BGM as a result of in game events transpiring, say, getting to the end, and changing the BGM to signify that.


- I wanted to make it so that individual enemy encounters have their own encounter flavor text at the beginning, instead of "____ emerged!"


- I'm also trying to find a way to change the title screen as a result of in game events, much like the BGM.


Please understand that I am very new to Ruby Scripting, and though I've looked through the script call collection, I don't believe what I'm looking for is on there. If anyone has any suggestions or help that they can lend, I would happily appreciate it.
 

bgillisp

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I think for 3 you'll need a script. I don't know what script, I just know I've seen games do that before, and I know they used a script. Maybe check the master script list?


No idea how to do #1 and #2, but maybe this will get you started with #3 at least?
 

The Lucid Gamer

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I've been looking around for most of the afternoon, and yet sadly I've yet to find a proper script for any of these. I have found a few, namely for the Title Screen BGM, but whomever posted it left it as an off jumble that I couldn't for the life of me turn into a script.


If anything, I could try to hotwire my own script, but that alone could take days of trial and error.
 

Victor Sant

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- I wanted to make it so that individual enemy encounters have their own encounter flavor text at the beginning, instead of "____ emerged!"
This text (and many others related to battle) are on the Vocab Module on the script editor. (The first script on the script editor)


For the other two, you will need a script for that. I remember seeing one script that allowed to change the title screen based on saved game data (although I don't know wich changes were avaiable), you should search on the complete script area.
 

The Lucid Gamer

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This text (and many others related to battle) are on the Vocab Module on the script editor. (The first script on the script editor)
I understand that, however, I wish to have each troop have it's own separate encounter message, such as "____ shambles into view" and "____ floated forth".


I'm very familiar with basic things involving the ruby script. But what I'm looking for is more along the lines of setting up individual texts for each troop.
 

Victor Sant

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Then you need a specif script that do this, I don't remember any though.


Basically all you want requires specific scripts, so you should ask on the script requests.
 
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The Lucid Gamer

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Yato

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The post linked to for the music one has been updated. I can't update the image one quite yet as the thread is archived, but here is the script:

Code:
#==============================================================================
# Dynamic Title
# by: Racheal
# Version 1.1
# Created: 24/06/2013
# Updated: 27/09/2013
#==============================================================================
# Changes the title screen based on a variable set in-game.
#==============================================================================
# Instructions:
# * Insert in the Materials section
# * Configure to your liking below
#==============================================================================
# Compatibility:
# This script is for RPG Maker VX Ace
# It is unlikely to work with anything that modifies the way the
# title screen is drawn such as an animated title screen
# * Overwrites: Scene_Title: create_background
#==============================================================================

#==============================================================================
# Customization
#==============================================================================
module Racheal_Title
  #Set which variable controls the change in the title screen
  TITLE_VARIABLE = 5
  
  #Set which parts of the title screen are affected
  CHANGE_BACKGROUND = true
  CHANGE_FOREGROUND = true
  
  #Set whether to check the highest variable in all the save files or
  #just use the most recent save
  CHECK_ALL_SAVES = false
  
  #Set whether to use a series of numbers for the filenames (0.png, 1.png, etc)
  #or a series of names you define below
  USE_FILENAMES = true
  BACKGROUND_NAMES = ["Volcano", "Night"]
  FOREGROUND_NAMES = ["Gargoyles", ""]
end
#==============================================================================
# End Customization
#==============================================================================

#==============================================================================
# ** DataManager
#==============================================================================

module DataManager
  #--------------------------------------------------------------------------
  # * Create Save Header
  #--------------------------------------------------------------------------
  class << self; alias dynamic_title_make_save_header make_save_header; end
  def self.make_save_header
      header = dynamic_title_make_save_header
      header[:title] = $game_variables[Racheal_Title::TITLE_VARIABLE]
      header
  end 
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Background
  #--------------------------------------------------------------------------
  def create_background
    @sprite1 = Sprite.new
    sprite_name = Racheal_Title::CHANGE_BACKGROUND ? get_title(1) : $data_system.title1_name
    @sprite1.bitmap = Cache.title1(sprite_name)
    @sprite2 = Sprite.new
    sprite_name = Racheal_Title::CHANGE_FOREGROUND ? get_title(2) : $data_system.title2_name
    @sprite2.bitmap = Cache.title2(sprite_name)
    center_sprite(@sprite1)
    center_sprite(@sprite2)
  end
  #--------------------------------------------------------------------------
  # * Get Title Sprite Name
  #--------------------------------------------------------------------------
  def get_title(num)
    title = 0
    if Racheal_Title::CHECK_ALL_SAVES
      #Check all saves
      for i in 0...DataManager.savefile_max
        header = DataManager.load_header(i)
        next unless header and header[:title]
        title = [title, header[:title]].max
      end
    else
      #Check latest save
      header = DataManager.load_header(DataManager.latest_savefile_index)
      if header and header[:title]
        title = [title, header[:title]].max
      end
    end
    #---
    if Racheal_Title::USE_FILENAMES
      #convert number to name
      case num
      when 1
        return Racheal_Title::BACKGROUND_NAMES[title]
      when 2
        return Racheal_Title::FOREGROUND_NAMES[title]
      end
    else
      return title.to_s
    end
  end
end
 

Andar

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I've moved this thread to Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

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