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Resource Database / Re: Pandora's Box (MASSIVE Resource Collection)
« Last post by KK20 on August 18, 2017, 11:57:41 PM »
You can thank Dropbox for that.

Email F0 to get him to update the link. Or just suck it up and download the ZIP files.
Resource Database / Re: Pandora's Box (MASSIVE Resource Collection)
« Last post by heaven31415 on August 18, 2017, 11:49:52 PM »
Sorry for necroposting, but torrent link is not working anymore, is there any chance to make it work again?
Script Requests / Re: [Resolved][RMXP]How to Call Equip Window During Battle Phase
« Last post by KK20 on August 18, 2017, 08:57:30 PM »
It's not just the "dispose window" that discards the information. It's also the fact you're removing the instance stored in $scene variable from memory. In battle, $scene is an instance of Scene_Battle. When you do
Code: [Select]
$scene =
you're overwriting the Scene_Battle instance with Scene_Equip now. You're telling the program "I'm done with Scene_Battle. Remove it from memory." All the stuff outside of the scene's loop (disposing of windows) is then called to properly dispose its graphics so that they don't "bleed" into the next scene.

In RMVXA, they have a Scene_Manager class that keeps track of the order you go from one scene to the next, so I think it's possible to switch scenes without destroying the previous one. Can't recall.

Script Requests / Re: [RMXP]How to Call Equip Window During Battle Phase
« Last post by Wraith89 on August 18, 2017, 08:13:18 PM »
Thanks a lot! I did not realise those dispose window stuff meant completely discarding the information. It also would have caused problems too as using Scene_Equip directly with some of Blizzard's scripts ended up getting me to the Stat Distribution Window, and of course exiting it led to crashes. I think this should just be a regular script for others to use as well, but it really is just reconfiguring the main scripts anyways.
Script Requests / Re: [RMXP]How to Call Equip Window During Battle Phase
« Last post by KK20 on August 18, 2017, 09:32:28 AM »
Obvious problem is that you can't use Scene_Equip directly. That $scene global variable is a finicky thing to work with. The idea behind scenes, at least in the way Enterbrain designed them, is that they assume you are done with the previous scene and no longer need it. Everything gets disposed and all the little switches and variables that the previous scene stored are now gone. So even if you were able to get to Scene_Equip and go back to'd be right back at the start of a new fight.

The best way to handle this situation is to make Scene_Equip, well, scene-less. Like so
(click to show/hide)
And you call it up like so from Scene_Battle
Code: [Select]
s =
The only change is that I got rid of the pesky $scene != self to signify when we are done. Instead, this is handled with a single boolean @abort, which gets turned to true when the B button is pressed. I also got rid of the L and R buttons to toggle between the different actors. Everything else is still the same.

Using the snippet you provided of your Scene_Battle 3, this is what I would do:
(click to show/hide)
We first freeze the graphics so that we can make a smooth transition to our equipment scene. We then hide the windows and viewports since they stick up through the equipment windows (go ahead and remove those lines to see for yourself). Then we call our equip "scene" and its update loop main. It stays at this point until we abort the equip, which it will then bring back the windows and viewports we hid earlier, and makes the Graphics transition to smooth ourselves back into battle.

And the GIF of it working (4MB)
(click to show/hide)
Script Requests / [Resolved][RMXP]How to Call Equip Window During Battle Phase
« Last post by Wraith89 on August 17, 2017, 07:36:27 PM »
This is nothing special, but something I tried to experiment with scripting, and in this case, changing the characters' equipment during battle, as I thought it would be an interesting mechanic. This is just using the default battle system, so nothing really special is going on here. Needless to say, I keep failing at it.  :facepalm:
Basically, Scene_Battle 1 and 3 are the ones I am editing to test this out, but I think I am just doing things without understanding how it works. The issue is mostly with Scene_Battle 3, as 1 is only the menu which you use to edit the battle menu, so I have that done. So as of now, the segment from line 110ish looks like this:
(click to show/hide)

I know I have to do more than this to get it to work, and I experimented with a lot of things, but comes up with "uninitialized constant" and other assorted errors. I would like any form of assistance. Thank you.
RPG Maker Scripts / MOVED: [MV] DoubleX RMMV Status Bars
« Last post by KK20 on August 14, 2017, 04:57:27 AM »
Projects / Games / Re: [XP] Daath Origins
« Last post by BlackLodgeGames on August 14, 2017, 03:20:53 AM »

All of you get a free Steam key to the game, either for providing a script that made it into the game, or providing a platform like (Blizzard) or for being helpful in the community:

ForeverZer0, ThallionDarkshine, Zeus81, Cyanic, Lizzie S, Zeriab, Draycos Goldaryn, Cremno, Selwyn, Glitchfinder, Poccil, Vgvgf, XRXS Scripter, Dubealex, Phylomorphis, Rabu, Cogwheel, Der VVulfman, Polraudio, Andreas21, Amaranth, Angelix, Shaz, Near Fantastica, Blizzard, KK20, LiTTleDRAgo, Heretic, game_guy, and Moghunter.

I give a shout out to this forum in the credits, along with these users (not sure if all of them are registered here, but a lot of them are.)

Electronic and Computer Section / Re: How To Download Photoshop for free
« Last post by KK20 on August 13, 2017, 03:21:34 AM »

Will I tell you?


Was this a pointless topic?


*moves and  :lock:*
RMMV Script Database / [MV] DoubleX RMMV Status Bars
« Last post by DoubleX on August 12, 2017, 05:18:44 PM »
DoubleX RMMV Status Bars
Authors: DoubleX
Version: v1.01a
Type: Status Bars Add-on
Key Term: Battle Add-on


Lets you use bars to show battler statuses on their sprites


  • The whole plugin can be disabled/enabled for the next battles
  • Uses Actor/Class/Weapon/Armor/Enemy/State notetags
  • Includes bars for HP, MP, TP and possibly more
  • Provides extreme control and freedom to those having at least a basic knowledge of what the RMMV codebase does by letting them use Javascript directly


DoubleX RMMV Status Bars v1.01a+


DoubleX RMMV Status Bars
(click to show/hide)


You're supposed to open this plugin js file to edit its configurations
The default plugin file name is DoubleX RMMV Status Bars v101a
If you want to change that, you must edit the value of DoubleX_RMMV.Status_Bars_File, which must be done via opening this plugin js file directly


No compatibility issues yet.

Credits and Thanks

  • DoubleX(Optional)

Author's Notes

Code: [Select]
*    # Terms Of Use                                                         
*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.   
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.           
*      4. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      5. I always reserve the right to deny you from using this plugin     
*         anymore if you've violated any of the above.                       
*    # Prerequisites                                                         
*      Abilities:                                                           
*      1. Nothing special for most rudimetary use cases                     
*      2. Little RMMV plugin development proficiency for most ordinary uses 
*      3. Some RMMV plugin development proficiency to fully utilize this     
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