Showing posts with label VXAce Scripts. Show all posts
Showing posts with label VXAce Scripts. Show all posts

Tuesday, December 30, 2014

Adon Random Battle BGM

Tired of the same old battle BGM playing in battle? I'm sure your players are as well! Nothing irritates me more than games that have a single battle BGM, especially when the soundtrack is great! I want variety in every aspect of the battle.

I have come up with a solution, at least for RPG Maker VX Ace users. (This is also likely compatible with VX with a few adjustments, but I already have one available.)

From the script file:


# This script's function is to play a random BGM of a set of your choosing.
# There is no outside influence besides the ADON237_SPECIAL_BATTLE_SWITCH that will
# prevent the random BGM from playing.
# Just modify the array based on the instructions and you will be good to go!

Just configure the special battle switch ID to the switch that you want to disable the Random Battle BGM, and then add/replace the entries with the name of the BGMs you plan on using. 

Wednesday, July 3, 2013

~Animated Title Screen~ [VXA]

Animated Title Screen

Based off of the VS:Animated Title Screen by Hanzo Kimura

Modified by Adon237



Introduction
  As I was on a hunt looking for some new and exciting title screen script, when I found the one Hanzo Kimura was using in Valkyrie Stories. I was excited at first, but came to realize that all of the extra graphics wasn't what I wanted. This script is simplified, instead of fancy title option selection, this script gives you the regular title select window, along with a title background, sparkles floating on it, and a logo that waves at a set rate. With decent artistic ability, this script can create a gorgeous start screen.



Features
- A fully functioning title screen, with a static background, particles floating along it, and a logo that waves at a set rate.

Screenshots


How to Use
Download the demo, which contains the script itself along with sample graphics. Copy the script into your project, and modify the title graphics to your liking.  I am using this script in my game, and the graphics provided are being used in it, so I do ask that you don't just stick them in and call it a day, please change it up some. :)


Script
Get it here: http://rpgmaker.net/users/Adon237/locker/ATSwLAdon.zip

FAQ
Q: Zuggablargh! This script isn't working blah blah blah you suck!
A: This script may be incompatible with other things, especially things that modify the title screen (who'da thunk it?) as well as scripts that show logos before the script. Always test to make sure! I am not responsible for making this compatible for you, though I can verify its compatibility as I have tested it in a project stuffed to the brim with scripts.

Credit and Thanks
- Hanzo Kimura (either he or his scripter created this script)
- Brave2Kilo (converted it to ACE)
- Adon237 (modified the script)

Wednesday, December 5, 2012

YEM Party Influenced Music - Ace port

YEM Party Influenced Music (ACE)

Ported to Ace by Adon237

For some odd reason, no other ACE users that I have seen cared about this script, but it was one of my favorites. I always hate listening to the same battle music all of the time, it gets monotonous after a while, no matter how gorgeous the theme is. This script aims to solve that problem, by giving the ability to assign party members themes. Here is how it works: (don't yell at me for my poor syntax highlighting, I do not see a code option)

# This hash adjusts the random battle themes that may be played depending
# on whether or not the party member is present in the battle when the music
# loads up. Each array contains possible themes that may play for battle.
# Actor 0 is the common pool. Inside of that array contains all of the
# battle themes that can bebe played regardless of who's in the party.
ACTOR_MUSIC ={ # ActorID 0 must exist.
# ActorID =>;
0 => , # End Common
1 => , # End Actor1
2 => , # End Actor2
3 => , # End Actor3
} # Do not remove this.
 That up there is the main configuration section, AKA where you will be assigning actor ids to music.

[RPG::BGM.new("Party", 100, 100)],

The above is what is used to assign a BGM to an actor. So let's start by setting 0, or a common BGM that has a chance of being chosen no matter what. Say you wanted the ever so awesome "Battle7" bgm file from the RTP to be used as a battle theme, you simply replace what is in the ""s with Battle7.

[RPG::BGM.new("Battle7", 100, 100)],

 This should be inserted after the 0 => in the configuration. If you want to adjust Volume and Pitch, simply change the values of the numbers after the BGM name. The first one SHOULD be for volume, and the second for pitch.

It is that simple! When actors that have any of the Ids with a bgm assigned, they BGM that will play will be selected from 0 and the actor ids in battle. Example, if actor1, actor4, actor12, and actor3 were in battle, themes assigned to 0,1,4,12, and 3 will be entered to be randomly selected.

Download/Notes:

There is no need for a demo, there aren't any graphics or anything that needs to be demonstrated, so here is the download link:
YEM Party Influenced Music ACE 

Please credit Yanfly for making the original in VX, and Adon237 for porting to Ace. 
This should be compatible with nearly everything, besides scripts that do the same thing.