Return to site

Rpg Maker Vx Materia System

broken image


One of Yanfly's scripts is called the Ace Message System. I originally got this script because it allows you to reference an Item's ID in a Show Text command, and have RPG Maker automatically insert both the Item's Icon and it's Name.

2 days ago The first official English release of RPG Maker was XP in 2005. A lot has changed in 15 years, but at its core this is still the RPG Maker both loved, reviled, and sometimes ignored by the gaming. FF7's MATERIA SYSTEM added. Azara Town (Central) Battle Preview. Developer MetryoV; Engine RPG Maker VX; Genre RPG; Date Added 03:49 AM.


The reason this is important is because you might go and change the icon and/or name of an item at a later date, and if you do you definitely don't want to have to update every single event that refers to it manually.

Gotcha #1


If you install this script, you need to be aware of this section:
It's not made clear, but those numbers 21 and 22 are the IDs of your global variables. So if you're currently using variables 21 and 22 for other purposes, you need to change these numbers to be IDs of ones you aren't already using. Otherwise, you will get weird message window sizes that look broken.

Name Window


The Ace Message System also does a whole stack of other things as well. One of the best things is that it allows you to also display a Name Window above your message windows without having to make a custom script call. (I hate having to remember script calls.)
All you have to do is enter in n right into the Show Text command, much like any of the other commands to change font size or font colour, etc, and you'll get a name window displayed with the text you put between the angle brackets in it.

Rpg Maker Vx Free Download

Gotcha #2

Call me lazy, but I really didn't want to have to go back over every single Show Text command I'd so far written, and repeatedly type in n at the start of every single one, nor have to do so for every future one. Nor have to do so again if I happened to change someone's name.
So I modified the script to automatically put a Name Window on every Message Window that contained a Face Graphic, and to use the name of the file as the character's name.
This means that NPCs with specific names need their own Face Graphic file (which is not a bad thing, since I have trouble remembering which Face Graphic is whose for the more important NPCs). It also means that even the most insignificant NPC needs some sort of name or descriptor, but this isn't such a big deal. Descriptors can be really useful for the player, and I just use Villager, or Girl, or Noble, etc, which means I can also group a bunch of Face Graphics together into the same file for those insignificant NPCs for ease of use.
I also scripted it so that it will use the name of the file up until any underscore character. This means I can have 16 servant NPCs in two files named Servant_1.png and Servant_2.png and still have the Name Window just displaying 'Servant'.
All that's required is to modify the start_name_window method at around line 885 to look like this:

Use Event Name

An alternative is to use Yanfly's original logic of n, but to modify it so you can specify an Event ID in place of just any string. E.g. n<21> where 21 is Event 21.
The added line 803 below will take that tag and get the name of the Event that matches the given ID for the Name Window. If this tag is present in the Show Text command, this is what will be displayed in the Name Window rather than the name of the Face Graphic.

The rest of the lines in this method are variations that will change the position of the Name Window. I don't see myself ever doing that, so I didn't bother adding equivalent lines with the Event ID tag.

Gotcha #3

Getting an Event's name requires a bit of further tweaking. Even though the documentation clearly states that the Event object has a name property (and everything on Google indicates that it does for other people), the code I have in RPG Maker actually didn't.
So I had to go and add this into Yanfly's script as well:

Note that I put this well before the Name Window class.
System: PCReview Rating Legend
Dev: Enterbrain1.0 - 1.9 = Avoid4.0 - 4.4 = Great
Pub: Enterbrain2.0 - 2.4 = Poor4.5 - 4.9 = Must Buy
Release: Feb. 29, 20082.5 - 2.9 = Average5.0 = The Best
Players: 13.0 - 3.4 = Fair
ESRB Rating: Everyone3.5 - 3.9 = Good
Materia

The early days of RPG gaming holds a soft spot in many hearts of many oldschool devotees. Wandering around insipid 2D map grids in search of invisible random encounters to grind in order to level-up, stock up on gold, and gain new abilities for use against the denizens of yet another dank pixilated dungeon is a pastime that should invoke a feeling nostalgia for anyone who's picked up RPG gaming in the earlier part of the past three decades. RPGs have come a long way since, but the basic mechanics are still appealing on a certain level to this day. Japanese game and magazine publisher Enterbrain has just unleashed the next iteration of a program that empowers budding developers and RPG fans alike to create their own dungeon crawling masterpieces.

Rpg Maker Vx Download

The RPG Maker series has a long history with roots dating back to Japan circa 1988. A slew of Japanese variations of the game were released over the course of a decade under various titles before RPG Maker eventually made its U.S. debut on the PlayStation in 2000. A sequel featuring 3D graphics was released on the PS2 in 2003, and the series finally made it onto American PC with the release of RPG Maker XP in 2005. The newly released RMVX incorporates some major components from each of the three previous U.S. RPG Maker titles, but it also includes some overall changes designed to make the program easier to use for beginners. You don't have to know how to program a single line of code to be able to reap full benefits from this package.

The updated map editor - the one feature most users will find themselves dabbling with immediately - is excellently designed and simplified for constructing a solid foundation to work off of as you build your game. Various aspects of the map editor have been tweaked from past versions, and they make this portion of the game-making process a breeze. Several basic drawing tools including pencil, square, circle, and fill - an eraser is curiously absent - make it possible to easily select terrain tiles and quickly create the foundations for multilayered maps. The improved tiling system automatically forms borders between land and water, and it makes creating walls for buildings much simpler. A simple selection grid lets you choose which tiles are passable (players can walk on through them) and which are not. After creating the basic terrain, several layers of elements can be added to provide nice graphical touches.

Rpg Maker Vx Materia System Download

Rpg Maker Vx Materia System

The early days of RPG gaming holds a soft spot in many hearts of many oldschool devotees. Wandering around insipid 2D map grids in search of invisible random encounters to grind in order to level-up, stock up on gold, and gain new abilities for use against the denizens of yet another dank pixilated dungeon is a pastime that should invoke a feeling nostalgia for anyone who's picked up RPG gaming in the earlier part of the past three decades. RPGs have come a long way since, but the basic mechanics are still appealing on a certain level to this day. Japanese game and magazine publisher Enterbrain has just unleashed the next iteration of a program that empowers budding developers and RPG fans alike to create their own dungeon crawling masterpieces.

Rpg Maker Vx Download

The RPG Maker series has a long history with roots dating back to Japan circa 1988. A slew of Japanese variations of the game were released over the course of a decade under various titles before RPG Maker eventually made its U.S. debut on the PlayStation in 2000. A sequel featuring 3D graphics was released on the PS2 in 2003, and the series finally made it onto American PC with the release of RPG Maker XP in 2005. The newly released RMVX incorporates some major components from each of the three previous U.S. RPG Maker titles, but it also includes some overall changes designed to make the program easier to use for beginners. You don't have to know how to program a single line of code to be able to reap full benefits from this package.

The updated map editor - the one feature most users will find themselves dabbling with immediately - is excellently designed and simplified for constructing a solid foundation to work off of as you build your game. Various aspects of the map editor have been tweaked from past versions, and they make this portion of the game-making process a breeze. Several basic drawing tools including pencil, square, circle, and fill - an eraser is curiously absent - make it possible to easily select terrain tiles and quickly create the foundations for multilayered maps. The improved tiling system automatically forms borders between land and water, and it makes creating walls for buildings much simpler. A simple selection grid lets you choose which tiles are passable (players can walk on through them) and which are not. After creating the basic terrain, several layers of elements can be added to provide nice graphical touches.

Rpg Maker Vx Materia System Download

No self-respecting over-world map is complete without plenty of towns, dungeons, and special event locations scattered about for players to encounter. Using events, additional smaller maps can be made and linked to the main over-world map. This lets you create multi-level dungeons or sprawling town locations without mucking up your primary map. Numerous transition effects can also be assigned when moving from one map to another. If you're impatient or indecisive about how to form your dungeons, an automatic dungeon generating tool can do all the work for you with a few button presses. It forms the maze-like basic walls and floors of a dungeon, leaving the fun part of sticking encounters, treasure chests, and other features up to you. Stocking your realm with a plentiful supply of enemy encounters, treasure, NPC, story events, and other elements is equally simple.

The basic play mechanic foundation for any game you choose to create is already laid out from the start, unless you choose to substantially change the system. A series of database menus lets you make a huge range of adjustments to any aspect of characters in your game, from their appearance and abilities to how fast they gain experience and level-up. Likewise, you can adjust the properties of items, monsters, classes, status effects, animations, and much more. The interface affords users total control over all aspects of their game. At the same time, it makes the process feasible without being overly convoluted.





broken image