This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Script that allows you to specify custom scroll speeds for parallax scrolling. | |
# Note-tag maps with: | |
# | |
# <horz scroll: VALUE /> | |
# <vert scroll: VALUE /> | |
# | |
# The VALUE is a number that determines how fast it scrolls. | |
# | |
# You can specify positive or negative numbers depending on whether you want it to scroll left or right. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// By default, RPG Maker MV simply returns 0 and pretends nothing wrong happened. | |
// We allow it to continue to return 0, but it should print out a stacktrace. | |
Game_Action.prototype.evalDamageFormula = function(target) { | |
try { | |
var item = this.item(); | |
var a = this.subject(); | |
var b = target; | |
var v = $gameVariables._data; | |
var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Title: WASD Movement | |
# Author: Hime | |
# Description: Allows you to use WASD keys for movement, with support for | |
# diagonal movement: http://himeworks.com/2014/11/eight-directional-movement/ | |
#============================================================================== | |
module Input | |
#-------------------------------------------------------------------------- | |
# alias method: self.dir4 | |
#-------------------------------------------------------------------------- |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#================================================= ============================= | |
# Gamepad Extender v1.0a (7/25/12) | |
# by Lone Wolf | |
#------------------------------------------------------------------------------ | |
# This allows scripters to utilize the extra buttons on modern | |
# XInput-compatible gamepads. It requires DirectX 9.0 or later and | |
# an XInput compatible gamepad. Incompatible pads will default to | |
# using the standard Input module functionality. | |
# | |
# This is not a plug-and-play script. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
class Window_KeyItem < Window_ItemList | |
def make_item_list | |
@data = [] | |
$game_party.members.each {|mem| | |
@data.concat(mem.all_items.select {|item| include?(item) }) | |
} | |
@data.uniq! | |
@data.push(nil) if include?(nil) | |
end | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function Window_Test() { | |
this.initialize.apply(this, arguments); | |
} | |
Window_Test.prototype = Object.create(Window_Base.prototype); | |
Window_Test.prototype.constructor = Window_Test; | |
Window_Test.prototype.initialize = function() { | |
Window_Base.prototype.initialize.call(this, 0, 0, Graphics.width, 200); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* Insert this code under both yanfly's victory aftermath and HimeWorks Battle Action EXP to properly show level ups. | |
*/ | |
var TH_VictoryAftermath_BattleManager_startBattle = BattleManager.startBattle; | |
BattleManager.startBattle = function() { | |
TH_VictoryAftermath_BattleManager_startBattle.call(this); | |
this.prepareBattleStartInfo(); | |
} | |
BattleManager.prepareBattleStartInfo = function() { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Version 6 of Hime ATB. We implement custom initial ATB based on surprise or preemptive encounter | |
// Code example for tutorial: http://himeworks.com/2016/01/tutorial-series-hime-atb-6-initial-atb/ | |
var Imported = Imported || {} ; | |
var TH = TH || {}; | |
Imported.TH_ActiveTimeBattle = 1; | |
TH.ActiveTimeBattle = TH.ActiveTimeBattle || {}; | |
(function ($) { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Version 5 of Hime ATB. We implement a number of bug fixes that occur after testing various use cases | |
// Code example for tutorial: http://himeworks.com/2016/01/tutorial-series-hime-atb-5-bug-fixes-1/ | |
var Imported = Imported || {} ; | |
var TH = TH || {}; | |
Imported.TH_ActiveTimeBattle = 1; | |
TH.ActiveTimeBattle = TH.ActiveTimeBattle || {}; | |
(function ($) { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Version 3 of Hime ATB, with support for turn counts. | |
// Code example for tutorial: http://himeworks.com/2016/01/tutorial-series-hime-atb-3-implementing-turn-count/ | |
var Imported = Imported || {} ; | |
var TH = TH || {}; | |
Imported.TH_ActiveTimeBattle = 1; | |
TH.ActiveTimeBattle = TH.ActiveTimeBattle || {}; | |
(function ($) { |
NewerOlder