Last Update: 2012.02.18
Script Download
This is the basic script for the system from Victor Engine and is required to use the scripts from the engine. This script offer some new functions to be used within many scripts of the engine.
Comment calls
One of the main functions of this script is the ‘Comment Call’, it allows to use Event comments in a way similar to Script Calls.






















Might be a stupid question, but i just assumed that i couldnt use your engine + script together with Yanfly’s engine + scripts, and now that looked around i didnt really find anything about it. Can i have the best of both worlds, or will they collide harshly codewise?
I can’t ensure compatibility between my script and Yanfly Scripts. I never analyzed YF scripts deeply, so i don’t kwow how it is codewise.
you should see the compatibility section of the header of all my script, i list all methods overwritten and aliased, and see if they clash with any overwritten/aliased method on the YF scripts. You should pay more attention to the overwritten ones.
I plan to make many of the scripts similar to the ones yanfly already relased, but i’m avoiding to do it now to offer more options.
I will just have to look into it deeper as i implement them then ^^ See what works and what does not. I was just thinking for myself yesterday “What if there was a VicFly engine that could use all them awesome scripts. Wait a minute…” and had to ask if at least the basic engines works together ^^
Most specificly i was after combining the awesomeness of your Custom Collapse, Loop Animation, Character Effect, Action Conditions and Custom Vehicles to make things look awesome and feel smooth, while combining it with the awesomeness of Yanflys Battle Engine, Class System, More Equipslots and Battle Command list.
And its freakin hard to choose either, because the things i can do with them combined are spectacular :P
I think the only one that might have compatibility issues is the YF Battle Engine with the my battle related scritps, since it probably rewrites some methods. The others i suppose that there will be no serious problems at all
Excuse my ignorance, but could you please explain the ‘comment call notetags’ and ‘comment notetags’ a little more? I don’t quite get the difference between the two (do they go to different places? Different code?).
I have it where I create a comment in an event with the codes and it works, but all all maps, all of the time. Is that right? Also for some, like fog, there doesn’t seem to be enough lines in a single comment box, so do you just split it up through multiple comments?
Sorry to be a bother, I just want to make sure I’m doing it right.
Comment calls are like a script call, they’re processed only when the event comment is called (although comments do nothing by default, they’re called as any other event comand), so if there is a message before the call, the comment call will process only after the message.
The coment notetag is called automatically each refresh (when the event is created or change pages), and it’s place on the event page doesn’t matter.
Think that comment calls are active skills (must be used to have effect), and comment notetag as a passive skill (wich are active passively without needing you calling them)
Also you don’t need to actually put one command in one line, you can put all in one line, separated by , or ;
Ah okay, gotcha :) Thank you!
I’m not certain whether it is the combination of scripts, or the newest version of basic.
But when I enter a map that has shade tint over it, with your light script, and when I use “actor light”.. It crashes. Says: ” Line 618: No method error occured. Undefined method ‘visible followers’, etc.
it was working fine until I updated basic.
I had this same error with a project with just the Basic Module and Light Effects. I’ve used this script before so I’m not sure why its happening now. Just to make sure I copied the newest versions of the scripts too.
I know nothing’s wrong with your scripts, but was hoping you can help me out with another problem related… I seem to get this error when I try to activate the Button Common Events script (Pressing A should setup a light source to the player when a ‘torch’ is equipped)
imageshack.us/photo/my-images/11/screenbd.png/
This is the line that seems to conflict: def actors
[$game_player] + $game_player.followers.visible_followers
end
Same error I’m getting myself, after I updated to the newest basic.
errr dont know if its possible but is there a way i can get your scripts to work fully with yanflys enemy level script (shows the enemy level but no stat increase
Not working for me for some reason….
Keeps on saying error!
can you please tell me what I did wrong!!!
It also usually says
Script ‘ ‘ line 853: NameError occured.
undefined method ‘command_108′ for class ‘Game_Interpreter’
then after that
it says Window Base.
Then so on and so on….
Please help :(
Did you put this on the RIGHT place? custo scripts must be placed bellow ALL other scripts but Main, on the Materials Section. There’s absolutely no way of this error happening if you instal the script correclty, since command_108 is the comment command.
is this script compatible with Jet Engine?
Victor,você pode fazer uma versão mais recente da demo?
Eu trabalho sozinho em um projeto e nao sou muito bom com scripts(tenho problemas desde o RM XP).
E se eu tiver um exemplo,eu consigo fazer…eu li todos os comentários acima,porém não consigo fazer funcionar nem com os exemplos dados…
Apaga essa reply por favor…ela era pra ser na pagina de Light Effects..
This is great! And the manual is really well put together. Since I’m not familiar with ruby script at all, I think I’m going to have fun experimenting with your script while learning ruby. Thanks a bunch!
why is my actors are still invisible even though i installed the “VE: Actors Battler” script.
Probably because you didn’t read the instructions. The scripts aren’t magic copy/paste. Follow the instructions to make them work properly.
i manage to make the actors appear, but this script is not compatible for some yanfly scripts such as the combo skill…
Hello !
In your engine, is there any option for the 1024×768 resolution ?
If there isnt, and i mix it with Yanfly’s engine, then can i keep the big resolution and your 4 pix movement at the same time?
Anyway am a beginner so i still have to find out the most of the things.
Do you have any advice to me like:in which order do i need to
use your scripts or something like that?
Do i need to know something important which is obvious for the skilled ones?
Thanks,your engine looks very promising !
There’s no way to go beyond 640 x 480. Unless you use modded dll file, wich is illegal and i don’t give support to such thing.
Also, you could test compatibility by yourself. I can’t keep track of compatibility with every single other script from the world.
But even with Yanfly script you can’t go beyond 640 x 480 legally.
Okay, i understand you.
One more i like to ask:
I making a custom hand-drawn parallax project and my biggest problem so far, that the size of the tiles are too big so i cant set invisible walls very precise because sometimes things on my drawning is running out and thats ugly when you has to stop a half meter before tha actuall edge.
With the 4 pix movement, can i set the events within the 32 sized tile like: the event doesnt fill the entire 32 sized square ,but i can put it in to a smaller space ?
If you want to know things about the pixel movement you should check the pixel movement script header, all info about what it can do is there.
I hope this is the right (or at least, not too wrong) place to ask about it…
Do you have plans to create a CTB script similar to the one you had in the Atoa CBS for XP? I searched in the site and found that Animated Battle is compatible with another CTB script by Yami, but if you are going to create your own I guess I’d better wait for it to avoid any issues…
While i’m goig to create one someday, i have no idea when i will do it.
Ok, thanks! Looking forward to it!
Não está dando para baixar aki…..queria tanto,se puder concertar o link.
Não tem nada para ser consertado, o Link está funcionand perfeitamente.
Obrigado pela resposta imediata.Mais aqui não está funcionando e também passei o link do seu site para alguns amigos tentarem e em alguns sistemas,dá error no dropbox,na hora de baixar.Não sei se é o link,mas tentei trocar de navegador e tudo mas não obtive sucesso.Poderia ver o que é para mim?Pois talvez pode ser um problema no própio site que pode estar em atualização….
Então é algo no dropbox. Aqui está tudo ok então não sei o que pode ser.
Obrigado por me dar toda atenção,era um error do dropbox mesmo…..
mas a situação normalizou e consegui abrir o arquivo.Mesmo assim agradeço a atenção.
Sorry if i’m an idiot to ask this but, in what section of scripts (Main, Materials, etc…)
do i have to put this and all the other scripts you created?
Really it makes me get mad!
Oh and if this is helping for telling why it dosent works it always says SOMETHING LIKE THIS:
ERROR – The script animated battle requires the script basic module
to download this go to (this site)
Obviously it shows that you don’t even read the instructions.
The basic module is required for ANY of my scripts. If a script requires another, it will listed on the script header.
So before copy/pasting scripts, read the instructions.
I’m rather new to RPGMaker VX Ace, And I’m still a little confused as how to initiate a comment call.
I know how to make an event, I know how to make a comment within that event.
I don’t know how to make a comment call in that comment.
Specifically I’m trying to enable jumping with the Free Jump Module you made.
Any help is greatly appreciated.