Last Update: 2011.12.30
Script Download
This scripts allow the creation of new vehicle types with a new set of options available
Requires the Victor Engine – Basic Module
Comment calls note tags:
Tags to be used in events comment box, works like a script call.
<move vehicle type: id, x, y>
This tag allows to move the vehicle to a specif postion in a map.
type : vehicle type
id : map ID
x : coodinate X
y : coodinate Y
Script settings:
The settings works very like the note tags, except they’re set on the script, just add the tags between ” “. Any setting here can be omitted.
<character name: x>
Vehicle character graphic filename. Althogh it can be omitted, by doing so
the vehicle will have no graphic.
x : character filename
<character index: x>
Vehicle character index. Needed when using 8 characters charsets to set
wich graphic use. Not needed for single charsets (with $ in the name)
x : index (0-7)
<step animation>
This tag makes the vehicle display the “walking” animation even when
not moving while riding.
<character above>
With this tag the chacter needs to step above the vehicle to ride it.
Without it, you can’t step above it, and must face it to ride.
<passability: x>
Makes the vehicle inherit the passability settings of the player, boat,
ship or airship. if not set, the vehicle will have NO passability
beside the terrain and region passability. This only the basic setting
and can be changed with the terrains and regison.
x : type (player, boat, ship, airship)
<pass terrain: x> <pass terrain: x, x>
Set the terrain IDs that is passable when boarding the vehicle. Any tile
with this terrain ID is passable unless blocked by anoterh setting.
x : terrain ID (0-7)
<pass region: x> <pass region: x, x>
Set the region IDs that is passable when boarding the vehicle. Any tile
with this region ID is passable unless blocked by anoterh setting.
x : region ID (1-64)
<land terrain: x> <land terrain: x, x>
Set the terrain IDs that is landable when boarding the vehicle. You can
only land o valid tiles.
x : terrain ID (0-7)
<land region: x> <land region: x, x>
Set the region IDs that is passable when boarding the vehicle. You can
only land o valid tiles.
x : region ID (1-64)
<block terrain: x> <block terrain: x, x>
Set the terrain IDs that is blocked when boarding the vehicle, this
setting have priority over passablity and landing.
x : terrain ID (0-7)
<block region: x> <block region: x, x>
Set the region IDs that is blocked when boarding the vehicle, this
setting have priority over passablity and landing.
x : region ID (1-64)
<speed: x>
Character movement speed when driving the vehicle
x : speed (1-6)
<init map: x>
Inital map where the vehicle will be at the start of a new game.
You must also set the <init pos: x, y> .
x : map ID
<init pos: x, y>
Inital map coodinate X and Y where the vehicle will be at the start of
a new game. You must also set the <init map: x> .
x : map coodinate X
y : map coodinate Y
<music: 'name', x, y>
Set the music played when riding the vehicle.
name : BGM filename. (‘filename’)
<battleback 1: x>
Set a specicf floor battleback when riding the vehicle
x : battleback filename
<battleback 2: x>
Set a specicf backgroun battleback when riding the vehicle
x : battleback filename
<encounter rate: x%>
Change the encounter rate when riding the vehicle in a % value.
100% normal encounter rate, 0% no encounter.
x : encounter rate modifier



















It’s an error in this script string 607: NameError
undefined local variable or method ‘update_stop_ve_step_sound. I used only Custom Vehicles and required Basic Module.
I temporary cured it just #comment strings 606-609. But scripted vehicles, even the flying, continue to suffer damage from Poison Swamp tiles
I have a problem.
I’m trying to set a vehicle to only allow landing on a specific tile. However, when I set a region, I can land anywhere and when I set a terrain, I can’t land anywhere.
I thought it might be a script conflict, so I tried it again in a new project with only this script and the core one.
Any assistance would be great.
Thanks in advance.
The info you gave it too vague. But just to you know, the default terrain is 0 landable, and all tiles use terrain 0 as default, so, when you change the default terrain, it will not land anywhere else besides on that terrains.
So if you setup a terrain and a region, the land will be valid only when BOTH match,
I’m sorry that I can’t explain better.
Here is the script entry for the vehicle I’m trying to use.
VE_VEHICLE_SETTING = {
# The horse is a fast mount, while on it the chance of encounter is lowered
# but it doesn’t enter into forests.
boat2: ”
“,
I tried changing regions around and can’t get it to restrict the landing.
the settings didn’t show up because the blog consider < > a html tag, write down your settings again and use another sign, like { } just to ilustrate it.
Oh wow. Sorry.
Here you go.
[speed: 4] [init map: 1] [init pos: 187, 140]
[character name: Vehicle] [character index: 0]
[music: 'song', 100, 100] [passability: boat]
[land region: 1]
I’ve made a small change on the passability checks.
the terrain condition must always be met, if not set it’s considered 0 . Tthe region setting is ignored if not set, but if set, both region and terrain must met the settings. The default terrain and region is 0.
Ok. I’ll give it another try then. So both the terrain AND region must be assigned then, right? I’ll let you know if it works out. Thanks for the assist.
You don’t need to assing, but in case of terrain, by not assigning it will be considered 0 (all tiles have terrain zero).
If you assign only the region 1, for example, it will be valid only for region 1 and terrain 0.
Ok. It still doesn’t work for me… But now you can land anywhere with either one set.
Fiddled around with it some more and it’s working now. Thanks a lot for the help!
Hello! First I’d like to say that this script kicks ass! ;D
..Peace And Love!!
…But…
is there anyway you could add another tag to set which
terrain or region you CAN’T land on…instead of which ones you CAN land on…
know what I mean?? …I want to be able to fly everywhere with my airships… and I want them to
be able land most anywhere, except for on specific regions!
The and works well!..but I would like to reverse the effects of them!
….PS..I know nothing at all about scripting, so I was just hoping!
Anyway, thanks for your time!! Stay Groovy
Correction…..
**The {… region: x} and {… terrain: x} works well!
..but I would like to reverse the effects of them! …..
I need some help…
I have my water tiles set to passable…
so when the player walks on them they are sent backwards,
and when the player is in the airship they can pass over them.
But when I’m flying my new custom vehicle, an airship, i still fall in the water.
I need something like the “conditional branch” command in the event commands…
so I can set it to
…if…player is in (Custom Vehicle)…then…do this…else…do this
Is there any way you can help me?
Any help would be very appreciated!! Thanks! Peace