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\\r : Enemy ID’s Item Drop(index:0.2)Ġ would be first drop, 1 is second drop, 2 is third drop in database Valid Types: 0.MHP 1.MMP 2.ATK 3.DEF 4.MATK 5.MDEF 6.AGI 7.LUK For the sake of time and laziness, I’m just going to post a translation of that entire block. You’re going to notice a wall of green, commented-out text as you scroll down to the section where you set terms. There are a lot of scripts that limit you to what the database can show or whatever else, but this script is very flexible in what you show and how you show it. I love this script for the way it handles terms. The rest of the category work is done in the section where we set up the terms. Oddly enough, you’re done with categories for the most part. All category names should be in “quotations” and separated by commas. They will show up in the order you put them in the array, so make sure you’re listing them in the order you want. You can add as many categories to this array as you want.
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The categories shown in this are People, Enemies, Locations, Items, and Terms. To edit your categories, find this in the Configuration: You can have as many categories as you’d like, though some layouts are better for smaller amounts of categories. One of the plugins available on Claimh’s page is a plugin to make these fill in as you collect the items, weapons, and fight the enemies, but I’ve yet to play with this. I’ll go over what these calls are later in the tutorial. These terms will not auto-fill as you collect items or meet people, so you must put them in using event calls. Within those categories you have your actual terms, and teach term can have one or several pages about the term. The way the script works, you have categories of terms. It should read like so:ĭraw_text(x, 0, 200, line_height, the line to this:ĭraw_text(x, 0, 200, line_height, should cause your names to show up properly.Īlright, with that out of the way, let’s set up our Categories. So use at your own risk or prepare to make many item and people names without n’s. So far this fix hasn’t caused me any problems, though if anyone runs into any problems with the script because of it, I’m afraid I can’t really help. There is a problem in the Window Class that causes the letter ‘n’ to not show up in the names of dictionary entries. I give credit for this fix to Caveras from. It looks like a lot, but we will only be playing with Configuration, using some calls from Event Script, and editing a single line in Window Class.įirst, we’re going to fix an issue. I have named each of the five scripts as such and will be referring to them in that way for the duration of the tutorial. The translation for those, in order, are Configuration, Database, Event Script, Window Class, and Scene Class.
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Put each in its own script beneath materials. I may do that in a future tutorial but no promises. I’m not going over installing the plugins in this tutorial, as I’ve yet to translate and set them up for myself. There are two extra parts near the bottom but those are plugins. So first, obviously, you need the script from here: If you are familiar with making scripts and know Ruby, then you can probably figure this out without translating the Japanese notes at all. This tutorial is meant more for people who can’t understand Japanese AND don’t know Ruby. However, this script is more than usable without translation with just a little setup. Even though I’ve moved on to MV, I wanted to keep this tutorial up for those still using VXA that need help with this script.Ĭlaimh does not wish for his script to be translated and so I will not release a translated version to anyone, not even privately. So back in the RPG Maker VXA days, I had more than a few questions about this and decided to make a dedicated tutorial explaining Claimh’s Dictionary Script.