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12 ⋆About kurashi

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Fledgling Scriptwriter
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It might help if you realized that code isn't real code and was only used to get you thinking. Edit: Might also help if you did any actual searching yourself. Quick google search for "RPG Maker Ace different mana name per class" gave me the link at the bottom (Fourth result! Which is in these forums btw!) that literally has what you're looking for. Not to mention that I have already answered this question for some else (Not you obviously since I tried to get you to do the work yourself) on the steam forums. I suggest you look at the second post. Don't want your lazy attitude to put you somewhere that you can't comprehend: http://www.rpgmakercentral.com/topic/28260-modified-mana-vocab-per-class-and-yanfly-compatibility/
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I once helped the creator of Waste Walkers implement Cidiomar's Keyboard script. Here's Hime's post on how to use it. http://himeworks.com/2013/07/full-input-keyboard/ Hope you can figure it out from it.
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- start and select are nice
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another thing you could do to reset the charge is to have it done during the damage calculations or something. check to see if the skill being used is charge and if not then set the value back to default. I'm out of practice with to maker so I've forgotten the exact code you'd need to change.
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Try connecting an item to a common event like this one: http://i.imgur.com/7JXMOJo.png
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I made a mouse system before however it was really slow. Only the left and right buttons worked as the scroll wheel is treated as an event(Windows stuff) rather than a raw input. I can try to find the mouse button part, but it had a dependancy that I no longer remember.
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How to make the most of custom formulae. Part #1
kurashi replied to Fomar0153's topic in Developing Tools
Well for one if you are setting any variable to something it's always in the order of var=value so what you should have done is $game_variables[18]=a.id Note here's another neat tip: you can shorten that to \V[18]=a.id -
That doesn't solve the problem Soulpour777. You should do a bit more quality check in your work: http://i.imgur.com/nYOrj9b.png It's for the same reason that I haven't posted my script here. Although mine does have the stuff at the bottom. Easy change between the two.
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No we get the same problem. I'm not that great of a scripter so that's why I'm having to puzzle it out, but I think it's because of how the default item menu calls the menu. They're created on the same viewport so that means that they hold the same graphic processing thread I think.
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Ah.... Having some difficulties fixing a problem I found when using an item on an actor. Half the window disappears! As I'm sure you can see this isn't really ideal.
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Would something like this work? http://i.imgur.com/XHEb627.png
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Running footage or pictures if the player idles at the title screen.
kurashi replied to sjmorgan's topic in Programming
The only thing I'd know for certain on this is that you wouldn't be able to use a video. I tried making a skipable video and it wouldn't work because RPG Maker ignores input during that time. -
kurashi started following Short one keyboard key for my game (XAS)
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It's calling the sound for every character. Originally made the script for a typewriter effect. Here's a version that will play the effect every other character. $textSound = "" class Window_Message < Window_Base # Typing sound text def process_all_text open_and_wait @time = 0 text = convert_escape_characters($game_message.all_text) pos = {} new_page(text, pos) while !text.empty? process_character(text.slice!(0, 1), text, pos) @time += 1 next unless $textSound.length > 0 and @time >= 2 RPG::SE.new( $textSound ).play @time = 0 end end end
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For the Sounds I have this script. Requires you to use a script call command to change $textSound to the name of the sound effect file you want to use. If the character doesn't have a sound then you must make the variable equal empty quotation marks (""). You do not change the code directly. Place it below materials and above main. Example: $textSound = "SansVoice_SE" $textSound = "" class Window_Message < Window_Base # Typing sound text def process_all_text open_and_wait text = convert_escape_characters($game_message.all_text) pos = {} new_page(text, pos) while !text.empty? process_character(text.slice!(0, 1), text, pos) next unless $textSound.length > 0 RPG::SE.new( $textSound ).play end end end As for the fonts I have already made a script here: http://pastebin.com/NzSWBPsy Instructions are in the script header. Both scripts follow the same license.
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This should have been in script support.
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Could have had this to you hours ago, but I made it easier for you to use (which caused some headaches). http://pastebin.com/q82kWH1f Simply put, once you have this script in it's place below Materials you can put a tag in the note box with the percentage you want to increase the gold by. If you want the item to give +5% gold then you would put <goldboost 5> into the box. Keep in mind however that this script will remove any fractional pieces so 10 + 0.5 gold (20% of 10) would still come out to 10 gold.


