Jump to content

Vis_Mage

Member
  • Content Count

    254
  • Joined

  • Last visited

  • Days Won

    2

Vis_Mage last won the day on October 28 2018

Vis_Mage had the most liked content!

4 Followers

About Vis_Mage

  • Rank
    Novice Magician
  • Birthday 12/27/1996

Profile Information

  • Gender
    Male
  • Location
    Ridge Island
  • Interests
    Game Making, Golden Sun, Speedrunning Sonic Adventure, Old School Yu-Gi-Oh, and way too much Minecraft

RPG Maker Information

  • RM Skill -
    Game Developer

Recent Profile Visitors

7,420 profile views
  1. For anyone looking to pick up MV, VxAce, or any of the older engines, they're all on sale at Humble Bundle for 80-90% off:

    https://www.humblebundle.com/store/search?sort=bestselling&search=rpg maker

    1. PhoenixSoul

      PhoenixSoul

      Just the engines? (I have the base engines already)

  2. Hello! :) Would someone be able to help me with setting up Triacontane's Submenu Commands plugin? Evenenwith google translate, I can't for the life of me figure out how I'm supposed to set things up. https://triacontane.blogspot.com/2017/04/blog-post.html?m=1#comment-form What I'm hoping to do is create a "parent" menu option named Journal. And when it is selected, a handful of "children" options such as Quest Log, Bestiary, and Help can be selected. At the moment though, I can't seem to get any menu commands I try to set up in the plugin configuration to show up on the menu at all. I'm guessing that I just haven't properly configured it, but after a few hours of trying, I haven't had any luck. Just as a note, I have been trying this in a fresh project, so no plugin incompatibilities to worry about. Thank you
  3. Out of curiosity, is there anyone around the forums that currently accepts (fairly complex) MV Plugin commissions?

    1. PhoenixSoul

      PhoenixSoul

      Hmmm...
      I can't think of anyone from the top of my head, but hopefully someone does.

  4. Vis_Mage

    Charles' Creation Corner

    I've been working with Charles on many, many commissions over the course of the past two years, and all throughout, he has been very responsive, and has done consistently great work. I cannot recommend his service enough!
  5. Vis_Mage

    Booster Pack & Card Icons

    Awesome icons! Definitely glad to have stumbled across them.
  6. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  7. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  8. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  9. Vis_Mage

    VE Materia - Tweak to AP

    Woah, sorry for the radio silence. Either I missed the notification that you had replied, or I hadn't got one. Sorry for leaving you in the dark. If you're still available, I've somewhat refined what I'm hoping to achieve, which might make it a bit easier. In the past month or so, I've made a few changes in the script, so I'll provide the newest version. Hopefully this one works for you, but if not, I could put together a little demo project. With that said, I ended up changing how AP will be handled, in a way that should hopefully make things much simpler than my previous request. In the newest version of the script, at line 574 you'll see: @ap ||= $game_variables[198]___ With how it's currently set up, when I obtain a materia, it's initial total AP is set to the value of variable 198. Instead of setting the AP to the equipped actor's LV, I'm just looking for a way to manually increase a given materia's AP via a script call. For reference, In game I have different groups of materia (Fire/Water/Ice/etc.). When you first get a fire materia, it will have 1 total AP, once you get a second fire materia, I'll then set ALL fire materia to have 2 total AP. I'll handle keeping track of owned materia, and the AP gain via an event, all I need it a way to set all materia with an armor ID of X to a certain amount of AP.
  10. Call me old fashioned, but I love the old school RPG styled tired spells. Stuff like Final Fantasy's Thunder-Thundra-Thundaga, or Dragon Quests Woosh-Wooshle-KaWoosh-Kawooshle. It has a certain charm to it, and makes it easy to tell how powerful a spell is at a glance. I know it's kind of a divided opinion whether this type of skill names are liked or not, but it's really nostalgic to me. So, I've been trying to come up with a good sounding set of prefixes/suffixes for my own JRPG, but have been stumped on this for longer than I care to admit. :p I currently am working with Flare-Flaremore-Flaremire, with either RaFlare or OmniFlare as a multi-target version of the spell, but it just doesn't feel right. I'd really appreciate any brainstorming help here. Thank you :)
  11. Vis_Mage

    VE Materia - Tweak to AP

    No problem, I'll do what I can to try and explain it better. I'm looking to change how the script handles AP. Instead of actually gaining any AP from battles, I'm looking for the script to set a Materia's current AP to be equal to the equipped actors level. For example, if you equipped a Fire Materia to a LV.5 actor, it would set that Materia's current AP to 5. On the Materia themselves, I have the tag <ap list: 10, 20, 35, 50> . In this case, the Materia would be at rank 1 if the equipped actor was LV10 or less, rank 2 if the equipped actor was between LV10-20, etc. In this scenario, I don't actually use the <ap: x> tag. The Materia script also doesn't play well with several of the commonly used Victory Aftermath scripts, so I was kinda hoping this would indirectly work around that too.
  12. Thank you very much! In case anyone else finds this thread, and are interested in the script edit, you can find it here: https://forums.rpgmakerweb.com/index.php?threads/vts-elemental-charge-field-more-than-8-elements-tweak.109363/#post-971872
  13. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  14. Vis_Mage

    VE Materia - Tweak to AP

    Bump
×