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Vis_Mage

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Vis_Mage last won the day on October 28 2018

Vis_Mage had the most liked content!

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About Vis_Mage

  • Rank
    Novice Magician
  • Birthday 12/27/1996

Profile Information

  • Gender
    Male
  • Location
    Ridge Island
  • Interests
    Game making, Mario Kart Wii, Nintendo, Psychology, Teaching, and sitting around at the beach.

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  • RM Skill -
    Game Developer

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  1. 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.
  2. 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
  3. 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!
  4. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  5. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  6. Hello! I was hoping someone could help me a small change to MOG's Battle Result script. By default, when you level up and learn skills, it will cycle through all the new skills you've just learned. The issue I'm running into through is that I actually give characters a bunch of skills upon level up, but only access to certain skills, based on their class. What I'm hoping is to tweak the script to instead of going through all the unlocked skills, to instead just say "New Skills Learned" once (as opposed to giving the message for each individual skill). I hope this makes sense. By all means, let me know if you have any questions. Thank you!
  7. Vis_Mage

    Battle Pouch - Script Request

    Thank you for the advice everyone! Indeed, Sixth helped me get things worked out last night, so all is good now.
  8. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  9. You know, I am curious. What kind of magic does a vis mage do anyway?

    1. Vis_Mage

      Vis_Mage

      Vis is an element in my game, or in a way, it'sย kinda all the elements in my game. It's pretty much a pure state of mana, before it has gained an elemental affinity. As such, someone who can control Vis can essentially control all the other elements at the same time, like some sort of Rainbow Mage ๐Ÿ˜Ž. A fireball here, some ice spikes there, a typhoon over yonder, all that fun stuff. A jack of all trades, master of none.ย ๐Ÿ™ƒ

      ย 

      Thanks for asking! :)ย 

    2. Kayzee

      Kayzee

      Oh! The word 'Vis' is kinda the same as the word 'Vim'! I thought there might have been something familiar about it...Though at first all I could think of was the old tool for visual culling for Quake levels. :3

  10. Vis_Mage

    Don't Show Damage if Damage = 0

    @PhoenixSoul Ah, I kinda figured that might be the case. I'm in the same boat as you as far as scripts go, I kinda just fumble around until things work out. @Kayzee Huh, that's pretty clever, and works great! Thanks a ton! :)
  11. Vis_Mage

    Don't Show Damage if Damage = 0

    Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
  12. Happy Halloween! Hope everyone's day is spooktacular!~๐Ÿ’€

    1. PhoenixSoul

      PhoenixSoul

      I celebrated Samhain, which was the first week-ish of the month.ย 

  13. Vis_Mage

    Pick a random number for item collecting ?

    Hey! Fortunately, what you're looking to do is pretty easy to set up by utilizing (you guessed it) variables. As a basic introduction to what variables are, they're essentially just keep track of a number, in which you can use later. To start things off, create a new event for your Garlic patch. Start off by using "Control Variable". At the top of the window by "Single", you'll have to pick a variable to use. Select an unused variable, and name it "Random Number". Next, for "Operation" make sure "Set" is selected. Lastly, for Operand, select "Random. Here you list the minimum and maximum pieces of garlic you want to be able to collect. For this example, I'll use 1-3. Just click "OK", and you've successfully set up a variable! Now to make use of it. Use the "Change Items" command, and select the garlic item. Instead of setting a static amount, you can now select your variable. You'll now be given a random amount of garlic depending on the min and max you set for the variable!
  14. Hey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
  15. I see the little pom-pom dust bunny paid me a visit a little while ago, lol

    Hadn't seen you around much...

    1. Vis_Mage

      Vis_Mage

      Haha, I'm still around here most days, even if I don't post too terribly often. Just sorta shy like that. ๐Ÿ™ƒ

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