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Vis_Mage last won the day on October 28 2018

Vis_Mage had the most liked content!


About Vis_Mage

  • Rank
    Novice Magician
  • Birthday 12/27/1996

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

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    Game Developer

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  1. Vis_Mage

    VE Materia - Tweak to AP

  2. Vis_Mage

    VE Materia - Tweak to AP

  3. Vis_Mage

    VE Materia - Tweak to AP

  4. 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.
  5. 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 :)
  6. 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.
  7. 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
  8. 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!
  9. Vis_Mage

    VE Materia - Tweak to AP

  10. 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!
  11. 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!
  12. 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.
  13. 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!
  14. You know, I am curious. What kind of magic does a vis mage do anyway?

    1. Vis_Mage


      Vis is an element in my game, or in a way, it's 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 😎. A fireball here, some ice spikes there, a typhoon over yonder, all that fun stuff. A jack of all trades, master of none. 🙃


      Thanks for asking! :) 

    2. 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