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Everything posted by Vis_Mage
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VTS-Elemental Charge Field - More than 8 Elements Tweak
Vis_Mage replied to Vis_Mage's topic in Programming
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 -
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!
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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!
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Thank you for the advice everyone! Indeed, Sixth helped me get things worked out last night, so all is good now.
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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!
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@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! :)
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Happy Halloween! Hope everyone's day is spooktacular!~
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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!
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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!
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Hey I was hoping someone could help me with a pretty simple request. Pretty much all I'm looking for is a transparent overlay for a VxAce icon, with the numbers 1-10 taking up the bottom-right corner of the icon. If that doesn't make much sense, here's an example of what I mean: Given how small the icons already are, I'd think the number should roughly take up the bottom-right quadrant of the icon size to be easily visible, but do what you think is needed to make it easy to see. In case you're curious, I'm using a form of "stacking" status effects, and am hoping this will make it easier to tell how many "stacks" of a status is applied. Thanks you!
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Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
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Skill that Targets Random Ally
Vis_Mage replied to Vis_Mage's topic in Editor Support and Discussion
A bit late on my response, but thank you everyone for your help! Works like a charm! -
Extra Skill & Item Use Message Functions
Vis_Mage replied to Shadowmaster9000's topic in Completed Scripts/Plugins/etc.
By any chance does anyone have a copy of this script? -
Heads up to anyone looking to buy MV/Ace/VX/XP/2003, humble bundle has them all at ~80% off, but the sale ends in like 12 hours!
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Bump
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Bump-a roo!~
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By any chance, would anyone still have this script? I haven't been able to track it down anywhere, and it seems to have gone down years ago.
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Calling the equipment for a specific actor menu through script
Vis_Mage replied to _Tim_'s topic in Programming
No problem! Use this script call in an event (event page 3, bottom option is script). $game_party.menu_actor = $game_actors[4] SceneManager.call(Scene_Equip) This will open the equip menu for actor 4 in the database. Just change the 4 to whatever actor you want. -
Awesome, this is exactly what I has trying to do! Tried it out, and it works great. Thanks a ton, to both of you!
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Getting the price value of an item and storing it in a variable! (Got it!)
Vis_Mage replied to PhoenixSoul's topic in Tutorials
This is pretty nifty actually, I could see it working well with creating an auctioneer system, or a shop where the buy-able items are displayed on shelves, as opposed to a menu. -
Badweather4cast has entered the room.
Vis_Mage replied to Badweather4cast's topic in Introductions & Farewells
Hey, welcome to the forums! -
Welcome to the forums!
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Welcome to the forums!
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A quick heads up for anyone using this script, some of the script calls in the header of the script are incorrect, and will cause a crash. Namely, the script calls that say "email" has to be changed to just "mail". For example: $game_system.add_email(:mail2) would crash, unless you changed it to $game_system.add_mail(:mail2)


