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Everything posted by Vis_Mage
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Does anyone still have a demo for this system? I'd really like to get some of the images for the script, but the dropbox isn't up anymore.
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Bump
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- recruitment
- request
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Hello, and welcome to my humble mapping workshop! Whether you're looking for one map,or one hundred, I've got you covered! I specialize in VxAce mapping, although I can accept MV commissions as well. To order a commission, either leave a post below, or send me a PM with the details of your request. We'll figure out the details through PM's. All prices are in US Dollars. Small maps ( >20x20 ) $5-$10 per map (Discounted if bought in bulk) Medium maps ( 30x30+ ) $15 per map Large maps ( 45x45+ ) $20 per map Giant maps ( 60x60+ ) $25-$35 per map Massive maps ( 90x90+ ) Can differ greatly depending on complexity. Provide me some details, and I'll give you an estimate. These are my base rates, although they may vary slightly depending on the complexity of your request. I do offer discounts for bulk orders, the amount of this discount will depend on a number of factors, including the amount and sizes of maps ordered. I do accept rush orders, although they will cost extra. As for payment, I typically work by a "pay half up front, pay the rest at the end" method. Once we figure out the details of the order, I'll send you my paypal email. Half of the agreed price must be payed upfront before I'll start working on your order. The other half will be payed after you are shown the maps, and I'll send over your order via PM. * I have the right to refuse requests. * Maps may take longer than expected to make, depending on real life situations. If for some reason I cannot finish your request, you will be refunded. * Once the map is completed, you must pay me for my work. I'll be happy to make some tweaks to the map if you'd prefer, but you can't simply decide not to pay. * You may use commissioned maps however you see fit, so long as it follows the terms of the resources used. * I reserve the right to use any maps commissioned. * If you use a commissioned map, please credit me as Vis_Mage. * By commissioning me, you accept that you are above the age of 18, or are doing so with permission of someone over the age of 18. * By commissioning me, you accept all above terms of service. If you have any questions, please don't hesitate to ask!
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Bump
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Does anyone have a copy of this script? The dropbox link isn't working for me.
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Id say that the better version depends on what you want your project to be. In my case, I'm using an Action Battle System (on map battles, like old school zelda) in my VxAce game. Although there is some good progress towards making an ABS in MV already, it just isn't close to the point of progression as some of the VxAce systems. Although, I'd be lying if I said I haven't heavily debated moving over to MV at least a dozen times regardless, simply due to how much more support it'll gather in the coming years, and the fact that I could just upscale/transfer all my Ace stuff over, bar the scripts.
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Hello! If possible, could someone help me create a cute little birdy creature for my game? Resource Type: Overworld character sprite Maker Format: VxAce Art Style: RTP (Chibi) style Description: I'd like to make an adorable bird monster. I have a battler sprite for it, posted below. References: Here's the battler sprite: Thank you!
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Wisconsin, the only place that SNOWS at the end of April. T-T
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
Works like a charm! Thanks a lot!- 11 replies
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
Ah, ok. I am indeed using the 1.1b script as well. EDIT: It just occurred to me that I probably wasn't very clear about this second issue. From what I can tell, it's not Theo's script that having the issue, it's the addon for it. It's up in the OP, but here it is for convenience sake: module THEO module Smith W_Upgrade_Table = { # <-- Do not touch this at all cost! # ------------------------------------------------------------------------ # Upgrade tree format. # ------------------------------------------------------------------------ # ID => [ <-- opening # # [{:symbol => num}, icon_index, name, description, sell_price, [[item_id, sum], [item_id, sum]]], # Level 2 # [{:symbol => num}, icon_index, name, description, sell_price], # Level 3 # [ <add more here for the next level> ], # Level 4 # # ], <-- ending (do not forget to add comma!) # ------------------------------------------------------------------------ # Just a quick guide won't kill yourself # ------------------------------------------------------------------------ # ID = Weapon ID in database. # # {:symbol => num } = Once you've upgrade your weapon, the parameter will # change whether it's up or down. Use the symbol to # represent the status. Here's the list: # --------------------------------------------------- # :atk = attack || :def = defense # :mat = magic atk || :mdf = magic defense # :agi = agility || :luk = luck # :mhp = Max HP || :mmp = Max MP # --------------------------------------------------- # And "num" is a number represent to parameter change # # icon_index = Represent as icon index. You may look the icon # index when you open the icon window dialog box and # see to the bottom left of that window. Use -1 if you # don't want to change weapon's icon once upgraded. # # name = The new name of upgraded weapon. Leave it blank ("") # if you wanna keep the original name # # description = The new description of upgraded weapon. Leave it # blank ("") if you wanna keep the original description # #=========================================================================== # EDIT (by vFoggy): # upgrade_price = A list with pairs of item_id and sum of item. Use # 0 for the item_id for gold price # # if you want gold instead of an item then use 0 for the item_id #=========================================================================== # Here's the example : # ------------------------------------------------------------------------ 1 => [ [{:atk => 2,:luk => 2},-1,"","", 500, [[1, 10], [0, 100]]], # dont forget comma [{:atk => 2},-1,"Iron Ax","Upgrade version of Hand ax", [[5, 3], [0, 200]]], [{:atk => 2},-1,"Silver Ax","", [[5, 50], [0, 500], [6, 2]]], ] # dont forget comma # add more here if it's necessary # ------------------------------------------------------------------------ } end end class Game_Party < Game_Unit # New method: checks if item can be upgraded def upgradable?(price) price.each do |id, count| if id == 0 return false if @gold < count else return false if item_number($data_items[id]) < count end end return true end end class Window_SmithMenu < Window_Selectable def enable?(index) actor = $game_party.members[index] return false if actor.equips[0].nil? # EDIT: check if it is enabled return actor.equips[0].next_weapon_exist? && $game_party.upgradable?(actor.equips[0].next_weapon.upgrade_price) end end class Scene_Smith < Scene_MenuBase def craft_weapon @confirm.close @confirm.deactivate $game_party.gain_item(next_weapon,1) # EDIT: remove each item that is needed next_weapon.upgrade_price.each do |id, count| if id == 0 $game_party.lose_gold(count) else $game_party.lose_item($data_items[id], count) end end last_equip = item_to_lose @notif_smith.show_weapon(last_equip) actor.change_equip(0,next_weapon) $game_party.lose_item(last_equip,1) @menu_actor.update_help @menu_actor.activate @menu_actor.refresh @gold_window.refresh end end class Window_SmithResult < Window_Base include THEO::Smith def draw_price_text(rect, price) y = rect.y x = rect.x price.each_with_index do |req, index| id = req[0] count = req[1] draw_text_ex(x, y, count) x += text_size(count).width if id == 0 draw_text_ex(x, y, "G ") x += text_size("G ").width else draw_icon($data_items[id].icon_index, x, y, true) x += 25 end draw_text_ex(x, y, " + ") unless index == price.length-1 x += text_size(" + ").width end end def draw_next_weapon ypos = 28 rect = Rect.new(0,ypos,contents.width,line_height) contents.font.size -= 4 change_color(text_color(Colour::Upgradable)) draw_text(rect,SVocab::Upgradable,2) change_color(system_color) draw_text(rect,SVocab::Cost) rect.x += text_size(SVocab::Cost).width change_color(normal_color) # EDIT: draw_price_text instead of draw_text draw_price_text(rect, @weapon.next_weapon.upgrade_price) texts = obtain_params_change ypos += line_height texts.each do |txt| draw_text_ex(0,ypos,txt) ypos += line_height end end end class RPG::UpgradedWeapon < RPG::Weapon # EDIT: takes parameter price [[item_id, count], [item_id, count]] def make_price(price) item_price = @price base_price = THEO::Smith::PriceBase @price = eval(THEO::Smith::PriceTrade) @upgrade_price = price end end class << DataManager def init_upgraded_weapons $upgraded_weapons = {} THEO::Smith::W_Upgrade_Table.each do |id, table| table.each_with_index do |data,level| gen_id = (id*100) + (level+1) # Generated ID weapon_check = $upgraded_weapons[gen_id] result = nil if (level + 1) != 1 && !weapon_check.nil? result = weapon_check.clone_data else result = $data_weapons[id].clone_data end result.level = level+2 data[0].each do |param,value| param_id = THEO::Smith::Key[param] result.params[param_id] += value end if data[1] > -1 result.icon_index = data[1] end result.name = data[2].empty? ? result.name : data[2] result.description = data[3].empty? ? result.description : data[3] result.ori_id = id # EDIT: call to make_price result.make_price(data[-1]) gen_id = (id*100) + (level+2) result.id = gen_id # Generated ID $upgraded_weapons[gen_id] = result end end end end Sorry about the mix-up.- 11 replies
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
The punctuation script, right? If so, I'm currently using 1.0 (you can find it in the spoiler tag of my last post). For that matter, I tried searching a 1.1 version of the script, but couldn't found one.- 11 replies
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
Not an issue with the above fix, but a small issue with the same script none the less, so I figured it didn't need a new thread. The error is with the Theo Smithing (Weapon LV) addon (found in the OP). It seems to be having an issue with a pause at punctuation script I'm using. Don't worry too much if the error is complicated, I just figured it might be something fairly simple that the punctuation script isn't accounting for. Here's the script, and the error that I am receiving:- 11 replies
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
I need to do a bit of testing yet, but so far, it's working great! Thanks a bunch!- 11 replies
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Compatability Issue: Theo Smithing and Alchemic Synthesis
Vis_Mage replied to Vis_Mage's topic in Programming
Sure thing! Here is the script (as well as the traits namer script, which is needed for it to run) Trait Namer: Alchemic Synthesis:- 11 replies
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Super Dungeon Documentation Thing
Vis_Mage commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
Hello! I'm a few years late to the party, but I have a question regarding the dungeon demo, the turn based movement add on you made, to be exact. I'm hoping to create a rouge-like game similar to the Mystery Dungeon series, which is essentially an turn-based ABS from within random dungeons. The movement is applied just fine between the player and enemies, although as it stands, there is no way to advance the turn after the player lets loose an attack. Is there anyway to adjust the turn based movement script to additionally read other buttons on the keyboard? -
Howdy! I was wondering if anyone would be willing to help me out with an overworld (character) walking sprite for an unique monster in my game? In particular, I'm looking for a sprite of this little melon cutie: ​​​​​​​ As far as size goes, VxAce style is the preferred sprite size, but I'm not too picky. Thank you for taking the time to read over my request!
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Hello! For a while now, I’ve been wanting to figure out a way to give back to the community that has helped me so much over the years. Unfortunately, art and composing isn’t really my forte. Recently, I was playing Mario Party with my friend, and it hit me that a board game style game could make for a really fun project to get others involved with. Gameplay wise, the game would be heavily influenced by Mario Party and Dokapon Kingdom, with some additional RPG elements. It would have both a single player mode against a CPU, as well as local multiplayer. Like Mario Party, each board would play differently from one another. As for the community aspect, I was thinking it would be fun to allow anyone who’s interested to submit character(s) from their own games to make up the playable cast! Feel free to submit several characters if you’d like. Characters don’t have to be based off humans either, feel free to submit monsters, heroes, villains, derpy cameo characters, and anything in between! I won't be too picky here, just know that I’m making the game in the Vx/Ace style. If you’re interested, simply fill out the below form. Feel free to either post or PM the form, either is fine! Character Name: Origin Game: Sprite (Just need a standard walking sprite, Vx/Ace style): Face Sprite (Not necessary, but preferred): Brief Description: Fighting Style (preferred weapons or spells, etc.): Additional details: Make sure if you’re using a sprite or character that is not your own, that you get permission before submitting! Also, be sure to leave credits in your post. In addition, whether you’re interested in having a character in the game, feel free to leave feedback. Perhaps you have an idea for a board-gimmick, or maybe an idea for a minigame to add to the roster. I do have a fair bit of the basic mechanics made, although I don’t know when I’d have a demo to show them off. I could get some screenshots or simply more details if there’s interest. Overall though, I’m just curious if this is something that anyone is interested in? Side note: Wasn't really sure where I should post this.
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Hello! I was hoping someone could help me out with making a path/ground tile. Essentially, I'm looking for a deep aqua stained cobblestone tile. I'm hoping to base it off of Prismarine. Here's an image of what prismarine looks like in Minecraft, which is pretty much spot-on to what I'm looking for: I'm guessing that it could be a re-color of an existing cobblestone tile, with a few tweaks. As for size, I am using VxAce.
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- tile
- cobblestone
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