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Everything posted by Vis_Mage
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Hello! Long story short, I'm in search of some nice desert tilesets. I had originally fell in love with Kaus' desert tiles, but seeing how that panned out... I'm looking for some replacements. One of the continents in my game is ~90% desert/savanna, so having a variety of tiles to use would be ideal. I'm using Ace, but I do also have XP, so either format should work. Thank you!
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This topic gave me the word of strength to move forward "Introduction"
Vis_Mage replied to Yasringr Axel's topic in Introductions & Farewells
Welcome to the forums!- 12 replies
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- monologueintroduction
- rpg maker beginner
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Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
A bit of an update, I did manage to get things working. From what I can tell, there seems to be a bit of a bug in the Battle Royale + Bugfixes patch, which causes enemies to ignore (and be unable to damage) other enemies with the <ally> tag. Upon removing the patch, the enemies act as intended, and are able to target/damage ally events. -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
Bump -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
Another quick question regarding the Battle Royale script, I'm running into a bit of an issue with ally events and combat. Essentially, I have an enemy event with the <ally> tag, and they will go after other enemies just fine and dandy. The problem I'm running into is that enemies won't fight the <ally> event, they just ignore it even when it's attacking them. I've tried having the enemy just set up as normal, as well as tried giving the enemy an alignment, but neither had any effect (side note, if you give an event both an alignment tag and an ally tag, the alignment takes priority and ignores the ally tag). Is there any way I could go about fixing this? -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
Derp, I forgot to change the script customizations. My bad. -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
I tried using the new Bugfixes script, and for some reason I cannot use any weapons now. :/ -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
For someone who has tried already out the Battle Royal Add-on script, could someone help explain to me how to effectively set up an ally enemy using this system? I use the <ally> tag on the event name, the tagged monster isn't aggroing on me, but the ally monster doesn't actually go after other enemies. -
Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
A bit of a fallow up question to something I posted earlier: I've tried setting the weapon to use a common event that had the "use skill" script command, and would use a variable to determine which attack to use. I've ran into a problem though. The common event called by this means doesn't seem to work with triggering switches or variables, or really anything other than the "use skill" itself. Is there any other ways I could go about this? -
My bad, I guess I didn't word that too well. I was referring to giving play testers the game to test, when they themselves don't have RPG maker, and thus can't access play test.
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Think I found a bit of a bug. Whenever I use the /tp command, if either the map_id or either coodinate has the number 1 anywhere in it (be it map 1, x of 1, or y of 21), it boots me to the title. :/ Also, if I could make a suggestion for a feature, it would be really nifty to see a /give command, something like: /give a,b,c a being either armor, item, of weapon b being the id c being amount Edit: Another interesting idea could be being able to enable the noclip feature (holding ctrl in play-test mode) through something like /noclip true and /noclip false. This would mainly be useful for play-testers who don't have Ace, although I don't know how difficult something like this would be to implement.
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Howdy! So, a lot of game out there tend to have some sort of (usually adorable) monster or creature that is basically an icon of the game. Some examples could be Pikachu from Pokemon, or Slime from Dragon Quest. Being an absolute pushover for all things cute, I'd really love to add an adorable little friend into my game as well. Something cute and fluffy. I'm hoping to draw inspiration from League of Legend's friendly neighborhood puffball, Poro. Stout, fluffy and walks on all fours, but I'm not necessarily looking to outright copy it either. I'm really open to suggestions on appearence, as I'm not quite sure what all would transfer well into an Ace size sprite. As for the sprite specifics, I'm looking for a character sprite, not an enemy sprite. VxAce is the preferred sprite size. Thank you for taking the time to read over my request!
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Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
Howdy! I've been working at making some weapons, and I came across a question. Is it possible to make a button press combo, opposed to the default x% change to auto combo? For example, say I have a fan as a weapon. Normally, you just swing the fan as its attack, but I'd like to make it that if you swing it 3 times in a row, it would trigger a wind spell as a combo. Being someone who had previously been using XAS (in which the combo system works as I explained), I would really love to be able to recreate that feature again now that I switched to Falaco ABS. -
Bump.
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Howdy! I was wondering if someone would be willing to help me out with a little bit of recoloring, specifically a sprite sheet's hair. Essentially, I'm hoping to change up this character sheet: And ideally changing his hair color to match (or at lease closely resemble) the blue haired mage shown below: As a side note, if it would be possible to have the edge of the character "blend", opposed to having the harsh black outline it currently has, that would be really great! For those curious, I have looked into the conditions of the above sprite's, and alterations are indeed allowed. I'd really love to have the full set recolored, so I figured it would be much easier to provide it as a single file, as parts of the hair may be able to be bulk edited. Thank you for taking the time to read my request!
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Script's working great now! Thanks a lot!
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Thanks for helping me out! The script seems to be working pretty well, although it seems to have the odd side effect of enabling followers if they have idle animations, even though I have them disabled. Could you look into this? As for lag, I didn't really notice much, but would changing it to check if I'm idle only once every, say 30 frames help, opposed to every frame? I wouldn't mind the half-second variance between starting the idle animation if it made for a more fluid experience.
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A couple quick questions that I ran into: 1. Is there a way to make a skill affect the full party, such as a full team healing spell? Simply changing the default scope doesn't seem to do anything. 2. Is there a way that I can get the tool HUD to update (specifically the equipped skill) whenever I equip something in the main menu?
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Sorry that I never repied, College ended up starting up last week, so I haven't had much time lately. Thank you both for helping me out! Victor's fix seems to be working great.
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Welcome to the forums!
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I tried both of the above methods, as well as tried using both together just in case. Nothing yet, although there weren't any crashes or the like. Also, suffice to say, you've been helping me out quite a lot over the last month or so. By all means, take your time.
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Sorry for the late response. With a bit of switching around, it seems to be working perfectly now! It was very strange that it was working even with the snippit being in the wrong script entirely though. Thank's again!
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Oh course, here you go! EDIT: D'oh, I just realized that I goofed. I had moved an unedited version of the script under main, which typically disables it, and forgot to remove it. Things are working great now, sorry about that
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Thank you so much for helping me out, with both script requests! This fix seems to work well for the most part, although there still is a minor issue. Although the game starts up and plays just fine now, I do get an error whenever I close the game: Script "Iconsets" line 191 NameError Occurred undefined method 'load_database' for class 'module' With line 191 being: alias :th_custom_icon_sheets_load_database :load_database One thing to note, putting the snippit into the Iconset script as you had it was giving me an error, but I was able to make it go away by adding a line with ' end ' to the snippit.
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