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Vis_Mage

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Everything posted by Vis_Mage

  1. For anyone looking to pick up MV, VxAce, or any of the older engines, they're all on sale at Humble Bundle for 80-90% off:

    https://www.humblebundle.com/store/search?sort=bestselling&search=rpg maker

    1. PhoenixSoul

      PhoenixSoul

      Just the engines? (I have the base engines already)

  2. Hello! :) Would someone be able to help me with setting up Triacontane's Submenu Commands plugin? Evenenwith google translate, I can't for the life of me figure out how I'm supposed to set things up. https://triacontane.blogspot.com/2017/04/blog-post.html?m=1#comment-form What I'm hoping to do is create a "parent" menu option named Journal. And when it is selected, a handful of "children" options such as Quest Log, Bestiary, and Help can be selected. At the moment though, I can't seem to get any menu commands I try to set up in the plugin configuration to show up on the menu at all. I'm guessing that I just haven't properly configured it, but after a few hours of trying, I haven't had any luck. Just as a note, I have been trying this in a fresh project, so no plugin incompatibilities to worry about. Thank you
  3. Vis_Mage

    Actor Idle Animation Script

    Hello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animation​​​​​​​ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
  4. Out of curiosity, is there anyone around the forums that currently accepts (fairly complex) MV Plugin commissions?

    1. PhoenixSoul

      PhoenixSoul

      Hmmm...
      I can't think of anyone from the top of my head, but hopefully someone does.

  5. Vis_Mage

    Charles' Creation Corner

    I've been working with Charles on many, many commissions over the course of the past two years, and all throughout, he has been very responsive, and has done consistently great work. I cannot recommend his service enough!
  6. Vis_Mage

    Booster Pack & Card Icons

    Awesome icons! Definitely glad to have stumbled across them.
  7. 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!
  8. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  9. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  10. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  11. 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 :)
  12. 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.
  13. 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.
  14. 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!
  15. 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
  16. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  17. 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!
  18. 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!
  19. 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.
  20. 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!
  21. 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! :)
  22. Happy Halloween! Hope everyone's day is spooktacular!~💀

    1. PhoenixSoul

      PhoenixSoul

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

  23. 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!
  24. 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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