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Lord Vectra

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Lord Vectra last won the day on February 11 2020

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About Lord Vectra

  • Rank
    King of Darkness!!!
  • Birthday 12/17/1999

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  • Gender
  • Location
    Fiend World
  • Interests
    Girls<3, Romance, Games, Yu-Gi-Oh, and Bakugan

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  • RM Skill -

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  1. I learned recently that the scripts shown in Help are semi-hard-coded default scripts that you can edit by copy/pasting it in your Script Editor. I don't know why it never dawned on me that, that was a thing, but now I know! Kind of odd it's hidden in the help section.

  2. Is there a way to change the font via script call in RMXP? Searched online but none of them work - even on a clean project.

  3. Oh, forgot to say: My birthday was 12/17 lol. Im 22 now

  4. I recently learned that RMXP requires "$" to make a global variable/switch in the script itself unlike VXA which now makes many of my needs extremely easy now that I finally learned how to make global variables/switches.

    1. Show previous comments  1 more
    2. Lord Vectra

      Lord Vectra

      But if you just put VTA = 40 in VXA, whenever you put VTA in the script, it'll read it as a variable. You attempt that in XP and it gives you an error, and while both are ruby, one is Ruby 1 and other is Ruby 3 which is why most scripts aren't compatible.

    3. Rikifive


      Yes, but that is different. Now you've mentioned a CONSTANT variable, which is something a bit different than a $global variable. Yes it also does have a global scope, but it has a bit different purposes, because as its name suggests, ideally it should be defined once and not changed afterwards, although the program will/should function normally if you do so.

      Yes, these base on different versions of Ruby, so things may vary a bit. XP may have less methods to use, but generally should be all similar. I believe the main reason why these aren't compatible is because the games themselves are written differently. Some of the class names and their structures might probably be slightly different. Although, I have no idea how XP's code looks like as I don't own that engine. I only saw few scripts, that had pretty much the same syntax structure whatsoever, but were working with slightly different things than Ace code has.

      You didn't mention what exactly didn't work in XP, that worked in Ace. You only mentioned $global variables working in XP unlike in Ace, but in Ace it's the same with $globals, so I didn't have that context.

      Either way, from what I see, people do declare CONSTANT variables in XP scripts. I can't find a legit XP documentation online, but I found some documentation on some random site which does mention constants too. Perhaps try opening the help file in XP and see if there's some info regarding this.

    4. Lord Vectra

      Lord Vectra

      @Rikifiveah, you're correct. It seems it just has to be all caps in XP to create a constant.

  5. Lord Vectra

    Looking for Discord groups to join.

    This forum has a discord server. Look at the title of this thread, then look up to the grey bar (below the RPGMaker Central art). One of the options is "Discord Server."
  6. Lord Vectra

    XP not opening

    Says VXA but it should work for XP too
  7. Congratulations on figuring it out!
  8. Lord Vectra

    Evented Shapeshifting System

    I just tried it in battle and it 100% works. All event methods work in-battle. If you change a character's graphic in-battle, give them levels/XP, or completely remove/add a party member, it will work. Can you tell me what you thought specifically wasn't going to work?
  9. Lord Vectra

    Evented Shapeshifting System

    When you use it in battle, are you not getting the correct level? I'm pretty sure this works in-battle, but I'll check when I get time.
  10. Lord Vectra

    Remove the save choice

    You have two choices: 1. On the third tab in the event commands, there's a "Change Save Access" command that you can use to disable it. 2. Or to get rid of the save button, go to the script editor, go under WINDOWS, go to Window_MenuCommand, line 40 where it says add_save_command and delete that
  11. Lord Vectra

    Sniper Shooting

    Without a script, the latter seems like the best option. I don't know any script that does what you want nor would I even know what it would be called if it did exist lol. What I will add, however, is you probably want this: https://himeworks.com/2013/05/untargetable-state/ You can give him the untargetable state where he can't be targeted at all. After that, the rest should be easy.
  12. Lord Vectra

    Clear All Common Events?

    Can you rephrase your issue?
  13. Lord Vectra

    Hello from France

  14. Lord Vectra

    Vectra's Eventing Empire

    It has been fixed!
  15. Lord Vectra

    RPG Stat Systems

    I think a more simpler way of explaining it, @Kayzee, is let's take these 3 properties of a spell: Damage, Duration, and Range. If a fire spell does 50dmg for 4T and hits enemies within 4 tiles, if it's broken, you have options to balance it. You can decrease the damage per turn to compensate for the big range, decrease the duration if 4T is too long (especially if you have other skills/spells that have extra effects if person is burning), reduce the range to make it more of a single-target overtime burst damage, decrease the damage but increase the duration so it takes longer to do the same damage, and the list goes on. Granted, this does make it more complicated, but I guess it depends on the player what is considered too complicated and what is considered a great addition. @Saireau may also be referring to "ghost stats." It's stats that is in the background that the player is unaware of. An example is the variation. When you use the skill, you don't know the highest dmg and lowest dmg it can deal, so you kind of guess by using it a lot (if you're paying attention to the dmg dealt). Variance is the "ghost stat" in this case where the player does not need to keep track of it. About LUK: I always replace LUK and turn it into any stat I want, then I null out it's effect in the default script. In XP, I learned how to just create my own custom stats (and XP doesn't have LUK), but in VXA, for example, one project I was working on had it as "distance" which did not also decide what would hit you or not (depending on distance from others) but also decided damage of your gun (ex: Shotguns did more damage the closer you were). On my latest VXA proj that's on standby, I don't have LUK even show up in the menu because I couldn't think of anything for it lol.
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