Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by buddysievers

  1. buddysievers

    Help Windows for this script

    Hey thx for your reply but i think that would be too much work to get it look and work like the one im using. Also there could be compatibility issues with Victors and my own scripts. I try to avoid using Yanflys scripts because of that, using just allmost Victors.
  2. buddysievers

    animation of draw_text() ?

    Thx alot Tuckie, will see if i manage to get it implemented.
  3. buddysievers

    animation of draw_text() ?

    Hey there, really nice work so far! I created a FF7 Limit break system in my project and made it that every text character have a differnet color and the colors move from left to right. But your gradient text looks so much better! I wonder if i could use it and if so does it affect performance really hard to have just the gradient text? Here is my code, i know really novice but hey it works for me. xD
  4. Hey William, is it possible to add the preemptive and surprise messages to the battle log so that instead of the message window the battle log would pop off? That would be such a nice addition!
  5. buddysievers

    Goto Menu Scene after loading a file

    Gives the same error. uninitialized class variable @@last_command_symbol in Window_MenuCommand
  6. buddysievers

    Goto Menu Scene after loading a file

    Thx alot for your help so far! That works great when you just go back to the title screen and load a game but when you restart it and load then ace crashes. uninitialized class variable @@last_command_symbol in Window_MenuCommand Edit: Well when i close my menu i call a worldmap scene from where i go to different maps. I cant tell why i dont want people to save from maps yet cus its a big part of my game mechancs.
  7. buddysievers

    Goto Menu Scene after loading a file

    I dont think that there is a script for that, i can only hope someone have an idea where to start in the standard scripts. MAybe its not possible at all and before i start digging arround i thought maybe someone knows more then me.
  8. buddysievers

    Battle from a Custom Scene

    Yeah that is exactly what i did and its not that messy like i thought it will be. ^^
  9. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    Thx to user don brendo who found a lil typo bug! I have uploaded a new demo and fixed the pastibin script which caused the error. Have fun!
  10. buddysievers

    Lip Syncing

    hmm it should be possible to get that done what you want but it would need some scripting. but im sry i cant help with that i dont even have the time to work on my own project...
  11. buddysievers

    Victor Visual Equipment color change in-game

    Hmm i think its allready implemented... Look at the code, i have found this: #-------------------------------------------------------------------------- # * New method: get_bitmap #-------------------------------------------------------------------------- def get_bitmap(filename, part, sufix) base = part[:name] =~ /^[!]?[$](.*)/i ? $1 : part[:name] char = filename + base pose = part[:name] + sufix file = filename + base + sufix name = character_exist?(char) ? char : part[:name] name = character_exist?(pose) ? pose : name name = character_exist?(file) ? file : name bmp = ["Graphics/Characters/", name, part[:hue]] <------------ This line! [load_bitmap(*bmp).clone, name] rescue [empty_bitmap, name] end so there should be a way to change the hue somehow, is there nothing about it in the header?
  12. buddysievers

    Lip Syncing

    Hmm i think to really sync lips of portraits vx ace isnt capable of. But you could try a script which gives you animated faces its at least wort a try.
  13. buddysievers

    rmtool for Vx Ace

    http://www.rpgmakervxace.net/topic/5803-resource-checker/ Try that, maybe its what u need.
  14. buddysievers

    Advanced Buff System

    Nice work again Shiggy, i can use this fore sure!
  15. buddysievers

    Merging several skills into one

    Nice work Shiggy, i will use that for sure!
  16. Cool thx man! Well i wanted to adjust the X pos cus i use a finger cursor in my project and want it the same position as in other windows.
  17. Haha my english isnt good enough to say if you are really mad with me or just because i the idea wasnt that bad at all... Well so ro so i have to thank you and i will test it later and give response. @Shiggy: I tried myself with working on the choice window but it was too much for my skills. This way was the only one could think about without recreate the whole message window. Edit: Ok works great so far, rly good work! But what i dont rly like is that the choices move out of the nothing and the pop message box gets bigger. Is it possible to change that or is it part of how it works? And sry but i have another lil question and since i dont know your code its easier to ask, is there a way to adjust the x pos of the choices inside of the window?
  18. Hmm, ok i can understand what you say about that it would be too annoying hehe. But what about making snippet which makes the choice window transparent and set it to a custom position like you said and i put it over a pop message in which i add free lines depending on choice count. and if you enter a choice the pop message gets removed together with the choice window.
  19. Hey i have a liltle request to you and maybe you can do that too in next version hehe?! Question Window with Bubble Messages looks awfull so i would like to have the questions inside the bubble message. Good examples are the Final Fantasy games i guess, here is a screenshot: Do you think you could do that? Edit: Ok now the screenshot should be ok
  20. Wow nice work, well my project is in hiatus for a month or so but i will use this for sure!
  21. buddysievers

    Continue Map BGM in Menu

    Thx to Shiggy this is solved and can get closed.
  22. buddysievers

    Continue Map BGM in Menu

    You can use the crytsals in the debug room to call the save scene or use the moogles what i would reccomend cause the crystals where for old debug tests and wont be used in the game's release. Also the save scene have a bgm until it gets closed when called from a moogle i think.
  23. buddysievers

    Continue Map BGM in Menu

    Hmm then it must be something i did wrong... Well i dont really want to upload my project yet but i trust you enough to send you a link if you would be so nice and lookup my scripts for what is wrong?! Edit: Also when i call the save scene the bgm stops to play and the map bgm doesnt continue when i close menu scene or save scene...
Top ArrowTop Arrow Highlighted