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Nelderson

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Nelderson last won the day on December 10 2011

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About Nelderson

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    Coding Bitch
  • Birthday 12/04/1986

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  1. Nelderson

    N.A.S.T.Y. Extra Stats - Editting Help

    Please and Thank you...... You can use the rand(x) command in the formula....it'll be random on every level up. As for the class notetags instead of actor: ....You're Welcome
  2. Good! I'm glad someone does EDIT: Also updated to Version 1.0. Now includes a script call to change pics in game before you call the scene.
  3. Nelderson

    How to animate a current window? (Example:Equips)

    You can use my script as a base template if you know how to script: http://www.rpgmakervxace.net/topic/423-nasty-animated-main-menu/
  4. Nelderson

    N.A.S.T.Y. Text Pops Over Events

    Hi D.B., glad to hear you are using my script. As for your questions: 1. You are thinking of "z" value. I'll probably add it in the next update sometime this week or next. 2. This one is a little more intense, and something I honestly might not do. The original purpose was to make short things easy to pop up, but whole conversations made more sense to me with the default text system. HOWEVER: I have been thinking about doing multiple lines, so let's see if I can actually do it without throwing my laptop against the wall
  5. Nelderson

    Text over events

    Hmm.....I'd need to make an add-on. Give me a couple days...if I don;t reply here PM me
  6. Nelderson

    Text over events

    How about you try my text over event script here: http://www.rpgmakerv...ps-over-events/ It does everything you want and more
  7. Nelderson

    Show big text pop up depending on the distance to an event

    Here....try this demo. It's basic, but it should give you a basic idea: http://www.mediafire.com/?h8b24cpd15857nc
  8. Nelderson

    N.A.S.T.Y. Text Pops Over Events

    I forgot I made this script.....maybe I'll fix the broken screenshots and make a demo :3
  9. Nelderson

    Show big text pop up depending on the distance to an event

    How about you try my text over event script here: http://www.rpgmakervxace.net/topic/1808-nasty-text-pops-over-events/ It does everything you want and more EDIT: If you want a demo on how to make the text smaller/bigger based off distance I can show you?
  10. Nelderson

    Pausing an Event from Running?

    What are you trying to do? I'd say just use the pages and switches for the desired effect.
  11. Nelderson

    Small Script Edit Please

    Here...throw this under the script and see if it works.... class Scene_Quest < Scene_MenuBase alias nel_return_to_menu_ter terminate def terminate nel_return_to_menu_ter SceneManager.call(Scene_Menu) end end EDIT: BY THE HAMMER OF THOR!!! I HAVE FAILED TO BE FIRST OTL
  12. Nelderson

    [Conversion Request]GTBS Talking/FE Battling

    Dude...wait till GTBS comes out for Ace....then we'll talk
  13. Nelderson

    "Steps Required" Encounter Rate

    It only runs when the map is started, and when it resets after battles....so it's not running after each step. And I'll take that into account next time.
  14. Nelderson

    In-Battle Common Event Timing Script

    No problem bro....enjoy it, Now I guess I should get back to work.....
  15. Nelderson

    In-Battle Common Event Timing Script

    Wow.....this is a pain in the ass.....you might have to give me a little bit. Yeah...I feel like a noob.....here you go: #Processes a common event before damage # Use this in the skill/item notetag: <ce_before_damage: x> # # Where x is the common event id you want to run # # Ex. <ce_before_damage: 5> - Runs common event 5 before damage. class Scene_Battle < Scene_Base alias nel_common_event_previous_apply use_item def use_item item = @subject.current_action.item if item.note =~ /<ce_before_damage:[ ](\d+)>/ $game_temp.reserve_common_event($1.to_i) process_event end nel_common_event_previous_apply end end
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