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Nelderson last won the day on December 10 2011
Nelderson had the most liked content!
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55 ✦About Nelderson

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Coding Bitch
- Birthday 12/04/1986
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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
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N.A.S.T.Y Replace Window with Picture
Nelderson replied to Nelderson's topic in Completed Scripts/Plugins/etc.
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. -
Nelderson started following N.A.S.T.Y. Text Pops Over Events and N.A.S.T.Y Replace Window with Picture
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How to animate a current window? (Example:Equips)
Nelderson replied to Levi Stepp's topic in Programming
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/ -
N.A.S.T.Y. Text Pops Over Events
Nelderson replied to Nelderson's topic in Completed Scripts/Plugins/etc.
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 -
Hmm.....I'd need to make an add-on. Give me a couple days...if I don;t reply here PM me
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How about you try my text over event script here: http://www.rpgmakerv...ps-over-events/ It does everything you want and more
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Show big text pop up depending on the distance to an event
Nelderson replied to miguelfanclub's topic in Programming
Here....try this demo. It's basic, but it should give you a basic idea: http://www.mediafire.com/?h8b24cpd15857nc -
N.A.S.T.Y. Text Pops Over Events
Nelderson replied to Nelderson's topic in Completed Scripts/Plugins/etc.
I forgot I made this script.....maybe I'll fix the broken screenshots and make a demo :3 -
Show big text pop up depending on the distance to an event
Nelderson replied to miguelfanclub's topic in Programming
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? -
What are you trying to do? I'd say just use the pages and switches for the desired effect.
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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
- 3 replies
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- quest
- script edit
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Dude...wait till GTBS comes out for Ace....then we'll talk
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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.
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No problem bro....enjoy it, Now I guess I should get back to work.....
- 6 replies
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- battle
- common event
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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
- 6 replies
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- battle
- common event
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