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roninator2 last won the day on May 6

roninator2 had the most liked content!


About roninator2

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  1. roninator2

    Calling state resist variables in scripts

    I don't have an answer for you, but I use Blackmorning YEA status addon and it does what you want, but I don't really understand how. It takes the states in the array and gets the resist value from it for your character and displays it. This is some inner workings I don't understand yet.
  2. Sorry you are right. I didn't find it in my script list. Press turn system script. Comment out (#) the entire method def prior_command on line 673 (lines 672-676) The press turn system by default blocks going back to party menu. Or you can add this below all battle scripts class Scene_Battle < Scene_Base def prior_command start_party_command_selection end end class Window_ActorCommand < Window_Command if $imported["YEA-BattleEngine"] alias ptbn_process_dir4 process_dir4 def process_dir4 return if BattleControl.battle_type == :ptbn ptbn_process_dir4 end end end # Window_ActorCommand
  3. Did you create a new tileset? Or is the map set to use that tileset?
  4. roninator2

    Help me with my script.

    It's interesting you did that much without knowing about x & y. Under create command window you just add in the position adjustments. @command_window.x = 0 # whatever number you want @command_window.y = 0 # whatever number you want That should adjust to the position you want. Can't help you with the scrolling image. The best thing I know if move picture. You can google for a script call command if that's what you want.
  5. You need to provide a sample demo. Putting the PTB scripts into a test project only gave me one error which if I commented out that line, the battle worked fine. What command script from yanfly do you have. Its not called Command Party, so what is the actual name? And yes it would be best to setup a sample demo for me to check what you ahve done.
  6. What is the press turn script you are using?
  7. Sorry if I wasn't clear. The maps themselves may be fine, as you said you can play them, and yes I understood that part. It was possible to have the maps imported since if you were able to get to one map in game then the transfers to the others would probably work just fine. bujt if you made them all then you need to do as I suggested. There is a mapinfos.rvdata2 file. That's what corrupt. Performing the steps I mentioned should work. Make a backup! If you make one extra map, what number is it? Is it the number of one of the maps you are missing? Or is it past all the maps you have created, i.e. you have 30 maps in total and making a new one defaults to the map name of MAP031.
  8. This means that you took maps from another project and added them in or your maps file is corrupt. MAKE A BACKUP! The easier way to add maps is to just create a new map. Take note of the map number. If the map you want is map 55 and the map you just created is 51, then you will probably need to make 4 more maps until you get map55 in the editor. When that happens you just need to close the editor and copy the maps you imported previously into your project folder or from your backup. Load the editor and presto the maps are now there.
  9. roninator2

    New Streamer Looking For Games!

    The OP hasn't twitched a game in over two years. And hasn't been here on the forum for two years.
  10. roninator2

    Let's Make an MMO

    I may know him. I'm retiring this year.
  11. roninator2

    ace Questions Regarding Resource Licenses

    It has been discussed many times in other threads and forums. *You can use resources from any RPG Maker engine IF you own that said engine. So you can use MV assets if you own MV, for commercial purposes. The same goes for other assets. If they say you need to provide attribution to use them, then there should be (unless the author specifically says so) no problems using them in whatever engine you want. If the author says this is for MV only, then you will either have to not use it or ask the author for permission. If the assets are paid for, then it will be fine unless it specifically says *this maker only*.
  12. roninator2

    tileset Need A4 tiles for a home

    There are plenty of free resources. Look for them. https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-vx-ace-resources.29/ https://www.rpgmakercentral.com/forum/198-vx-ace/
  13. roninator2

    Free Movement

    It gives the answer right on the first post. So you put the note tag on the map note box.
  14. roninator2

    Script Bugs I've been having.

    Errors are always the results of code added or changed. So, what scripts have you put in your game or what have you changed?
  15. roninator2

    Forcing a skill onto an actor

    Are you getting the error "log_window" for Game_Map that's what I got. It looks like the call for showing a message is in the vx style of code. I changed to this def broken_weapon_text(actor) message = "%s's %s broke!" % [actor.name, @non_durability_name] #~ SceneManager.scene.log_window.add_text(message) $game_message.add(message) end line 151 - selchar weapon durability script
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