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Everything posted by roninator2
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If you specify more than 1 save slot then the script does very little. The auto load and continue will only work if there is one save slot specified. the only thing that works with more than one save slot is the saving, but that only saves to the last saved slot used.
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Bonus Codes v1.10 - VX Ace by Roninator2 Introduction A script made to recreate the cheat code system in games of old. Features - Have as many codes as you want the player to use - Each successful entry will activate the corresponding switch - Use the switch to perform whatever actions you want in the game - Option to hide the command in the title menu. - When hidden, use F8 to open the code screen and F7 to backspace and close How to Use Put below ▼ Materials Images Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
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VTS Enemy HP Bars addon - Enemy Selection
roninator2 posted a topic in Completed Scripts/Plugins/etc.
VTS Enemy HP Bars addon - Enemy Selection 1.04 by Roninator2 Introduction An addon to make the enemy hp bars only show up if the enemy is selected in the enemy battle window Features - Plug & play How to Use Put below VTS Enemy HP Bars script Images Script - two options Credit and Thanks - Ventwig - Roninator2 Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Title Screen Ring
roninator2 posted a topic in Completed Scripts/Plugins/etc.
Syvkal Ring Menu addon - Title Screen Ring 1.02 by Roninator2 Introduction An addon to make the Title Screen menu's show icons in a ring for the Syvkal ring menu Features - Plug & play - set parameter to use the shaded background or not How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 - Masked - Shiroyasha Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Game End Menu Ring
roninator2 posted a topic in Completed Scripts/Plugins/etc.
Syvkal Ring Menu addon - Game End Menu Ring 1.00 by Roninator2 Introduction An addon to make the Game End Menu show icons in a ring for the Syvkal ring menu Features - Plug & play How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Choice Ring 1.03 by Roninator2 Introduction An addon to make the Choice menu's show icons in a ring for the Syvkal ring menu Features - Plug & play How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 Terms of use Follow original authors terms
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KMS Gauge addon for Xail Menu Delux 1.0 by Roninator2 Introduction An addon to make the Xail Menu Delux work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Xail Menu Delux Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms
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KMS Gauge addon for Neon Black Victory Grade
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for Neon Black Victory Grade 1.0 by Roninator2 Introduction An addon to make the Neon Black Victory Grade work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Neon Black Victory Grade Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors term -
KMS Gauge addon for Galv Menu Theme Engine
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for Galv Menu Theme Engine 1.0 by Roninator2 Introduction An addon to make the Galv Menu Theme Engine work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Galv Menu Theme Engine Image Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms -
KMS Gauge addon for BlackMorning YEA Status Addon
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for BlackMorning YEA Status Addon 1.0 by Roninator2 Introduction An addon to make the Status addon from Blackmorning have the same look and feel as the rest of the game (when you are using KMS Generic Gauge script) Features - Specify gauges to use & stat gauge adjustments How to Use Put below KMS Generic Gauge and BlackMorning Status Addon. Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms -
Rpg maker Vx ace smooth battle log?
roninator2 replied to woooah man's topic in Editor Support and Discussion
I see two options # ** Scrolling Battle Log v1.3 # ** by R_Valkyrie or # Creator name: OneEyedEagle (http://oneeyedeagle.lofter.com/) # # Overview # Battle log with scroll display and faster battle progress. if you can't find either script, let me know. I have them -
https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/
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You could try BlackMorning Advanced YEA Status Addon https://bmscripts.weebly.com/advanced-yea-status.html
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Figured it out. You were doing the command change player followers, which runs the interpreter command 216. this also has a player.refresh. So like my other fix this needs the same adjustment. Or don't do a change player followers command. So it wasn't on changing maps. class Game_Interpreter def command_216 $game_player.followers.visible = (@params[0] == 0) $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false end end
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Doesn't in my test demo. Is it possible for you to send me your project or a demo with the error? Probably have to use a file storage site like mediafire or google drive. There must be something else that is specific to your game.
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Yes, thanks. Turns out it was an easy fix. I wanted your scripts file so that I could figure out what script is causing the incompatibility. But all it was, was that you had the coffin script above visual battlers.
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Slightly randomized parameter increase on level up
roninator2 replied to UncannyBoots's topic in Programming
There is this script The script is in the last post -
It works perfectly in my tests. Can you send me your scripts file?
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Is there a Free movement (Diagonal movement) script that can allow diagonal sprites?
roninator2 replied to woooah man's topic in Editor Support and Discussion
If you use VE Diagonal Movement, then just add on Pixel Movement script. -
this should fix that. class Game_Party < Game_Unit def swap_order(index1, index2) @actors[index1], @actors[index2] = @actors[index2], @actors[index1] $game_player.refresh unless Nataxinus::Coffin::SHOW_ON_MAP == false end end Hopefully this fixed it as you posted this question 4 times.
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I tested the script. It works fine. You must have something else that is causing a conflict. What other scripts do you have that affect characters or sprites or maps?
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Tsukihime Inventory Size script
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Just took a look. Vlue fine tuning line 397 - comment it out. # blend_update Don't know if that will cause issues later, but it works. The blend was adding other effects on top of the shadow, or changing them, whatever. Actually after some testing. comment out the entire Sprite_Character section in Vlue's script.
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Make an actor learn a skill type through an event
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
The best solution I can think of (cause the RGSS code doesn't point to a method of adding skill types) is to have a state where the skill type is added and then you would just inflict the actor with that state. then remove the state. Make sure that the text for the state is empty and the icon is blank, then it would not be seen to the player. That doesn't work. As soon as the state is removed the skill type is lost. A bit of searching and I found Shaz's Dynamic Features script. https://forums.rpgmakerweb.com/index.php?threads/dynamic-features.19645/ You can add skill types with a script call. add_feature(class, id, feature_code, data_id[, value]) add_feature(:actor, 1, :stype_add, 1) Adds skill type 1 to actor 1- 3 replies
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- 1
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- learn skill type
- skill
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(and 3 more)
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It's hard to say, I just tested this script and it works fine. You're script commands look fine. Maybe put the turn self_switch on at the bottom. But it could be something to do with the event processing. As you have it on a parallel process.


