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Everything posted by MasterMoes
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Disabling the pass turn function in Yanfly's Battle Engine?
MasterMoes posted a topic in Editor Support and Discussion
Hello again, I'm wondering if there is a way to disable the "pass turn" feature in Yanfly's Battle Engine script. When you press the left and right keys, you can scroll through the actors and select their skills. The only problem is that 1) it lets the player skip turns when I want the player to have to make actions and 2) when you press the right arrow key while selecting the skills of the final actor, it begins the battle sequence, which often leads to accidentally skipping an actor's turn. Here is the link to the script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/ -
Disabling the pass turn function in Yanfly's Battle Engine?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Thank you, this should work! -
Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
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Script for scrolling battlebacks?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
I see the problem. I had done that before but then I realized this error was happening in 4 different places. I thought it was the same error not being fixed! Thank you! For the sake of anyone reading this post who are having the same issue, here is the fixed version. #============================================================================== #** NS #============================================================================== class NS; end #NS #============================================================================== # ** NS::Battle_Plane #============================================================================== class NS::Battle_Plane # Switch to Enable Scrolling Background Enable_Switch = 15 # Variables for Horizontal and Vertical Scroll Speed Back1_X_Variable = 10 Back1_Y_Variable = 11 Back2_X_Variable = 12 Back2_Y_Variable = 13 end # NS::Battle_Plane #============================================================================== #** Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- #* Create Battle Background (Floor) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_C42W53GD_sb_create_battleback1) alias_method(:battleback_C42W53GD_sb_create_battleback1, :create_battleback1) end def create_battleback1(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back1_sprite = Plane.new(@viewport1) @back1_sprite.bitmap = battleback1_bitmap @back1_sprite.z = 0 @back1_sprite_ox = 0 @back1_sprite_oy = 0 else battleback_C42W53GD_sb_create_battleback1(*args, &block) end end #-------------------------------------------------------------------------- # * Create Battle Background (Wall) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_ms67JgWE_sb_create_battleback2) alias_method(:battleback_ms67JgWE_sb_create_battleback2, :create_battleback2) end def create_battleback2(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back2_sprite = Plane.new(@viewport1) @back2_sprite.bitmap = battleback2_bitmap @back2_sprite.z = 1 @back2_sprite_ox = 0 @back2_sprite_oy = 0 else battleback_ms67JgWE_sb_create_battleback2(*args, &block) end end #-------------------------------------------------------------------------- #* Update Battle Background (Floor) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_HNirC0QE_sb_update_battleback1) alias_method(:battleback_HNirC0QE_sb_update_battleback1, :update_battleback1) end def update_battleback1(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back1_sprite_ox += $game_variables[NS::Battle_Plane::Back1_X_Variable].to_f / 64 @back1_sprite_oy += $game_variables[NS::Battle_Plane::Back1_Y_Variable].to_f / 64 @back1_sprite.ox = @back1_sprite_ox * 16 @back1_sprite.oy = @back1_sprite_oy * 16 else battleback_HNirC0QE_sb_update_battleback1(*args, &block) end end #-------------------------------------------------------------------------- # * Update Battle Background (Wall) Sprite #-------------------------------------------------------------------------- unless method_defined?(:battleback_zmrQkMCU_sb_update_battleback2) alias_method(:battleback_zmrQkMCU_sb_update_battleback2, :update_battleback2) end def update_battleback2(*args, &block) if $game_switches[NS::Battle_Plane::Enable_Switch] == true @back2_sprite_ox += $game_variables[NS::Battle_Plane::Back2_X_Variable].to_f / 64 @back2_sprite_oy += $game_variables[NS::Battle_Plane::Back2_Y_Variable].to_f / 64 @back2_sprite.ox = @back2_sprite_ox * 16 @back2_sprite.oy = @back2_sprite_oy * 16 else battleback_zmrQkMCU_sb_update_battleback2(*args, &block) end end end # Spriteset_Battle- 3 replies
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Hello everyone, One of the worst things that could have possibly happened to me happened. I was using RPG Maker VX Ace and as soon as I saved it, my power went out about a second later, exactly at 7:26 on the 4th of February. When I tried to re-open my project, whether it was opened manually or through VX Ace, this message appeared: When I tried double-clicking the actual game application, this message appears three times in a row for some reason: Which is then followed by this error: I did some research on this topic and discovered that this happens to a lot of people, but my situation seems much more extreme. What most of the tutorials suggest to do is create a new project and move all of the audio, data, graphics, movies, and system files into the folders of the new project, which I did. The only files having issues were the data files. I learned that you can see if a data file (in "rvdata2" format) is corrupted by opening it up in Notepad and seeing if there is anything in it. Unfortunatly, these files were apparently corrupted: -animations, common events, map212, map214, mapinfos, scripts, states, system, tilesets, and troops. Usually, only 1 or 2 files are corrupted during an interrupted save, but this is quite a lot of damage. At this point, I went to go replace the empty corrupted files with the files from my backup in the "projects" folder within the RPGMVXAce folder located in the Steam folder. The problem though is that it's gone! I only have the external copy of my game's files, which has the corrupted files in it. All of my other projects are still there though, including the blank template I made to try and fix this error. I was able to replace all the other files properly, and replacing the DLL file in the systems folder stopped the above messages from appearing. Now these messages appear when I open the project or play the game: I also tried uninstalling and re-installing VX Ace, but the weird thing was that the desktop icon didn't disappear and neither did the app's local files, so I deleted them manually. When I re-installed VX Ace, my projects folder came back unchanged. VX Ace also isn't appearing in the windows search bar as an official app! Nothing changes if I enable/disable cloud saves on Steam! So my question is, is there any way I can recover literally any previous version of my project or patch-up the rvdata2 corrupted files? These data files are 5 years worth of work, and my project is practically blank at this point. Any help and advice is appreciated.
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How to fix corrupted data files?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Sorry for the very late response, but I decided to just start the missing work over. After testing the software you all recommended, it didn't work. I've backed up all my data so it should never happen again. Thank you for the help and advice. -
How to fix corrupted data files?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
That's actually an interesting idea. Perhaps it's not the data that's faulty, but the physical file! I'll experiment with that as carefully as possible. Kayzee, is this checking utility meant to find the missing backup or identify the corrupted files? I'm pretty sure I did the right thing but since nothing changed I either did something wrong or it just wasn't the solution. EDIT: This is what you were thinking of right? UPDATE: Putting the corrupted files into notepad++ just gave me a bunch of "nulls". The non-corrupted files worked fine though, so I guess this is proof that the data is gone and not "broken", but this is just through text applications. If only there was software specifically for fixing rvdata2 files, it would solve a lot of problems across all RPG Maker platforms! -
How to fix corrupted data files?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
UPDATE: I found this software that sounds like it would do the trick. It says it fixes "corrupted file associations" for broken rvdata2 files, but it's not clear whether this is a fix for the actual file or it's a fix for some other rvdata2 issue. To all you experts out there, does this look like something that would help my situation? I'd like to know before buying it... https://driversol.com/file-extensions/rvdata2-6650 -
How to fix corrupted data files?
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Well, I couldn't find the old backup I had, even with software like Disk Drive. It's just gone. I do have an idea though. My theory is if I could just revert the files from before the corrupted save, I can get the data back. I saved about two hours before the crahsed save happened, so if I can get that (or literally any other previous version) I can recover at least something. Question: When a data file gets corrupted, is the information on it completely gone, or is there just messed up data inside of it? Also, I think there was some way to fix corrupted map info, but I couldn't find the discussion again, as it was a long time ago. Does anyone know what I'm referring to? Like, I still have all the maps I made, but how exactly does the mapinfo file affect the maps? As long as I can fix the map info, everything should be fine, I can redo the rest. Another note, I tried using software that would let me retrieve an older version of the file, and the most recent I could receive were versions of the files from a week ago and another one from 17 days ago. These versions actually had visible data inside of it, but it still wasn't cooperating with VX Ace. It contained about the first half of the original data, but then there is a gap inbetween the rest of the data. With these versions of the files, my data isn't lost but is still corrupted. Is there anything I can do with these restored files? Question summary: What exactly is happening when a file is corrupted, what does the map info file do, and can I do anything with the partially-missing restored files? -
Hello again, I've implemented a custom font into my RPG Maker VX Ace game (Bahnschrift font) using Yanfly Engine Ace. Additionally, I've set my game's resolution to be 928x512 (resulting in a game window size of 29x16 tiles). I'm using Zeus81's fullscreen++ script for better full-screen optimization. One of the features of full-screen++ is how it aliases the game's graphics, keeping the pixelated graphics of events sharp and clear. The event windows remain clean and sharp as well. In other words, going full screen expands the game window without any interpolation. However, whenever the game is in full-screen mode, the text gets blurry. For some reason, only the text is affected by VX Ace's anti-aliasing process in full-screen mode, whether I have a custom font or not. I tried changing the size of the font, the font itself, and the customizable settings in Yanfly's script, but no matter what it still looks blurry and ugly. I want the text to remain jagged when it generates in full-screen mode (giving it a pixelated style). Alternatively, it would work to have the color pallet remain completely white (making the gray edges white). Does anyone know how I can fix this?
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Issue regarding Hime's VX Ace script "Custom Use Conditions"
MasterMoes posted a topic in Programming
I'm using Hime's "Custom Use Conditions" script for my VX Ace game, but there seems to be an issue with it when I require a certain skill on another skill. I have a weapon that adds a skill called "axe lucubration", which is a skill that's only good for allowing a character to use skills that require "axe lucubration". The issue is, though, is that a skill that originates from an equipped weapon doesn't accomplish the custom use condition. Rather, the required skill must come from the character. Does anyone know of a way this problem can be solved? Some other things I've tried that didn't work: I tried setting the "axe lucubration" skill's availability to settings like anytime or battles only and tested this script without any other scripts, but nothing changed. Also, the skill that requires "axe lucubration" was given to the character through the "change skills" event, not through another weapon or levelling up. Script link: https://himeworks.com/2013/11/custom-use-conditions/ -
Issue regarding Hime's VX Ace script "Custom Use Conditions"
MasterMoes replied to MasterMoes's topic in Programming
Wow, it worked perfectly! Thank you very much for your help both Pheonix and Roninator! -
Issue regarding Hime's VX Ace script "Custom Use Conditions"
MasterMoes replied to MasterMoes's topic in Programming
Unfortunately, it didn't work. Even though that second line is a valid method within regular scripting, the "formula" type within the script doesn't actually read formulas apparently. It appears to be a simple extension with custom variables that requires a method to use: There is a special "formula" type that allows you to evaluate any arbitrary formula. The following formula variables are available a - current actor p - game party t - game troop s - game switches v - game variables And unfortunately, a skill formula variable was never implemented for this script, which makes sense because of the "learned:" type, but I guess Hime never tested that type for skills originating from a weapon. My only other theory is that the script is looking through the list of learned skills rather than the list of skills available on a character. Any other ideas? -
I'm trying to design a little cooking system using Selchar's weapon durability script. When a player cooks something, they need to have a certain "weapon" equipped like a spatula. When they cook the item, the tool's durability goes down by a few points. Basically, when the player cooks an item, a skill is supposed to be forced on the player. This skill takes away 3 durability points when used. The only issue is, the "force action" command doesn't work outside of battle. I tried everything, like changing the skill's targeting to "The User". Does anyone know how I can force an action onto a certain actor out of battle?
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Forcing a skill onto an actor
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Oh, I see, it was a message error, not a discard issue. For me, the message just gave me a script eval error. I actually like this system much better in general; makes it easier for the player to see the weapon-breaking message in battle. Thank you very much for your help! -
Forcing a skill onto an actor
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
So it seems the game crashes once the weapon's durability goes down to 0 using this function. The game probably doesn't know what to do once the weapon disappears (I have it set so that the weapon vanishes once it reaches 0). Any idea how this can be fixed? (sorry I'm not very good at scripting...) -
Forcing a skill onto an actor
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
This seems interesting, but I'm a little confused about how to use this. Could you give some instructions on how to use this little script? Everything I tried doesn't make the durability go down and sometimes crashes the game... -
Getting past the resolution limit on RPG Maker VX Ace
MasterMoes posted a topic in Editor Support and Discussion
I'm pretty sure most of you are familiar with the resolution limit on RPG Maker VX Ace. By default, a VX Ace's game resolution is 544x416. There are a couple of scripts out there that let you change the resolution to a maximum of 640x480, like Yanfly Core. The reason these numbers are the maximum is that VX Ace doesn't allow for anything higher. Most say this is due to processing issues, which makes sense considering this engine has been around for over 7 years. However, with modern technology and things like anti-lag scripts, this is no longer a problem (besides, developers should have the right to do whatever they want with an engine). By "higher resolution", I'm not referring to a stretched-out screen. There are plenty of scripts out there that change the window size, either creating black borders (like Zues's full screen++ script here: https://forums.rpgmakerweb.com/index.php?threads/fullscreen.14081/) or completely stretching the game window, usually making the game very blurry and eye-soring. With the 640x480 resolution, a 21x15 tile map would fill up the whole screen. What I want is a bigger resolution that will show more tiles. For example, I'm hoping to make my game's resolution 896x512, or 28x16 tiles. There have been many people out there trying to figure out how to break this limit, but nobody has completely succeeded. The two closest attempts to break the resolution have been through a script made by an unknown user and a modification to RPGMVXAce's DLL. The scripted resolution-changer can be found here: https://forums.rpgmakerweb.com/index.php?threads/max-resolution-breaker.19336/. While it does it's job visually, it has a major functional issue. When the screen fades out during the "transfer player" command and when you load a save state, the fade out effect isn't to scale and appears on the top left corner of the screen. Additionally, parallaxes don't show up at all, even if the image is to scale with the resolution. Unless I can figure out how to solve these issues, I can't use this script. The other way people have changed their game's resolution is with a DLL modification, found here: https://forums.rpgmakerweb.com/index.php?threads/how-to-use-the-high-resolution-dll.34578/. The download link to the DLL doesn't work any more. In fact, it can't be found anywhere. Any other links to this file doesn't work anymore for various reasons like outdated downloading sites from 2014 or whatever. I really want to try this thing out, but I don't know where to get it. Therefore, I'm writing this forum post to ask if anyone has a way of accessing it. Not only do I want to use it myself, but I REALLY want to create a tutorial (hosted on many RPG Maker sites) for other people wanting to change the resolution to their VX Ace games with a fresh download link for the DLL file. I know, VX Ace isn't exactly that relevant any more, but it's about time we solved this and kept it solved. So, does anyone have the DLL file or access to it? I'm posting this on RPG Maker Forums as well. -
I'm using "V.M. of D.T's Basic Enemy HP Bars v 2.9" script to show the player how much HP is remaining. I'm trying to create some enemies that have multiple HP bars, where the player has to take down each bar one at a time. Basically, I want to make an enemy that has multiple lives. With this script, I've already got the bars, but I need some way to have an enemy have two of them. An example of what I'm trying to do is like the Demonic Beasts in Fire Emblem Three Houses: When the enemy's HP bar is brought down to 0, the enemy doesn't die. Instead, one of those red crystals is removed and the enemy's HP bar is either refilled or replaced. Usually, an extra effect happens on each HP bar. I want to be able to add this feature into my game so players can't instantly KO certain enemies in one hint. I don't exactly need all of the fancy "phase effects" or a second visual HP bar, just something that makes the HP refill once or twice when it reaches 0 without killing the enemy or ending the battle if it's the last enemy. Does anyone have a script or method for this kind of concept?
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Multiple Enemy Health Bars
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
It's not really made of anything I scripted, HIME's script does most of the work. It's actually an illusion. However, here's the graphic I made for the first phase of the big HP bar. It looks a little bland just because I'm using a side-view battle system, which requires smaller HP bars, so I enlarged the image's scale for this post. What I did was leave a blank transparent image for the first phase, and then I used the first image for the second phase of the HP bar, which (due to illusion) is actually the second phase going down. The black HP bar is the background for the HP bar. Scale it to your liking. Hope this helps some in their future project! -
Multiple Enemy Health Bars
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Ah ha, it works! I made the layered HP bar look just like the one from DT's script, and made it last twice as long. That way, when the first HP bar is gone, it will recognize the enemy as dead but then it immediately gets over-written by the remaining HP from the layered HP bar! Plus, I can use HIME's enemy reinforcements script to make a duplicate of the multi-health enemy with different stats! Thank you Roninator! -
Multiple Enemy Health Bars
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Thanks for the recommendation, I don't know why Google couldn't find this for me. Unfortunately, the extra damage goes onto the next health bar. However, if I combine the HP bar script I have now with this, 2 HP bars can be visible at once, so that solves that problem. I'll try experimenting with it. Thanks! -
Make an actor learn a skill type through an event
MasterMoes posted a topic in Editor Support and Discussion
For some reason, there is no option to make an actor learn a new skill type through events. It's either through weapons, armors, states or by pre-setting the skill type into the character or class. Is there a script call that permanently adds a skill type to an actor?- 3 replies
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Make an actor learn a skill type through an event
MasterMoes replied to MasterMoes's topic in Editor Support and Discussion
Thank you roninator, I don't know how I missed this. I'll see if it works out! UPDATE: It works great. Thank you!- 3 replies
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For two years I've worked on this commercial video game project in RPG Maker VX Ace. I released it on Steam on May 15th 2020, but I totally forgot to upload it here. I've worked very hard on making this game possible, getting permission to use some other people's resources, working with a huge collection of music teams, mastering pixel art, getting some scripting help from users on this community, and designing a fun and exciting story. I hope some of you have some time to check it out! Night Spasm is an open-world action adventure pixel-art-style RPG game that features a turn-based combat battle system, unique characters, and a dark, deep story. Take control of three main characters to restore a corrupt sci-fi/medieval world originally created to cheat death... https://store.steampowered.com/app/1291100/Night_Spasm/ Night Spasm trailer (teaser 1).mp4 Anyway, tell me what you think down below, and consider making a community post and adding the game to your wishlist, it helps a lot. Thank you all for helping, I'll be more active here once I begin my next project!
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