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Found 99 results

  1. I know this request is kinda out there, but I'm looking for someone to create a sideview weapon sprite (in the same style as the 3 default weapon sheets, if possible) of a battle fan. A good example would be Yukiko from Persona 4, and either "thrust" or "swing" style would be fine for it. I can provide picture examples if need be, and I'm also willing to tip through paypal or gift a smaller game through Steam, if that would be preferred. Feel free to PM me if you're interested and wish to discuss terms!
  2. Hello there, folks! I was wondering if anyone would like to draw dragonic wolves and elemental vixens for me, since I have no digital talent and like to slack. I'll post the descriptions below. The Leaf Vixen: Height/Weight The Leaf Vixen is small, but its size gives it the nimbleness it needs to protect itself. It weighs in at a mere 23 lbs. and only stands to be as tall as 2 feet. The Leaf Vixen: Diet/Appearance/Habitat This creature, despite being a dog-like creature, is a herbivore and tends to use the leaves around its tail as a secondary source of food. Unlike all the others, the Leaf Vixen can perform photosynthesis, and is of the Nature Element. The pale creamy tan compliments their habitat, although they normally sunbathe on rocks and other warm surfaces. Their front paws have leaves that they use for defense and have leaves that wrap around the tail. The Leaf Vixen will almost always be found in woodlands and forests. The ones in the forest are a tad darker than the woodland ones, but generally are around the same weight and size. The Blaze Vixen: Height/Weight The Blaze Vixen is small, but is a little larger than the Leaf Vixen. It weighs 30-40 lbs. and unlike the Leaf Vixen, is only is 1 1/2 feet tall. The Blaze Vixen: Diet/Appearance/Habitat This creature sets prey aflame to catch it, and is a carnivore. The Blaze Vixen is an orangish red color and has a path of pure red around its muzzle. It lives alone, and will only come out around noon, or the warmest part of a day. Their front paws closely resemble a spiral of flames, and their tail has a twisted tuft of fur around it. The Blaze Vixen hates water, so desert-like areas are the most likely places to find one. Rarely, though, are they found in woodlands and snowy climates. The Angel Vixen: Height/Weight The Angel Vixen is the only creature that weighs the lightest, but looks the heaviest. They weigh an astonishing 7.3 lbs. and stand at 2 feet. Their bodies allow a gentle jump to and fro when needed, but their size makes them really fragile. The Angel Vixen: Diet/Appearance/Habitat The Angel Vixen normally eats fruits, but rarely small rodents can be found killed and nibbled on. They prefer light food, only to keep their skimpy figure to move swiftly. The body of a Angel Vixen is strange. The fur on the sides are a bit darker and gives an appearance of feathery wings. The fur also fluffs out more, giving it a look of a heavier weight. Unlike most wild creatures, Angel Vixens love to play with anyone and anything. They will also heal wounds in tribute of their own life force. These are famous among hospitals, but there is an urge to stop. As quoted from a Scalvosian doctor, “Using them can basically result in them becoming extinct. We must let them be free and not use them as tools.†Angel Vixens are found normally on mountainous terrain, but can be found in cities, forests, and almost anywhere else. The Shadow Vixen: Height/Weight The Shadow Vixen is the heaviest of the group, and also the tallest. They weigh in at 100 lbs. and stands at 4 feet tall. The Shadow Vixen: Diet/Appearance/Habitat The Shadow Vixen will always gorge itself on rats, birds, and Chaingras, and eats roughly twice its body weight daily. Surprisingly, they move around more often than water. Shadow Vixens always move around, totaling around 15 miles a day. Their hyperactive bodies give them a touch more endurance than the Hydro Vixen, but they can’t really outrun anything. They are a charcoal black, with a white tuft of fur in between their front legs, and have white strands around their front paws and tail. Shadow Vixens live mainly in caves, but they also live in damp forests and swamps. The Cave Vixen: Height/Weight The Cave Vixen is a average one, but very agile as it is. They weigh 45-60 lbs. and stand at 3 1/2 feet. The Cave Vixen: Diet/Appearance/Habitat The Cave Vixen lives in dark, damp areas, so food is limited. It normally eats insects, but it can also eat moss and not be affected by the toxins. It’s recommended not to bother a Cave Vixen, since their fronts paws are where most of its strength is. They are a damp brown, and have a tan tuft around their tail. The Hydro Vixen: Height/Weight The Hydro Vixen is built for swimming and hunting in the water, hence the name. It weighs 60-70 lbs. and stands at 3 to 3 1/2 feet tall. The Hydro Vixen: Diet/Appearance/Habitat Given by the name, these dazzling creatures live on beaches and banks. They mainly eat fish, but they’ve been reported to have taken down serpents twice their size. A Hydro Vixen looks like a blue dog, but has tufts of fur, resembling a crest of a wave, around all four of its paws. These tufts, following its upside down wave on its chest, are a light blue. Hydro Vixens are thought to be related to the Crestragas, but it has not be proven as of yet. The Bolteraga: Height/Weight The Bolteraga is a dragonic wolf that’s around 5 1/2 feet tall and weighs around 630 lbs. The Bolteraga: Diet/Appearance/Habitat This breed will almost never leave a stone unturned, due to the mountainous terrain. Bolteragas are carnivores, and prey on deer and other animals that live around, and on the mountain. Bolteragas are yellow, followed with bright orange spines down its back. Its hind legs are larger, and built for jumping around. They control lightning, and will howl when an approaching thunderstorm is nearby. The Bloveraga: Height/Weight The Bloveraga has a fiery temper,complemented by its size. It weighs in at 700 lbs. and stands at 5 feet tall. The Bloveraga: Diet/Appearance/Habitat The Bloveraga is a carnivore, but their habitat doesn’t meet their demands, thus they will move away from their home to hunt. They are a bold red, with orangish red spines that run along their back, and have normally sharp orange eyes. Bolveragas live in volcanic areas, and due to their makeup and environment, they know how to control fire at their will. The Frezeraga: Height/Weight This frozen wolf is around 800 lbs. fully grown, and stands at 5 ft. The Frezeraga: Diet/Appearance/Habitat Frezeragas live in tundras, and in arctic areas. Their diet is focused on small mammals, but they have hunted large creatures, such as dragons, before. They’re a light blue, complemented by the dark blue spines that run down their back. Frezeragas were normally bred for their coats, but due to their now low numbers, they haven’t been found much anymore. If an equation was present, this is what it’d be. For every two Frezeragas, a male and a female, they can produce up to five pups. from there, if any die from sickness, the number decreases, normally to three. Now, their population sits at four hundred, so 400(2+3)=2,000. Now, take all that die for people’s needs, 2,000-500=1,500. Then take the amount that don’t make it due to starvation or illness, 1,500-1,000=500. Finally, end it with the amount that can’t breed, 500/2=250. This gives, respectfully, 125 Frezeragas a chance to mate (Given if half were of each gender). Take the amount that don’t find a mate in their lifetime, 250-100=150. Now, if that number were to reproduce, it would start with 150(2+3). They, somehow, have remained alive though, so there is a fighting chance. The Crestraga: Height/Weight The Crestraga is among the most fearsome, weighing at 900 lbs. and standing at 5 ft. The Crestraga: Diet/Appearance/Habitat The Crestraga lives on beaches, and eats fish, birds, and other small creatures. Don’t let that part fool you. It takes only one of these to take down an entire horde of dragons, which is also apart of their diet. Their heavy weight gives them an advantage when it comes to swimming, and since they can breathe underwater, it’s pointless to run. Crestragas are blue, with normally crimson red irises. They have damp blue spines, that aren’t that noticeable, running down their back, and their fur is known to be coarse, but smooth. The Spiritraga: Height/Weight These “ghosts†of the world are around 300 lbs. and stand at a simple 4 ft. The Spiritraga: Diet/Appearance/Habitat Spiritragas are among the most fearsome for their strength and smarts. But, their major flaw is that they only live in packs of two. They’re white, and look like normal wolves, save their paws, that have more of a coarse look. They live solely on the energy that leaks off of souls, and can really never truly die. Spiritragas live for 500 years, and live in mountainous areas. They don’t even need to be within any area to get their food. It’s a good thing to not go looking for one, since they can simply kill you by taking your soul, even if you were immortal. The one that seemed to have escaped me, which is the Galeaga, is an ashy white. they're huge, sitting at 980 pounds. They have grey spines down their back.
  3. Crescent

    graphics Crescent's MV Resources

    Crescent's MV Resources Looking for custom graphics? Visit my commission shop. Hello! I'm Crescent! Here are some tiles for you. (・∀・) Terms of Usage: Note: Please let me know if your project is commercial. This doesn't affect anything but I'd like to have a free copy of full version or demo of your game once it's released. =^∇^*= • Please credit me as "Crescent" for non-commercial projects and "Dure Maknun aka Crescent" for commercial projects. • You can't alter/recolor my work without asking for my permission. • You can't sell my work/claim my work as your own. Credits: Please make sure you credit them all! -Crescent (Non-commercial) Dure Maknun aka Crescent (Commercial projects) -Enterbrain -And anyone I mention on the post. Contact: If you'd like to contact me, you can do so through PM or email me (duremaknun916@gmail.com) so I can answer your questions or anything! --- Commissioned Tiles: These are made for RyenSaotome's project. (+18 Warning!) Renryuu: Ascension - Development blog. Thanks to him ~ he paid me to make these resources for his project and gave me the idea of releasing these tiles to public. :3 Edited Tiles: These are some edited tiles, also made for RyenSaotome's project. Note: Credit Indrah for the doors. --- That's it for the moment, thanks for visiting! \(=^‥^)/’`
  4. Zielach

    Cryo Weaponry

    Hey, I wanted to share some weapons I did for MV (even if I don't have the game bought) They are dark-frost like, 'cause I want to do a game with that style. You can always give me your opinion c: I only did some of them because I don't think I'm gonna use the rest.
  5. MrDaisy

    [Request]XP Characters on MV

    Hello, back in VXA we had a script that allow us to use XP characters on XVA which was made by @ShinGamix so i would like to request the same script for MV Plugin, the old script (VXA,VX) can anyone convert it to MV plugin !? Thanks & Regards
  6. Flare Notification - vs 3.0 Darkness Falls Terms: Credit must be given to me. Mit license means you can do what ever. free for commercial usage Flare Notifications allows you to create notification windows based on different events. So lets create a notification: FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", stickToTop, fadeOutNearBottom);This creates a notification window that will scroll down the game window fading in and then out at a specified rate given by the options. As you can see we give the notification window some text. Optional values are stickToTop and fadeOutNearBottom which should be obvious what they do. fadeOutNearBottom is calculated based on a plugin setting which lets you calculate when it it should start fading out. All windows are added to a cue, first in first out. For example an event can have: FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", false, true, {windoWidth: 900, windowX: 2, windowY: 90}); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", true, false, {windoWidth: 900, windowX: 2, windowY: 90, fontSize: 20}); // Options are passed in as an object: // windowWidth = The width of the notification window. // windowX = The x position of the window. // windowY = the y position of the window. // fontSize = the font size for the window. FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); This adds ten windows to an event that will then all be called. ATTN! If you have 1 or more notifications and you open a menu, enter a battle. we will play the next set of notifications. If you then open a battle or a menu we will remove any notifications currently on the screen. This is similar behavior to the map name. Regarding windowY If you set the window Y to low or too high you may never see the notification because the window moved down the y axis and as it does it fades out over time. That time can be adjusted how ever. Event Based Notifications Now you can enable a set of options to turn on event based notifications for weapons, armor, items, xp, gold, hp, mp and so on. There are a ton of individual event notifications that you can turn on or off so that you are not creating events all the time that contain notifications after a party gains x item or loses x hp. These only trigger on events that require the player to some how activate them. They do not play in battle or in menus. Event based notifications have options for the way the window looks and behaves including width, font size, stay at the top, how long till next window and so on. These options are different then self created notification window options and are individual for each type of event notification. ATTN!! Assume you have 6 events that play (all at once) as the player triggers them. The notification messages are added to a queue. The events will play out, level messages and other types of messages will play out associated with that event. these messages are known as $gameMessage's. The notification event messages will play directly after according to how they were added to a queue. How to get the script? Download Here. FAQ: - How do I use this? Download the dist/ script or make a new JS file called: Flare-NotificationWindow.js and then follow the above steps. Do not forget to save and enable the script. - Are there incompatibilities? Not as far as I know? Post them if there is. Rules are: Screen shot of the error, console too if you have Yanflys core script. What you were doing, what caused the crash, what scripts you are using. - Can you add a feature? Yes. Just let me know what you want and ill consider it. - I found a bug! Follow the "Are there incompatibilities" rules for positing bugs. It helps me debug.
  7. Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
  8. Flare Collections - Laws for Map vs2.0 Created by DarknessFalls. All Credit must be given to me. Free for commercial use. Download: Get me The script must be named: Flare-LawsForMap.js ATTN! All code is written in ES6, including classes, static classes and so on. Do not edit the script it's self. You can view the source code here and learn how to build the script for your self here ScreenShots: Welcome to Laws for Map. The script allows you to set up a set of laws for a map, these laws are then checked when a player does an action that targets either it's self, another actor or even an enemy. If you say no potions and I use a potion, you bet ill be punished in some way. Laws for Map comes with lots of things right out of the bag, lets get into it. Setting up laws you can have any number of laws on a map, we will only show you three of those laws at any one time. When the player starts up the map either from a new and saved game we will randomize those laws and show a new set of three. The same goes for when a player transfers to a different map and back again. Laws are comprised of a couple of things, a short name, a icon, a punishment and a cantUse which is allowed to hold three things in it (any more and I slice them off). So lets set up a law: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > name: The name of the law. punishment: The thing to punish on the actor object. (see below) amount: How much do we do when we punish the user? icon: What icon is representing the law? cantUse: What can we not use? (see below) ATTN! The parser I use will read the tag as is, if you copy and paste it into the map detail window. Duplicate cantUse Consider the following example: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > <law name:"Minor Health Loss" punishment:"hp" amount: 10 icon: 26 cantUse: "attack, potion, heal" > The issue here is that when we process which law you broke, we take the first one we find in the array of laws for the map is the first one we take. In this case Minor Health Loss would never get used because we found Attacking causes death first. Your can't use has to be unique like the name of the law. Punishment punishments are things we do to the player, we take away things like hp, mp, tp or xp. We can even take away gold. We cannot take a away items, weapons or armor (equiped or not). When we take away xp, we can level down the actor. ATTN! Laws can kill. if you reduce the hp below 0 or to 0 on a map or in battle it can kill the player. If you are on a map and you kill the whole party, the last law window will tell You that every one is dead and its game over before actually going to the game over. We tell you before we punish you, battles. In battles when you do an action and the law is broken, if that law would kill You we will tell you before we actually punish you. We Punish before we tell you, map. If you are on the map and you use a potion and we have stated no you cannot use potions, then we will show you the law window and THEN punish you. The following are acceptable punishments: hp, mp, tp, xp, gold. No you cannot have multiple punishments. cantUse Cant use stipulates what a actor can and cannot use. Because laws are not party wide and affect only the actor breaking it the cantUse only applies to that specific actor at the time that they use an action. You can state, for battles: Attack, Item Name, Skill Name, Special Name For maps you can do: Item Name, Skill Name, Special Name You can only have three cantUse per law. For example: attack, potion, spark When a player uses attack in battle or spark in battle they have broken a law. When a player uses potion either in or out of battle that player has broken a law. The same goes for out of battle. If a player uses a potion out of battle they will be punished. Regarding Breaking Laws in Battle. In a battle its the sole act of doing an action thats against the law that breaks the law. For example if the law states you cannot attack and you attack, but it misses, you still broke the law and will be punished according to that law. Regarding Yanfly Scripts. For Yanfly battle and Yanfly Menu Manager, you don't have to do anything at all. This script also works with Yanfly Aftermath, you just have to place laws in the list of reward windows: exp custom drops laws Reward for not breaking a law You can set this up with a tag in the map notes: <lawReward i: 5 w:5 a:8 gold:78 xp:90>This will reward the player it an item of id 5, weapon of id 5 and armor id of 8. The party will also gain 78 gold and the whole party will gain 90 xp. You can also do: <lawReward i: "5,6,7" w:"5~89" a:8 gold:"1~78" xp:90>This reads as, gain item id of 5,6 and 7. Gain a random weapon between if 5 and 89. Gain armor with id of 8. Gain random gold between 1 and 78 and finally the whole party gains 90 xp. Calculate Before or After Battle? If you set this plugin option as before then you will see: You can scroll through the laws that associated with this map and hit enter to scroll through the list of rewards. All of these rewards will be the same for every single battle. If you want to have the rewards calculated after every single battle and you are using concepts of: "1 ~ 6" which is how we calculate random rewards. Then you'll see: Which indicates that there is no reward information to be shown because that information is calculated after every battle. Bonus: You can do the following: i: 1 // item id 1 i: "1 ~ 67" // random item between 1 and 67 i: "1,2,4" // Give items 1,2 and 4 Public API For developers, you get some public api. Non developers might find this useful. You have access to the FlareLawsForMap static class which has the following functions on it: getLawsForMap() Gets all the laws for the current map, returns an array of 3 objects.Example: FlareLawsForMap.getLawsForMap() // Returns and array: [Object, Object, Object]
  9. Flare-RegionNotification vs 1.0 Requires: Flare Notification Window Credit: Darknessfalls Can Be used in: Free and Commercial games. Download: Grab it here Want to have a notification play when you walk over a region? This is the script for you. So lets assume you have region 19 and when the player touches you want to say "hello world". So what you do is the following: Paint a line of region 19 (see why a line below) Create a parallel event with the following script call: FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, 19, 1); Play the game. Lets go over what you just created: The params for the script call are as follows: FlareRegionNotification.notifyOnRegionTouch(text, stayAtTop, fadeoutTowardsBottom, options, regions, switchId, turnOnSwitchesForMultiRegions); text: notification text stayAtTop: true/false fadeoutTowardsBottom: true/false options: See Flare Notification Script, how ever: Options are passed in as an object:windowWidth = The width of the notification window. windowX = The x position of the window. windowY = the y position of the window. fontSize = the font size for the window. Example: for options, you could pass in: {windowWidth: 400, windowX: 50, WindowY: 50, fontSize: 12} switchId: the id to turn on for a single region touch only. turnOnSwitchesForMultiRegions: Do you have multiple regions? If so, then each region will be a switch id thats turned on when the player touches tone of those regions. So what you have done is: create a notification with text of "hello world" and, don't stay at the top, fade out towards the bottom, set the width of the window to 500, only play when player touches region 19 and then turn on switch id 1. Multiple Regions FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, [19, 15, 78], 0, true); This one does the same thing as you have seen above, accept this time we say, don't use a single switch, instead use the region id as the switch. What this does is creates a notification when the user touches region id 19, 15 or 78. When the player does we have a switch id set turned on with id: 19, 15, 78. ATTN!! If you pass in false or nothing (default false) then we wont use a switch id, even if you pass one in. If you pass in a switch id and false for the last two arguments then what happens if we do nothing. Turn off Switch id on region touch. Now that you have the notification playing on one or more regions and you have decided to set a switch when the region notification event is played, how do we reset that switch with out an event? In the same parallel process you created you'll want to place the following code: FlareRegionNotification.resetNotificationSwitches(regionId); What this does is say reset notification switches for all switches when this region is touched. So assume you had region id 12, 15, 16, 19 and 20 all play a notification of "hello bob" when the player touched the region. Well when you call the above function with a param of, for example, 50, then every time a player touches region 50, all the switch id's, in this case: 12, 15, 16, 19 and 20 will be reset so that the notification can play again when the player touches those regions. But I only want to reset one of those switches ... Ok, so now we use the same example as above, but instead of calling `resetNotificationSwitches`, we call `resetSpecificSwitchId` same signature as the `resetNotificationSwitches` accept the second argument is a switch id: FlareRegionNotification.resetSpecificSwitchId(regionId, switchId); This does the exact same thing as above, accept it only resets a specific switch id instead of all switch id's on region touch.
  10. Flare Play Music On Region Touch vs 1.0 Download: here Credit: Darknessfalls The above shows you how to quickly set up a set of regions that when touched music plays. In the above, 19 plays the river BGS while 20 fades it out over 2 seconds. So How is this done? Paint some regions on the map, one set is for the music to fade in, the other is for the music to fade out. You can have multiple regions that fade in music and multiple that fade out music. Create a parallel event that contains the script calls you see in the image, for example: FlarePlayMusicOnRegionTouch.playMusic([19], 'BGS', 'River', 50, 100, 0) FlarePlayMusicOnRegionTouch.fadeOutOnRegions([20], 'BGS', 2)Run the game. When the user touches region 19, BGS of River will play. How ever when the player touches region 20, all BGS's will be faded out over 2 seconds. ATTN! I do not fade out BGS or any other music on map transfer, thats for you to set up.
  11. Hey there~ I was wondering if I could appease to anyone the idea of making a plugin that - essentially - allows you to hit anyone in battle instead of the basic restrictions given in game. So instead of the default restrictions, I can instead cast, say, HEAL and I can cast it on any party member OR on an enemy. Having this sort of ability can allow me to create various skills and strategies that can maybe help the flow of battle more. ie; Enemy is inflicted with ZOMBIE Cleric casts CURE on enemy Enemy takes damage or Ally is low on HP and also has FireEater ability Ally doesn't know healing spells - instead casts fire on ally. Ally absorbs fire dmg and is healed. I hate having to essentially make skills work around the default "who you can hit" thing. If possible, having note tags that can modify what each skill hits ie, <skill: all> *hits anyone <skill: 1 ally> *can only use on you or allies <skill: all allies> *affects all allies <skill: all enemies> *hits all enemies <skill: 1 enemy> *hits 1 enemy That sort of thing? I'm sorry if this is a complex task - I don't require it immediately anyway, but will in the future so I thought I'd see if anyone is interested in this sort of plugin. Thank you for taking the time to read this
  12. Purple Phantom

    VX Ace or MV?

    Hello! I wasn't sure where to put this, so I hope it's in the right spot. I have a few pending games (check the spoiler in my signature) and I was wondering if it would be worth it to get MV or if I should stick to VX Ace! As such, I'd like to know the pros and cons of both makers so I can compare, contrast and, eventually, decide whether I'll use VX Ace or MV for the games. Thank you, in advance!
  13. Hi MVers, I've just realised that the current game I'm building for a friend would possibly benefit from the exporting to mobile option MV provides. However, before I drop the dollar for one or two copies of an engine I don't exactly want I was hoping the devout could answer a couple of questions for me: 1) What has everyone's experience with exporting to mobile been like so far? I've only seen one thread regarding this and, while it was a little negative, it wasn't anything I personally saw a problem with. 2) How comprehensive is the existing game transfer? I think I remember seeing something about it transferring maps but how about the events populating those maps? And, if it does transfer maps then would it automatically resize the graphics? How manual is the transfer? A thread I viewed made it appear that it was done outside the engine with the user handling the files; while I don't have too much of an issue with this it would kind or irk me since I'm pretty sure I remember them advertising that as a selling point. No urgency for replies since I probably wont pick up the project again 'til this weekend, although it would be a drag to continue doing work that I may have to later redo. Thanks in advance.
  14. Takeo212

    Change Battle Command Options

    Hey, I am unsure if this is do-able without a plugin, so I'll post this here since I think it's the correct place. Basically, what I am looking for is a possible way to change the default battle options such as "Magic", "Guard" and such to an actualy command. So instead of going into Magic and selecting Fireball, I would like to access it straight from the menu, like so; Attack Fireball Heal Backpack Is this possible to do, and if so, I need it to also be able to allow extra skills to be added later, so I can add more skills and maybe even remove some. Sidenote: This isn't for the Indie in a Week, just thought I'd say. This is for a little side project I'm doing
  15. Okay, it's something that bothered me with VX@ and again with MV, there's simply a very limited number of actor sprites for children (integral part of RPG's) and none whatsoever in terms of battle sprites. Could anyone with a spare bit of time make something of a template for them? Please?
  16. Greetings lower lifeforms! Welcome to the second entry of the Wish to the Stars development blog. Today, we will be going over some things I've been doing in chapter 1. First off: We have a functioning chapter selection area! Yes. We have chapter selection. There will be 11 chapters, most will have 2 parts to it. One where you play as the character Aiden, and another where you play as the character Aria. Some of you may be wondering why I decided to do a map instead of pictures for selecting the chapters. Well, the main reasons is because I am not very talented at drawing pictures, which would have led to very boring and uninspiring chapter images and a map made for a more interesting way of navigating. The other reason is because I really like Fable 3... Yes. I know what you are thinking. Feel free to ostracize me. I won't complain. Anyway. I really like the idea of all of the menus being abstracted out and having everything from the menus being put into an interactive environment. Now, Fable 3 managed to make it a massive chore more then anything fun since they literally abstracted almost every single menu out of the game. I'm only doing this for the chapter selection area. I also like the chapter selection in the game Sacred Tears TRUE (http://store.steampowered.com/app/316840/), which is similar to this. So, I'm basically stealing from other, probably better, games. Anyway. The chapter selection will allow you to go to any unlocked chapter and play through it at whatever level the characters currently are, along with what equipment and money they have. Being certain levels will unlock new events and such in previous chapter. This is meant to give the player as much freedom as possible when going through the game and to allow them to play through whatever chapters they feel like without feeling like they have to find everything right as they are going through them or else they will have to restart the game or load a save. The next thing on the list: Mapping! The first town area of the game is complete! The village of Ander. Which is the home of the two main characters. It has six sections to it: The Grove, Village Center, Waterfalls, The Eastern Side, The Farms, and the Brody Homestead. All of which will be accessible during both sides of chapter 1. There really isn't anything else to say. And now the last thing on our list is: Characters! Names, nick-names, descriptions, and some side notes on every character has been entered into the database. Aiden and Aria's class information has been entered into the database as well and are currently under going some testing. The rest of the character's class information will be entered at a later point as well. Here is a current status on all of them: Aiden: Names, ENTERED. Description: ENTERED. Class: TESTING. Aria: Names, ENTERED. Description: ENTERED. Class: TESTING. Cavall: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS. Marcus: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS. Galahad: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS. Eden: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS. Anyway, There really isn't much else to say since not much of the story has been put in yet, outside of a small intro scene, so I will leave you guys off with the percentage completion of each chapter. Chapter completion percentages. -Chapter 1 completion: %30 -Chapter 2 completion: %0 -Chapter 3 completion: %0 -Chapter 4 completion: %0 -Chapter 5 completion: %0 -Chapter 6 completion: %0 -Chapter 7 completion: %0 -Chapter 8 completion: %0 -Chapter 9 completion: %0 -Chapter 10 completion: %0 -Chapter 11 completion: %0 Have a good day everyone. -LS
  17. Hello everyone. I was wondering what are your opinions on playing a game made with full RTP assests (tilesets, music, characters)? Custom scripts or Plug Ins can be involved but all the art, sprites, tiles, and music are RTP. Will you play that game or not? And why? Thank you all in advance~
  18. Hello everyone. Through most of last month I had a poll up for people to choose the top 4 characters to be in my MV project. Well. Now that I have MV, and have had time to get familiar with it, I have finally gotten around to starting the project. This blog will be either bi-weekly, or monthly as a way to keep you guys up to date on the progress of the project. I don't really have much to say for this entry, so I'll just leave a completion percentage for each chapter. Chapter completion percentages. -Chapter 1 completion: %10 -Chapter 2 completion: %0 -Chapter 3 completion: %0 -Chapter 4 completion: %0 -Chapter 5 completion: %0 -Chapter 6 completion: %0 -Chapter 7 completion: %0 -Chapter 8 completion: %0 -Chapter 9 completion: %0 -Chapter 10 completion: %0 -Chapter 11 completion: %0 Anyway. Good day to you all, and I look forward to working on the project.
  19. Jeanne d'Ys

    My Thoughts on MV

    So yeah, Maki here! I've been fooling around with my new RPG Maker MV for about 5 days now, and this entry would be my current opinions about it. Well, to say the least is... I actually enjoyed it, although there are still some sour-indescribable-mixed feelings inside me for some of the things. But let's not start from the negative nodes, shall we? First, what I like about MV is its new appearance. Although it felt a bit lonely at times... Well, I also got this feeling the first time I tried Ace after VX, so I think I'd get used to it sooner or later XD And then, there's the enhanced system; I haven't tried mapping as a whole, so I can't say much about the mapping right now (Too busy messing up with the character generator and database XP), but I do like the remade tiles and their new additions though. And the option to take map screenshot is nice... What pulls me into MV so much is the Character Generator, though. I like the new art direction, and how the new actors showcase what can be done with the generator. The face looks more lively than Ace's, which some had said to have "Uncanny Valley" feel. Although there are some things that disappointed me about the chara generator, which I'd say later. The database looks pretty good so far, with some new animations and BGM (Although the BGMs are incomplete... Or is it just me? o.O) I like the generic look of the new icons, it makes them more versatile and fitting for more "modern" RPGs. Also, borders! I actually really like the new art direction of the battlers. Despite it takes time to get adjusted to and some of them looks quite jarring now (Demon, Fanatic and Behemoth's new design comes to mind), I think many of them are still cool. I especially like the Spirits, Skeleton (Dancer), some of the Actors (Finally!) and the Puppet. Even though I still like Ace's edgier design a bit more... The options to use SBS is a neat touch, and makes me want to delve into Side-View more (I'm a Front View main in Ace cuz MegaTen). Oh, and the new bigger resolution makes the game looks better too, which is complemented with the native mouse system, making browsing through the game much easier. Now, for what I don't like... Ugh... First, the DLCyndrome. I know that it's practically been a tradition to release bonus packs for RMs (I still have the Samurai Pack, for example. Good pack, btw~), and I actually got the bonus DLC this time. While many of the resources inside seems fine (Such as the cover art charas), some of them just felt like they're better fitted into the main engine. I know it increases the file size and there are a good number of users getting dizzy of Ace's crowded defaults, but it still feels rather off... And then the speed. MV seems much slower than Ace, and the difference is really showing. There's also the resource loading every time a new project is starting, which of course can get annoying at times. And finally the one I have a rather mixed feelings with, the generator. While I like most part of it, there are some things I felt sad of. First, the lack of dress for females. The Ace generator had options for those, why not in MV? There's no "Glaring" eyes options anymore, which has a good portions of Uncanny Valley atmosphere in it. Back in Ace, I took advantage of the glaring eyes to create creepy characters. Also, no Japanese school uniform? I know that these problems can be get rid of by importing resources, I'm just pointing out some things that the Ace generator had but the MV generator lacks. Also, without green dress and glaring eyes, I cannot port Emily! Final Verdict: If you're thinking of jumping form VX Ace to MV for the "upgrades", then just do it. Those are actually worth it, especially if you are smart with resourcing. Although, it's actually pretty fine to just stay in Ace if you felt enough with Ace. Especially since Ace had some things that MV didn't. I, for one, would still use my Ace in a rather regular basis alongside MV, because the two have their own pluses and minuses. Well, I think that's my review after almost a week fiddling with MV, thanks for reading~
  20. Nekotori

    Japanese Plug In Gone Rogue!

    Hello guys~ It`s been a while since I actually posted a topic and here it goes~ Another HELP ME MEOW topic xD Apparently, this certain japanese plugin is doing some crazy stuff right now. You see, this certain plugin enables the player to change weapons in battle (as well as shields). It`s working fine with changing weapons but things go crazy when changing shields. When I highlight the shield option so I can change my shield, the weapons are still selectable. If you select a weapon rather than a shield, the weapon gets consumed. Yes, consumed, weapon lost forever. I dunno how to fix them meow... Here is the plug in if you need to check it :3 All the other Plug Ins that I use are all from YANFLY~ http://www.mediafire.com/download/tjx9fxt8ux1s63c/ChangeWeaponOnBattle.js EDIT: It seems to be an incompatibility with Yanfly and this plug in :3 I shall try to contact yanfly P.S. My topic title though.... xD
  21. I just installed MV trial, and to give it a test I started a blank project. However, I am shocked to see that there are actually very low amount of BGMs in the RTP, I am not sure if I am missing anything. But when I took a look at some of the musics, I saw some of them are skipped, like the "Theme" - it's "Theme1", "Theme2" and directly after that there's "Theme6" wihout 3, 4 and 5. Here's what it looks like: It's not just that, I am also missing some Sideview battlers for actors, I'll leave a screenshot... Can anyone tell me how to get the missing files? Or is it actually like that and I am not missing anything? Thanks in advance for your help! ^^
  22. I could be wrong, but I'm sure I read that it would be "easy to add custom stuff yourself". Is that confirmed? I've tried transfering some stuff between the folders for male and female to try vary it up, but it isn't processing into the actual generator. Has anyone found a way to do this or such? I'm also sad there isn't a Steam Workshop for MV (yet?), but I know the software was only just released so I'm not to bothered right now. I'm asking because it's tedious to have to constantly edit every sprite the same detail and such, and would like to make it a gen part instead. Is this possible, and if so, has anyone found out how yet?
  23. The reason I'm asking this is, if you've ever had characters approach or go past level 40, the exp table starts to get really odd due to the algorithms used to compute it. This has been the case since XP, to best of my knowledge (2k and 2k3 had a different way of handling it). After about level 32-35, you'll notice a significant slowdown in the extra experience needed to gain the next level, and by about level 40, even at the highest exp curves, the TNL only climbs by about ~1-2k per level. Now, in regular VX, the formula was easy enough to find and edit (although the actual results could be unpredictable, at best, without extensive testing), and in VX Ace, we've had several options, such as the exp table that I requested here several years ago, and Tsukihime's script that links to an Excel file, among others. Obviously, MV isn't out for another 8 days at this point, but do you think that it'd be relatively simple to construct the template for a table like it was for people in ACE?
  24. Thejaxinator

    Reformating The Site

    Well people learning, and maybe right tutorials about java script people, and knowing the people here there will want to make sprites. And i heard about changing the website any thoughts on changing the site.
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