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Found 1,866 results

  1. OtherLayers XP + VX + ACE by Kyonides Introduction This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map. I am sure there gotta be other scripts that provide similar features and you know what? I don't care about that! 😛 Embedded Notes for XP & VX First of all, both engines have no Map Note Boxes so you must use the Map's Name as a substitute. # This script lets you add another layer where you can place images that can # be either static or animated. # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers # - Pattern: <LUMn> - Example: <LUM2> # - Predefine an Upper Layer # - It must follow one of these patterns: # The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any) # <LUn filename n n> # <LUn filename n n Sn> # - Examples Using the fall_ image files: # <LU1 fall 3 20> # <LU2 fall 3 20 S10> Embedded Notes for VX ACE # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers - Pattern: <layers n> <layers 2> # - Predefine an Upper Layer # - It must follow one of these patterns: <layer up n filename pix n frames n> <layer up n filename pix n frames n switch n> # - Examples Using the fall_ image files: <layer up 1 fall pix 3 frames 20> <layer up 2 fall pix 3 frames 20 switch 10> Optional Script Calls - Valid for All Engines # - Change the Map's Upper Layer - It will replace any previous one! upper_layer(Number).name = "BaseFileName" # - Change the Upper Layer's Number of Pictures - if Animated upper_layer(Number).total = TotalPictures # - Change the Upper Layer's Timer (in Frames) upper_layer(Number).timer = Frames # - Change the Upper Layer's Switch ID upper_layer(Number).switch_id = SwitchID # - Change the Upper Layer's Data With a Single Call upper_layer(Number).set_data(TotalPictures, Frames, SwitchID) # - Freeze or Thaw the Upper Layer upper_layer(Number).freeze! upper_layer(Number).thaw! # - Check whether or not the Upper Layer is Frozen upper_layer(Number).frozen? DOWNLOAD DEMOS Terms & Conditions Free for use in non commercial games. Due credit is mandatory. Do not repost it anywhere! That's it! 😛
  2. EDIT! When I posted this topic the site gave an error message, and seem to have posted it a second time. Is there a way to delete one? I've created a map where the player is underneath a cavern, and lava is pouring in from above. I've made three images for the overlay, and while the first frame shows up as it should, it just won't animate. I've looked at the script, double checked the switches and variables and looked at various posts online and nothing is helping. To give you guys a demo to look at and mess with, I made a new project with only the scripts and related switches/variables required. Since my project has pay to use tilesets I needed to do this. If you can spot what's wrong, I've be very grateful. ^^ Project2.7z
  3. EDIT! When I posted this topic the site gave an error message, and seem to have posted it a second time. Is there a way to delete one? I've created a map where the player is underneath a cavern, and lava is pouring in from above. I've made three images for the overlay, and while the first frame shows up as it should, it just won't animate. I've looked at the script, double checked the switches and variables and looked at various posts online and nothing is helping. To give you guys a demo to look at and mess with, I made a new project with only the scripts and related switches/variables required. Since my project has pay to use tilesets I needed to do this. If you can spot what's wrong, I've be very grateful. ^^ Project2.7z
  4. Hello guys, Recently I used the scripts of Falcao Pearl ABS Liquid V3 At material: "-Pearl Kernel". There's an option to switch StartWithHud = true, to hide the HP and MP Bars at the start of the game. I switched it to "false" and I wanted to switch in back to "true" during the game progress. how do I do that? Thanks a lot ^^
  5. Hello, y'all, I recently incorporated HIME's global common events script into my game project. I've mostly been using it for special battle features, like a timer system that cancels everyone's turns if the player doesn't input their attacks fast enough, or a common event that makes the enemy repeatedly move around the screen. When I test my global common events through a new save file or through the battle test option, the global common events work fine, but when testing the global common events from an old save file, it flat out doesn't work. The reason I need the script to work on old save files is that (1) I don't want to have to redo over 30 hours of progress just to make the script function properly and (2) my game, Night Spasm, is already publically released. I wouldn't mind so much if I had to redo my save file, but I'm not going to force the player to restart THEIR progress. You can find the script this game is being used for here: Night Spasm I tried fixing the problem myself, but nothing I tried worked. I tried optimizing the def self.create_game_objects, reupdating the def self.extract_save_contents(contents), and even adding in my own method that refreshes the common event tag contents when a battle starts, but the changes I made didn't solve the problem. From what I can tell, there are two possible reasons why the script is incompatible with old save files: The script must be added to the game before the save file was made (which is the case for most scripts). The script isn't properly identifying which events are global common events unless the common event was made global before the game is saved (meaning if you made a new global common event and loaded an old save file where previous global common events worked, any new global common events made after the point of that save would not work). And yes, I know this isn't a script compatibility issue because I opened a blank project, saved the game, added HIME's script, loaded the save file, and got the same issue when testing out global common events. Does anyone know how to fix this issue? Hime's script:
  6. StrixByStrix

    Step Sounds

    I'm attempting to use step sounds for in my VX Ace game. I've used Victor's Step Sounds, which produces no sound, and also attempted a combination of common events, which occasionally make sound. Does anyone have any better solutions? Or would be willing to tell me where I went oh-so-wrong? I'm at my wits end.
  7. MapSteps XP + VX + ACE + MV Version 0.2.1 by Kyonides Introduction All editions of the Maker offer you a way to assign the Party's Steps to a Game Variable. Normally, that's all you ever needed to do right? What if you actually needed to keep track of the current map's steps only? Here's where this scriptlet comes to help you achieve your stepping goal! DOWNLOAD SCRIPT OR PLUGIN For All RGSS Versions Assign a Game Variable ID to VAR_ID and you're ready to go! The steps will be reset every single time you move to another map! $game_variables.set_last_map_steps $game_variables.reset_map_steps $game_variables.max_map_steps For MV The Plugin Manager will let you pick the perfect Game Variable for this task. $gameVariables.set_last_map_steps() $gameVariables.reset_map_steps() $gameVariables.max_map_steps() Terms & Conditions Free for use in any game! That's it!
  8. Hello everyone. I've been recently trying to get ahold of two old scripts: MGC Tilemap Ace and Map Zoom Ace. I was able to find the links that lead to the demos of these scripts: https://rgss-factory.net/2012/04/15/ace-mgc-tilemap-ace-reecriture-de-la-classe-tilemap/ https://rgss-factory.net/2012/04/15/ace-map-zoom-ace-zoom-de-la-carte/ The links are functional, but they lead me to downloads for executable 7z files, which are apparently the demo files with the scripts in them. After downloading them my anti-virus was going crazy about warning me that the files were potentially malicious, which is reasonable. The files don't seem to be very compatible with my computer, even after trying to convert the files or extract their contents. Unfortunately, I could only seem to find access to these scripts through these links, and there's no way I'm running the executables after extensive warnings. With that said, does anyone have access to these two scripts, either the demos or just the scripts themselves (preferably just the scripts)? I couldn't find any other source for these. I also heard there's a rewritten version of the Tilemap script, but that's pretty much all I could find after hours of deep research.
  9. KBlockStates XP + ACE by Kyonides Introduction This script prevents your heroes or your enemies from choosing a target that is still afflicted by a Blocked Target alias Untargetable State. Set the value of the TARGET_STATE Constant found in the KBlockStates module to your Untargetable State ID. Available States: Traditional Block Target or Untargetable State No Attack State - Simple Attacks Get Blocked! No Healing State - Healing Skills Get Blocked! Don't forget to ask Sylvia about the "Bad States" whenever you see her! Other Notes This scriptlet seems to work with the default battle system so feel free to try it in your game project. I have not tested it while using any other battle system. The only reason why I came up with this idea was because Hime's script had a weird bug that has remained untouched ever since 2015... DOWNLOAD DEMO Terms & Conditions Free for use in your game. Include my nickname in your game credits. That's it.
  10. So I am trying to make an attack that lowers the opponents hit rate as well as providing a small amount of HP and MP recovery. First thing is, I know that I cannot just throw the 'add state' and 'recover HP' and 'Recover MP' all into the "on use effects" because it will just heal the monster as well as reduce its hit rate. I also noticed "change HP" and "change MP" only allows you to put in specific values and NOT percents. So, I just cannot throw a simple change hp/mp common even flag onto the move. Now, I know that variables are a thing but I do not know much about them. I did watch one video on variables but the uploader only touched up on the basics. He never went into percentages or anything. But I did notice that "mod" looks like this: Variable Operation %=20 So, I set my common variable event like this: And I set my skill up like this: Did I set this up right? I feel that it needs to be more complex than that. I really don't have a way to test it yet. The character is going to learn the skill through the MSQ and he is going to learn it mid-battle through a battle event and by the time it comes to do the battle, it would already be too late if it goes wrong. So, I want to make sure I got it right before I get to that part in testing. Is what I did how that is supposed to be done? If not, then what do I need to do to make this skill the way I want?
  11. Hello everyone, I have just faced the problem with my sprite sheets. Actually, not only mine, it also includes the defaults. I'll try to explain using screenshots. Sorry for the long explanation, I really don't know how to say it shorter. So here is my Harry Potter character I made. As you can see, everything is correct, my character is the size of 32x32 and on each frame his legs are nearly touching the lower edge of his 32x32 square. But this is what I see in the game: As you can see here, his legs are pretty far away from the lower edge of a square. I have also placed default Eric sprite and he has the same problem, just like the other sprites. And it means that his head is entering the space of another square, which is above him. I have tested it in other projects which are not using any scripts and the problem is still the same. Was it always like that? Have anyone noticed it? You can say that it is not a big deal, and I agree with you in this case with Harry. But the thing I want to do is this: I use parallax mapping. This is a screenshot from my editor, you can see the 32x32 grid as in rpg maker vx ace. So what I want to do is to make a simple animation for this portrait, I want him to open his mouth while talking. Since it is just a tile (and in my case it is a parallax background) I can't animate him, but I want to place an event over him, with a graphics of this tile, this particular 32x32 square, but with his mouth opened. So I am making a sprite sheet (I have attached it above), give it a name which starts with a $ symbol, and then placing an event with this graphics on this exact tile. And then there is this problem again: Here I placed the event with the graphics of the upper part of the portrait on a nearby tile to compare the images. And as you see, it appears to be higher than it is supposed to be, just like my Harry Potter character and Eric. So is there a way to fix it somehow? I couldn't really google anything. So now I hope you guys will read this long topic till the end. I am just so excited to do my project with my own graphics and this thing right here just kills all the vibe. Please help.
  12. This is an example of what's happening.
  13. With the Skill Rating. The first boss in the game has up to 5 moves, and I have his main attack set to a rating of 10, two are set to 8 with the remaining set to 4. Sometimes the game just says "1 hit" and ends his turn. He does this more than he uses his moves. Is that due to his skill ratings? I'm not entirely sure, so I'm asking here for help. With the Turn No, I understand that if I set it to 1 + 3, it'll be used on turns 1, 4, and 7. Every three turns. Could this also be why he does nothing at all? I'll screenshot of a few of his skills.
  14. KDualWield & Accessory Skills XP + VX + ACE by Kyonides Introduction Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with? :think: Now you can do it! 😀 XP handles it in an entirely different way, so I prefer not to post the code here. XP users will feel more comfortable by testing the demo. You will need to use 1 out of 2 Note Tags to that Skill Notes to make it happen! 😉 VX Script # * KDualWield & Accessory Skills VX * # # Scripter : Kyonides Arkanthes # 2023-02-09 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_can_use? :skill_can_use? def skill_can_use?(skill) result = kyon_dual_wpn_skill_can_use?(skill) return result if self.class == Game_Enemy or !two_swords_style if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def weapon_ids [@weapon_id, @armor1_id] end def both_weapons?(w1, w2) weapon_ids.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, a1) both_weapons?(w1, w2) and @armor4_id == a1 end end VX ACE Script # * KDualWield & Accessory Skills ACE * # # Scripter : Kyonides Arkanthes # 2023-02-08 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met? def skill_conditions_met?(skill) result = kyon_dual_wpn_skill_cond_met?(skill) return result if self.class == Game_Enemy or !dual_wield? if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def equip_weapons @equips[0..1].map{|w| w.object ? w.object.id : -1 } end def both_weapons?(w1, w2) equip_weapons.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, w3) both_weapons?(w1, w2) and @equips[4].object.id == w3 end end Download Now! Terms & Conditions Free as in beer. Include me in your game credits! Do not repost it anywhere!
  15. Witherskeleton

    Help with Yanfly's Victory Aftermath

    Hello! I'm attempting to use Yanfly's Victory Aftermath script, but for some reason on the screen where it shows what stats are increased, the text showing the increased stats is not present. I've looked through the script as well as other ones I have installed to see what the issue is, but I couldn't figure out anything. Does anyone know how to fix this? Thanks! I have attached the list of scripts I currently have as well.
  16. KyoAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KyoAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. There is a single script call, and it is used only if you want to display the fake Steam like alert. Use it for in game jokes! XD KyoAlert.achieve(ID) Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
  17. KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
  18. KSkillNeedsState XP + VX + ACE by Kyonides Arkanthes Introduction Do you need to restrict the usage of a skill by forcing the hero to get a specific state first? Now you can do that! In XP's case Adjust the Constants you can see below as deemed necessary. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end In VX & VX ACE The only thing you need to do is leaving a very specific note in the skill's note box. _need state ID_ Replace ID with a number. Download the Demos! XP Version # * KSkillNeedsState XP * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Adjust the values of the SKILL_ID and STATE_ID Constants at will. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill_id) KSkillNeedsState::SKILL_IDS.include?(skill_id) end def has_state_dependent_skill? state?(KSkillNeedsState::STATE_ID) end def skill_can_use?(skill_id) result = kyon_gm_btlr_skill_can_use?(skill_id) if result and skill_need_state?(skill_id) result = has_state_dependent_skill? end result end end VX Version # * KSkillNeedsState VX * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_can_use?(skill) result = kyon_gm_btlr_skill_can_use?(skill) result = skill_need_state?(skill) if result result end end VX ACE Version # * KSkillNeedsState ACE * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_cond_met? :skill_conditions_met? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_conditions_met?(skill) result = kyon_gm_btlr_skill_cond_met?(skill) result = skill_need_state?(skill) if result result end end Terms & Conditions Free as in beer. Include my nickname in your game credits.
  19. AVGB;KBGaming

    VX Ace F12 Fix: Not Fully Functional

    So, I've found that if one uses the F12 Fix, and one uses the console window, the console window does not return after the scriptlet is executed. Yes, I do consider this an oversight, and was wondering how I might go about patching out the issue. I figure the issue lies in that the debug console window is a separate process from the game window, even if it doesn't explicitly say so. Problem is that I do not know how to remedy this, only that I can guess where to place the call to have the console window appear.
  20. KOpenWeb XP + VX + ACE by Kyonides Arkanthes Introduction Did you ever want to let your gamers open your official website? Now you can do it! Just read the instructions embedded in the script and you are good to go! XP Script VX Script VX ACE Script kopenweb_ace.rb kopenweb_vx.rb kopenweb_xp.rb
  21. Darkness Void

    Editor Won't Run

    I booted up RPG Maker VX Ace for the first time a few days ago and started working on an old project. I was messing with a new tileset I've installed and as I was getting the feel of how the tiles worked, I shut my laptop, reopened it and....crash. I had to force turn off my laptop. Now when I try opening the exe, RPGVXAce Project (.rvproj2), it said. So I copied and replaced that dll file, and now it's saying. So, what do I do now? Start from scratch, or is there a way to resolve this? And not sure if it'll help, but here's the error log.
  22. roninator2

    Call Scene Method from a Class

    Working on a script for someone and I have everything except one part. When doing evented battles (event command start battle - command_301), it calls Game_Interpreter::command_301 Well for the function of my script I need to make command_301 call a method in Scene_Map. I just learned about self. for methods for this instance (knew about them before but not for calling a method in a class, I knew about them only for modules) When I try this it doesn't access the same data. in the new method 'self.method_name' in Scene_Map, I put in a call to 'actual_method', but it always says it cannot find that method. So is there a good way to do this?
  23. kyonides

    KSkillMax

    KSkillMax XP & VX & ACE Version: 1.3.02 & 1.2.2 & 1.3.02 by Kyonides Arkanthes Introduction This script allows you to set a limit to the number of skills a hero may learn and keep for use in battles a la Pokemon but the menu looks and works in a different fashion. Actually, it looks more like any default menu than anything else. Besides the player may select which learned skills will be replaced with new ones IF the player ever wants any of them to be replaced. There's no problem if the player may prefer to replace just a few or even none of them. It's a Plug & Play script but it's still possible to change its settings by checking and editing most of the Constants found in KSkill module. Since version 1.1.0 you may count on 2 script calls to allow the heroes increase their skill limits if deemed necessary. XP & ACE $game_party.actors[INDEX].extra_skills += NUMBER GREATER THAN ZERO $game_party.actors[INDEX].extra_skills -= NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills += NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills -= NUMBER GREATER THAN ZERO Or you can increase it by 1 if you equip a certain accessory. Thinking They've told me that's how Persona works. Indifferent VX Only $game_party.actors[INDEX].increase_skill_limit(NUMBER GREATER THAN ZERO) $game_party.actors[INDEX].decrease_skill_limit(NUMBER GREATER THAN ZERO) I think that the method names included in those script calls make clear what they are supposed to do during gameplay. The catch is that every single time you use any of them the skill limit increases or decreases by that number. Make sure the skill limit never goes below the original skill limit nor it reaches zero. The VX version of my script already includes two new info windows that will let you find out all there is to know about the selected skill so you as the player can take a better decision. I'll see if I can also do the same with the XP version, but that will take some time... SCREENSHOTS Download Now! Terms and Conditions Free for use but not meant for commercial projects, but you can contact me if you still want to include it in your game. Due credit is not optional but a must. Mention this forum as well. Please send me a free copy of your finished game!
  24. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  25. I can't seem to find anything on this. I know it's pretty easy to do in MV, but is there any way to actually change an actor's graphic, without affecting its face graphic in VXA? And is there any way to do the reverse (change an actor's face graphic without affecting the main graphic) as well? $game_actors[#].set_graphic() This call only seems to work if I set both the actor graphic and face graphic at the same time, which is super inconvenient. If there's a way to only set one of them at a time in a script call, or a script that would let me do so, that would be great!
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