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Found 1,409 results

  1. Hey guys, I need some help please So I'm using the awesome "Large Sprite ☆" script by Neon Black you can find here: https://forums.rpgmakerweb.com/index.php?threads/large-sprite-☆-display-fix.22243/ It is required for larger sprites being shown correctly with ☆ tiles. The Problem: As you can see it works as it should for standing beside, in front and behind the pillar. But whiIe walking diagonally between the side tiles of the pillar and the tile right behind it it won't work and the player appears above the pillar until he stops moving. I tested it on vanilla ace without diagonal movement scripts and used move route to let the player walk diagonally between these tiles but got the same result so it is definitely an issue with Neon Blacks script. I tried to contact Neon Black but it seems he isn't active anymore. So.. can anyone please help me fix this? Greetings Kias
  2. Chucksaint

    Level up & Enemy drops in battle

    Hi there, So I've been thinking, is there any way to show in battle after killing an Enemy an actor level up? Or is just processed after the battle? And enemy dropped items on death mid battle ? thank you
  3. Fomar0153

    AP System

    This is a tool for developers who wish to create system that rely on AP (ability points) for example, Final Fantasy's V's Job System, Final Fantasy VII's materia system etc. I intend to follow this up with a skill system where by characters can learn skills from weapons. AP System Script Category: Creator Tools First you need to make an attribute for AP like so: Then on your enemies you need to add a trait like this: Note the 5 is the ap this enemy will give. If needed edit the script to use the right attribute, look for: AP_Element = 11 Then you're done, a screenshot to celebrate: Now for the script: Planned Future Development -May need updating when RPG Maker VXA is released in English.
  4. Author: Valentine Version: 1.0.6 About VXA-OS is a free structure for creating 2D online games. It is currently considered a beta and is still in active development. Features Current: » 4 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 moderator commands; » Global server battle system; » Passwords protected with the MD5 cryptographic function; » 99% of event commands on the server; » Common server events; » Configurable resolution; » Global Switches; » EventMachine network library; » Friends system; » Quest system; » Account Editor; » Teleportation; » Paperdolls; » Party; » Minimap; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection, Wait and Move Event; » Customized movement of events; » Parallel process start conditions and automatic start of events on the server; » Weapons and long range skills. Images » Login » Character creation » Bank and party Download With DirectX: Mega 4shared No DirectX: Mega Tips How to attack and chat with events: Press Ctrl. Translation to Englis: To translate the client's vocabulary into English, replace the [VS] Vocab script to: License VXA-OS is a free open source framework, distributed under a very liberal license (the well-known MIT license). The project can be used for any purpose, including commercial purposes, without any cost or paperwork. VXA-OS is not in the public domain and its creator retains its copyrights. The only requirement is that if you use VXA-OS, you must give credit to the creator by including the copyright notice somewhere in your game. In no event shall the copyright owner or copyright owner be liable for any claims, damages or other liabilities. Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 RGD Team
  5. Hello, me, a complete noob in scripting, want to get some help. I want to create an enemy that's able to counterattack if they are in a certain state or 'stance'. The game does have the 'counterattack' state that has the general idea, but I want to make it slightly more complex. First, I want to try to make a state of counterattack that will only counter magic attacks. Normal attacks will still do damage, but it will evade magic attack sort of case. Second, the game's normal counterattack state only counters with a normal attack. Is there a way to make the enemy counter with, say, a spell instead? Of course, they will only attack the player that attacks them last. Can anyone help me?
  6. Hey all. I have been using Effectus to great...uh...effect, but I ran into a snag. The script works great but there are some passability issues on the world map the ship hits an invisible barrier when it reaches the edge of the map instead of looping. if you switch the top true/false to true, the barrier disappears but you can walk off the edges of the other maps. I would like to make it so the ship can loop around the world map while also having the game recognize barriers on the other maps. The ship and boat are the only ones i've seen that hit the imaginary barrier. Any help at all would be so helpful.
  7. Chucksaint

    fullscreen

    So I have the script Σ Fullscreen and for me it's great! at least not in fullscreen! Don't get me wrong, in terms of screensize it's great but In fullscreen it gets images/text resized and it looks pixelated (as the image shows) Normal Screen: Full screen: Is there any script that I should know to make it look better? At the very least least to look the original RMVXA, I prefer blurry than pixelates lols Thankss
  8. Hi guys, I have 2 questions: 1) I'm using vlue formation bonus and yanfly party system, I was wondering if it's possible to combine them into one scene OR If after actor index in formation bonus could be added a new command to yanfly party system scene. As for a command in party system to formation. 2) Is there any way to change battle formation via actor command in battle? (it can pass turn or not) I hope you can help thanks in advance
  9. Hey everyone. My final boss has a spell that is very powerful. So much so that I only want him to be able to use it once. How would I go about this?
  10. 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?
  11. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
  12. Chucksaint

    Image animations

    Hello,here I am again lol I would like to know how to make animations with images ( frames?) thank you
  13. hello guys, here I am ...again! ( Sorry but I have too much questions?!) Does anyone know how to animate windows and elements? I know that there are scripts to do that, the closest that I found to what I wanted was with the script Khas smooth sliding, but only applies to windows (and I managed to work with it) for what i understood lolz 1) Is there any way for example slide each actor index in Main menu instead of all window_menustatus? (SEE IMAGE) 2) Also each index in Menu_command? 3) for instance, If cursor is in index Party > in main menu can add padding in the next index? (see image example) If is on index "Items" No padding I had more questions but I forgotzz lol Thank you
  14. I'm testing out the Theolized Sideview Battle System, fun script, learning the basics. but when my characters are about to do a critical hit, I get the error shown above. idk if others have had this problem and they've been answered as well, but I'm having trouble finding answers. I saw ONE on another forum that suggested putting this line into datamanager: BattleManager.setup($data_system.test_troop_id, true, false) which I did, but it looks like that didn't work. i HATE asking for help with errors that are probably VERY simple to fix, (I feel like an annoying customer service client...) but google hasn't provided me with any answers. so if anyone knows how to fix this or at least has an idea that COULD work, please help!!
  15. I've acquired a little skill in RGSS code, so I've decided to share the fruits of this with you! And without further adoobie (lolz)... 1. System Options Modded (original - Yanfly; mods made by myself and a fellow game dev) Modifications made: Added the ability to change the Music Effects volume (originally attached to BGM for whatever reason); this was done by the game dev and chose to remain anonymous. Added :bar as an option which displays a long line of ASCII/10-key text that is reminiscent of a border bar (depending on your font choices this might look weird); I added this one. Implemented @Ninjamida's Jukeboxy-box feature so that one can go straight to that from the system menu. It won't be arsed to access it if you don't have the script installed either. Modified the control bars; holding combinations of buttons will increase the multiplier (holding down A and Y would increase the multiplier to 50 for example). Now, onto the script! ... Next, my little Set Level scriptlet. All this one does is allow the dev to directly set the level of any given actor. It will set the earned EXP to that of the minimum required EXP to attain that level. One can set the level using a static value, or the value of a variable, or really, whatever. Scriptlet: ... Last is my Set Gold scriptlet, as well as the companion for @Calestian's Currencies script. With both of these, the functions are basically the same as my Set Level scriptlet, though with my add-on script for @Calestian's Currencies script, one can do a little bit more with it. Now, onto the scripts. ... Pretty straightforward. ... And that's about it. It's mainly just rewriting what has already been written but it's a start.
  16. Chucksaint

    members faces

    Hi all, can you help me please? how to show next_actor face? Is it possible? thank youu
  17. A little showcase video I made of the script in action: As for what the script does I think the video should show it clearly enough. Additional information is in the header of the script. Some needed gfx files to put in Graphics/System: :: This windowskin isn't needed but goes well with the speech and thought bubble tags. It's made by Soruve (not sure if it's fine to use in commercial projects. Contact Soruve if you want to use it): The script: Pastebin link Edit/Changes: 19/01/16 - Another update. 14/01/16 - Minor update. Added functionality to allow chatter messages to have no time limit by setting the duration to a negative number and added a method to use in script calls to clear all chatter messages: clear_chatter. Fixed a few bugs, changed the code a litlle. And moved script to a pastebin. 13/01/16 - Pretty big update. Added more functionality. 10/01/16 - Thanks to Absurdiness finding the original script I was able to separate them properly. Also cleaned the code a little.
  18. Chucksaint

    Battle Guests

    Hi againn, I don't know if already exists (I found nothing at least) So I have theo - TSBS battle system right now, is there any way to implement a system of guests? (Like ffXII?|?) For instance, in battle we can see/heal the guest and the guest takes actions such like attack/heal/skills but the player cannot control him
  19. Hi guys, I'm using Yami's Pop Messages script on RPG Maker VX Ace to have background chatter in my game, so when the main character walks nearby a conversation starts between two or more NPCs. I've got other aspects of the idea working fine (such as continual player movement during these conversations) but one thing I cannot figure out is keeping the text window 'stationary' as it were - whenever the camera moves with my character the text box does too - From this || To this Is there a way to stop the text window from moving with my character and keep it above the head of the talking NPC? Hopefully it's something simple but I can't figure it out. Any help would be greatly appreciated. *edit* I figured it out I'd tried it before but couldn't get it working, but for anyone who may stumble upon this while having the same problem you need to download the Chatter Messages Addon alongside the original Pop Messages script, and make sure to start a new game when testing otherwise it'll throw an error message at you. You'll also need Yami's Basic Module which is a core script, that part isn't mentioned in the instructions which is partially why I couldn't work it out.
  20. Finally done it! I can't find any more bugs! ITS FUNCTIONALLY PERFECT! NOW UPDATED TO BE MORE USER-FRIENDLY! This allows the player to steal items from any shop in your game. The player has a 47% success chance, but the other 53% is up to you to decide! How stealing works: You select the new steal tab in the shop, select the item you want, then hope to god that you got that item. How to make the consequence: If the player fails the dice roll, then switch 21 is set to true. I will let you figure out what to do with that switch in the events; I usually make Parallel Processes that swap 21 with the other switch. How to change values: Just change the values under preferences. Contact me about any problems Warning: May not work with other shop scripts Terms Please give credit to me if you're using this, even if you modify this or merged it with another shop script, give credit to all those who were involved. If you got questions or small modification request regarding this, let me know. Also let me know if you want to use this in your own shop script. Paste this under materials, but above main
  21. AeghtyAteKees

    Adjust Loading Time

    Hello! I'm using Galv's Variable Instance Bars script, and at line 73: ACTIVE_TIME = 100 # How long the bar takes to fill/change. I'm wanting to change the fixed value (100) to a variable I can adjust ($game_variables[160]). However, I can't simply replace the number with the variable. Can someone explain to me why not? (I get an undefined method '[]' for nil: NilClass.) Thank you!
  22. EST - BRIBE AND BATTLE ROYALE VERSION 1.3 version history v1.3 - fix some bugs where the faction a or b cannot target bribed member - make the bribed enemy cannot be targeted by actor. - compatibility with EST - ENEMY POSITION v3.2 v1.2 - add some method alive and dead method for each faction &amp;amp; bribed v1.1 - change some method to alias for better compatibility v1.0 - finish the script (ADD ONS) - currently have 2 add ons - Agro System - Bribed Enemy join after battle since i got some request i post add ons for that request here this script have two function: 1) make bribed enemy: bribed enemy will attack other enemy beside bribed enemy. how you make the enemy to be bribed. just add the state to that enemy. (for the bribe system is up to you... ex: bribed by hitting enemy with skill that give money, enemy have loyalty, etc) note: bribed enemy is excluded from $game_troop.alive_members so you cannot hit them (hey they are your allies... don't hit kill them will you) and thus you will win if all alive enemy is bribed unfortunately i haven't added function so our actor could heal the bribed enemy. since it need to rewrite the windows actor selection. and could be problems with compatibility with other script. 2) do battle royale currently this support battle royale. we assign enemy to faction. example: slimeA, slimeB is faction A batA, batB is faction B then slime will hit either our party or faction B members. and bat will hit either our party or faction A members. thus the battle royale begin. let's the best team win. to set the faction just add the state at battle start using troop event pages example : turn 0. slimeA +faction A state, slimeB +faction A state BatA +faction B state, BatB +faction B state. this script already tested to work with normal battle system and victor animated battle system (victor map battle havent tested yet) i also used it with yanfly ace battle engine. if any bugs occur using above system just tell me and i will try to fix it. unfortunately i don't use other battle system and thus i might not make compatibility with other battle system. especially tankentai (just because it's hard to make compatibility with tankentai).. Script http://pastebin.com/Nd8nXkaa Demo https://www.dropbox.com/s/1ebi8uoine4tt38/EST_BATTLE_ROYALE.rar Screenshots 1) lets the battle royale begin ! I use Tsukihime Enemy Reinforcement to set more than 8 enemy. because if we only have 8 and split it to 2 faction... it will only 4 v 4 v party. not intense enough LOL. and to add the state i use script call since i cannot add state using command editor for the extension enemy:
  23. I been trying to get Mog Hunter's Linear Motion Battle System for Ace to work with Tskihime's Shape Shift script. The issue is it changes everything except the battler. I know it's an update graphic issue but I am not sure how to fix it, or patch it. So it would be great if someone could make a patch for it work with Mog Hunter's Linear Motion Battle System properly. Here are the scripts: It requires the Effects Mangager. http://himeworks.com/2013/09/effect-shapeshift/ Here is a demo of the Linear Motion Battle System. https://atelierrgss.wordpress.com/rgss3-lmbs-linear-motion-battle-system/ Thank you in advance.
  24. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  25. Tidloc's Minimap v.1.0.1 by Tidloc Introduction Ever wanted a Minimap to float at the corner of your screen or have the opportunity to scout through a map for something without having to run from A to B to C...? Here's a solution for you! Features shows a minimap at the screen minimap discovers itself upon traveling over the map adds a scene where you can interact with the minimap: add custom marks see notes only visible in this scene for marks on events change maps (like on teleporting events) if that map has been discovered so far Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. This script is pretty much plug and play, only needs the constants in the beginning of the script to be set up. (Either way, please read the instructions at the beginning of the script) Also you might want to use my HTML-like-tagging script. See the demo for examples or the side of my header for details about this script. Demo Download this open zip-file. Script Download this file for the script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! otherwise, will follow when questions appear Known Bugs - none so far Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog:
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