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Found 1,793 results

  1. Materia System Victor Sant Introduction Ok this script actuall belongs to me but Victor Sant created it as a commission. What it does is replicates the Materia System from Final Fantasy 7. For those who are not familiar with Final Fantasy 7 what materia is is an item that contains magic and is equipped to equipment and each equipment can have several of 2 different types of slots (joint and single) materia then gain ap from battles and as they 'grow' they can gain new spells for the hero and even 'breed' which happens when a materia becomes mastered it slipts into a matster and lvl 1 form Script http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/materia-system Features - equip and unequip materia - materia grow using ap - materia shops that can buy and sell materia - materia breeding when mastered (can be turnd off) How to Use Plug and play. Details within script
  2. Hello! I've been hacking away at what I originally thought would be a fairly simple scene to create. I'm making a special little update for my game where players can view concept art. They open up a scene that has a command bar that allows them to scroll through the art using "previous" and "next", with the command "commentary" in the middle that opens up a window to show a brief description of the image. Almost everything is working pretty swimmingly (after much struggle ) except for two issues: 1: when I move to a new picture and re-open the commentary window, the new text will overlap with the old text instead of replacing it, 2: the third line of text doesn't appear for whatever reason. (Solved, it was a typo that prevented the third line from drawing ) This is the whole script used to create the window for the artwork commentary: This is the script that is used to change the artwork image and the artwork description accordingly (used in the scene): I was hoping to completely dispose of and recreate the window using @description_window.dispose, but after much ado, I could only get it to throw up this error: To me, this looks like the .dispose command has a definition and could work, but the script doesn't think there's a window to dispose of? After I couldn't get that to work, I resolved to attempt to replace the drawn text and keep the window in existence as long as the scene is up. As for the missing third line, I'm really unsure of what's happening because all four lines are drawn exactly the same but at different coordinate of the Y Axis. I'll continue poking around for any misspellings that may be interfering with the third line appearing, because that's the only thing I can think is the problem at the moment. Yes, it was that! I've been trying to figure this out for a day, but the minute I post for help, my brain decides to un-derp itself. I'm using Victor's S Font, by the way. Thank you for any and all help!
  3. I need a little help with adding more weapons to the database on a project using Falcao ABS pearl liquid v3, and when I want to add a new weapon and I use it the game crashes. I have read some posts but nothing helps me. It says that the error occurs on pearl kernel. here is a photo of the problem
  4. Hey! I'm not sure how often Yanfly checks their scripts page for questions, so I'm posting this here as well to see if someone knows the answer. I'm wondering if there's a way to have the script choose a skill within a range instead of a single skill. This is for my wizard character, who is using something like the Caster weapon from Outlaw Star. Anyway, hopefully someone has a clue on this topic.
  5. I modified the title script to work more properly with what I wanted to display in my game, so I thought this might be interesting for people who wanted something similar. I'll explain a couple sections (with caveats) and then show the entire script at the end. I removed a couple of things (like biography) that I'm not using, but I'm sure they can probably be re-implemented. I also only show the integer value of numbers and percentages as I'm not concerned with anything beyond that. I don't script and it took a lot of guesswork, web searching, and assistance to arrive at this, so I apologize if it's a bit messy. CHANGES (bolded so they are easier to spot): At the start, here is how I changed the menu options with some removals, renames, and additions: For the parameters section, I changed font size, did some renames, and removed ones I don't use, although they can be added back in. This sets up names for the elements and states. You can use more or less, but you might need to mess with the font and column settings if they don't fit well or look bad. The spaces at the start of each string leaves space to draw the icons. I had to add in the menu items. I left in some I didn't use because I was afraid to mess too much with this, but they don't show up so it works. It's a bit messy though. Additions to call the new windows. Example of where I changed the number of columns drawn, and changed column.width. I hashed out the column.width original lines in case I screwed up and needed to revert to the original version. This is where I changed the presentation of the parameter values to remove anything after the decimal place. etc. This fills in elemental resistance. It took a lot of trial and error to figure out where to put in the icon drawing commands. Everywhere else I put it worked, but always failed to draw the last icon. The way element rates are stored, you have to multiply by -100 and add 100 to get a positive integer value. The icon numbers of course refer to my sheet so that would need to be edited if someone else used it. This fills in state resistances, with some big caveats. For my game, the characters are either immune to a state or not; I don't use % resistances for them. This looks at the immunity variable and returns 0% if it's false and 100% if it's true (0 or 1 times 100.) I imagine if you use % resistances, it would work similarly to elements as above, BUT if you use both you'd have to have it figure out which on to prioritize and how you'd want it displayed. Because the basic game setup adds in luck to state application, 100% resistance is NOT the same as immunity. FULL SCRIPT:
  6. ((Edit: I feel really stupid. Apparently I was misunderstanding the "Span." I was thinking "Moment" meant it would only be running for the specific moment, but apparently that means it runs once every moment (or indefinitely). Guess it's fixed now?)) I find myself having a really annoying problem. I have designed the first battle for my new game which is effectively a quick intro to the character. The bad guy throws out an insult, the character states that he'll use his "quickdraw" skill to get the first attack and put down the enemy with a single shot. Seems simple, right? Apparently not. This text displays, but the event never ends. It loops indefinitely! I know it's possible to have speech in these games without an infinite loop, but I can't figure out how to end the speech event! Usually when I make an event that "speaks" it ends when the speech ends. I've tried switches and the "exit event processing" so far, but I'm at a loss for what else to do. If you know what I'm doing wrong, please tell me. I've included a screenshot of the event. The switch is SUPPOSED to activate a black event page the same way I would if I wanted to have a one time event like a treasure chest. I've tried changing the span to all three options. So far, nothing works.
  7. Hey there! I'm busy working on monsters for my game, and I'm wanting some input on damage calculations. In my old game, I ended up with a lot of feedback that the damage was FAR to high. I had certain random encounter monsters one-shotting party members, bosses doing spells that would wipe the entire party if they didn't grind, and doing just a ton otherwise. I've decided to give these characters more HP, but I still want my game to be a challenge to the players. I'm hoping that some of the more experienced developers have some insight into what works best in terms of damage rates to HP and defense and such. If it's relevant, the game I'm making has four main archetypes: The gunslinger who is fast, with medium damage, the Marshal who specializes in shotguns that fire for weak damage that hit all enemies, The sniper who is slow, but has a high crit rate and high damage against single targets, and the caster who is the mage archetype. Any ideas on making a consistent battle system would be appreciated. I'll try my best, but since I've only ever made one game and it was only middling successful, I feel I'm a long way from being sure of myself.
  8. Hi all, I'm requesting help with a script plugin that would let me set a custom skill by notetag for an enemy when they are inflicted with a state that includes the effects "Attack an ally," "Attack an enemy," and "Attack anyone." Reason being all of my characters use the attack command, but monsters have specific actions tailored to give some flavor in verbiage, so when they are under those effects and the dialog reads "X attacks Y!" it breaks some of the feeling I'm going for. Something that would allow me to specify skill by number, like: <Attack ally: ###> <Attack enemy: ###> <Attack anyone: ###> If for some reason they are unable to use that skill, if it's not too complicated, I would want it to either pass their turn with no action taken, or maybe produce the dialog "X is unable to act!" or give me an option to use an alternate (non-action) ability, such as: <Unable: ###> or perhaps produce either that or a dialog output, at my option: <Unable: ###> <Unable: [enemy's name]" is unable to act!"> So I can choose what I would want the enemy to do in that scenario. This would be for a (hopefully) commercial product, and you would be credited under. We can discuss a licensing fee if you like. The only other script I have in place that requires using the monster's note box is modern algebra's Drop Options 1.1.0, so it would have to not fight with that if there's an issue with the notetag order. Thank you! EDIT: Incidentally, I did try the action command to force an action at a very high priority when an enemy is under the state that causes one of the above effects, but the effect of the state overrides it, and attack is still used.
  9. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  10. 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?
  11. STATUS: EARLY DEVELOPMENT (NO PLAYABLE CONTENT YET) Developer's Note: A lot of what I'm doing now is working on the tedious stuff: items, weapons, skills, battle animations, etc. I know where I want the story to go, have the first quest mapped out, but I'm primarily a writer. I get excited to start putting in the story, then realize that I can't event the character collecting an egg because the item "egg" hasn't been created yet. This little piece of text will change as I start working on new things to tell you what specifically I'm working on. Note: This game is still very much in the development stage and I don't have enough for a demo. I don't think I'll be releasing one until I get to the playtest phase as it's not going to be a long game (I'm aiming at 2-3 hours). This page is to show off the story and a few of the elements that have been put together for the game, including some characters! Story: Jackson Cole is a loving husband and father living on a decent sized homestead. When he goes into town to buy some ingredients for a birthday cake for his youngest daughter, he returns to find his farm burned down, his son murdered, and his wife and daughters kidnapped! What the kidnappers hadn't seemed to know is that Jackson wasn't always known as a simple farmer, but was once infamous for being "Mad Jack Cole," a gunslinger and bounty hunter known for always opting for the "dead" option of "dead or alive" bounties. His temper is legendary, and they've managed to spark it in the worst way. Jack heads out determined to save what is left of his family and avenge his son. Along the way he will enlist the aid of his father-in-law, Roy Feathers, a Marshall quietly derided for being a little too friendly with part monster folks known as "half bloods," Gustave Weiss, a half harpy sniper whose deadly reputation haunts him, and Clarence Branch, a young mage and tinkerer who is hoping to make a name for himself and prove he has what it takes to rival more traditional magic users with his special "Sygil Shot" weapon. Their foe is no ordinary bandit either. "Blue Zander" Grimes is known for his vicious nature and odd, demonic powers. His reputation as an officer in the Half-Blood army, a rebel group that was put down a generation before, precedes him, and his small force of half-blood bandits all sport their own array of strange and useful powers and talents. Featuring: Jackson "Mad Jack" Cole: A retired gunslinger and bounty hunter with a reputation for rage and cruelty. Any man might be angry when his family is abducted, but traces of dragon's blood in Jack's veins make his rage a far more potent force! Without the calming force that his wife represents, it's unclear just how far Jack will go to sate his temper. Roy "Savage Law" Feathers: Gustave "Red Breeze" Weiss: Clarence "Clean Up" Branch: and our main villain, Alexander "Blue Zander" Grimes: Featuring art by: Landscapes and CGs: USA-Reiseblogger nass1c Character Sprites: Avadan Thatonenpc Tile Art by: Blind_Firefly Candacis Enterbrain GrandmaDeb Celianna Portrait and Character Art By: Candacis nass1c (She made all the character art you're seeing and has some super reasonable pricing! She brought all of these characters to life with limited references and my descriptions! I can't recommend her work enough! Locate her on Fiverr) Avadan Symfpnia And Music by: Prod. Ryini Beats: https://www.youtube.com/ryini (Seriously, if you're making a non-commercial game, check this guy out. His beats and loops are amazing and they're almost exclusively free for non-commercial use so long as you credit him!)
  12. Essentially, I have a character that can go into a temporary powered state, but I want a game over if they die during it. I've attempted to search for something that does this, but to no avail. I tried using a permanent state script with a conditional branch, but that didn't work either. Asking for a request here, as I just can't find anything that gives a script or tutorial that does this.
  13. Two of my party members gained skills after a certain battle. The skills show up in the members' skills but, after the battle, it just said They were both now level 7 . There was no mention of the acquired skills. The battle started when at L5 and ended at L7. The skills were acquired at L6. Do they skip if your level goes beyond the needed level for the skills? Thanks.
  14. So I've started to get into RPG Maker with my son, but I'm not a programmer. I've looked all over, but can't find or don't understand the things I've read. In simple terms, how do I make a button that goes down when you stand on it and back up again when you're not stood on it? I've got it to go down: >Set Move Route: This event (Wait) :$>Turn Down :$>Turn Left :$>Turn Right :$>Turn Up It then stays down. How do I get the event to store the players location and the event's location, compare them and then go back up if the two aren't the same? (I'm slowly working towards making a puzzle where the character or a boulder can stand on a button to open a door.) Thanks very much for your help!
  15. Hello again, I've implemented a custom font into my RPG Maker VX Ace game (Bahnschrift font) using Yanfly Engine Ace. Additionally, I've set my game's resolution to be 928x512 (resulting in a game window size of 29x16 tiles). I'm using Zeus81's fullscreen++ script for better full-screen optimization. One of the features of full-screen++ is how it aliases the game's graphics, keeping the pixelated graphics of events sharp and clear. The event windows remain clean and sharp as well. In other words, going full screen expands the game window without any interpolation. However, whenever the game is in full-screen mode, the text gets blurry. For some reason, only the text is affected by VX Ace's anti-aliasing process in full-screen mode, whether I have a custom font or not. I tried changing the size of the font, the font itself, and the customizable settings in Yanfly's script, but no matter what it still looks blurry and ugly. I want the text to remain jagged when it generates in full-screen mode (giving it a pixelated style). Alternatively, it would work to have the color pallet remain completely white (making the gray edges white). Does anyone know how I can fix this?
  16. Author: Valentine Version: 2.1.5 (released 01/04/2022) About VXA-OS is the most complete and secure free 2D online game creation tool from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall, Mystical Hunter and Hogwarts 2D. Features Current: » Global real-time battle system on the server; » 99% of the event commands on the server; » Common events on the server; » Configurable resolution; » Global switches; » SQL and MySQL databases; » EventMachine network library; » Friends system; » Quest system; » VIP system; » Website; » Account editor; » Teleportation; » Paperdolls; » Guild; » Group; » Minimap; » PvP; » Bank. Next: » Move Event event command; » Customized movement of events; » 8 directions; » Finalize states, buffs and debuffs with timer; » New account editor; » Day and night; » Climate; » Windows by image; » Multiple languages; » Cooldown specific to each skill and item. Images » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Website Download With standard DirectX (requires no installation): Mega 4shared With DirectX + SQL/MySQL database (requires installation): Mega 4shared GitHub Without DirectX (if the client with DirectX does not work): Click here Official DirectX download: Click here Donations Please support our project and help us achieve our donation goal. Your input helps ensure a constant cycle of updates, fixes, new features, and planning for the future. We are receiving donations through Paypal: https://www.paypal.com/donate?hosted_button_id=GWF4ERBTWALKA Tips How to attack or speak to events: Press Ctrl. How to open the administration panel: Press Insert. English vocabulary: Click here Discord Keep in touch with us and report any errors that you find also in our group Discord. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Enemies do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Do not lose level when dying Day and night by event Adding more equipment slots Independence from RTP Parallax System Parallax Map Additional utilities Simple launcher Auto Update CT Protect
  17. I want to make an anti cheat thing in my game where if you are in game outside of your home without your dog you get a message and your save file is wiped. Anyone know if this is possible without scripting? If not I'll just set them at your home at lvl 1 with nothing. No money, no armor, no weapon.
  18. ChimkinTheGamer

    Help with things

    1. How do I turn my project into an exe. I've searched the dark parts of the internet (Page 2 on google) and not found help. 2. I found out I can sell my creations, but do I have to credit rpg maker in my game to distribute it legally? 3. Is it possible to make a monster join your team through use of item? I want to make a Dragon taming game where you battle dragons, and even hatch your own, building up your team for the final fight. Keyword here is hatch. I want it so you can use an item to get a dragon.
  19. Patches (DoubleX)ECATB Base Formula(Possibly hurts code performance but frees you from copying the same <ecatb rate: RX> to every battler) Note Introduction Purpose Be an enhanced version of YSA-CATB with bug fixes and addons integrated Features Possibly upcoming features Games using this script None so far Compatibility Fix DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Compatibility Screenshots Video https://www.youtube.com/watch?v=E692R6s8F0I https://www.youtube.com/watch?v=6E0-X0wbLAM Demo Coming Soon Prerequisites Terms Of Use Instructions Author's Notes FAQ Authors Changelog Download Link DoubleX RMVXA Enhanced YSA Battle System: Classical ATB
  20. Good morning/night/evening. Hello everyone. I've been having a little problem about the options texts, like, the normal texts appears but not the ones on the options window. I already tried checking out the custom scripts but I don't have any script that chances anything about the options not even texts. Maybe I accidentally changed something on the default scripts but dunno how to fix it nor even wich script may be... I already tried searching trough the web to see what script creates these windows; but I only found scripts that overwrites the options, creates effects and stuff like that... so like... I'm very confused...
  21. Hello RPGMakers, I am in need of help. I am trying to remove the little popup that happens when I make character gain MP. It looks a little like this: It's the green text, and it pops up whenever I make a player gain MP to their character. I was wondering if there was a way I could remove that text? If so, please let me know.
  22. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  23. I'm using Hime's "Custom Use Conditions" script for my VX Ace game, but there seems to be an issue with it when I require a certain skill on another skill. I have a weapon that adds a skill called "axe lucubration", which is a skill that's only good for allowing a character to use skills that require "axe lucubration". The issue is, though, is that a skill that originates from an equipped weapon doesn't accomplish the custom use condition. Rather, the required skill must come from the character. Does anyone know of a way this problem can be solved? Some other things I've tried that didn't work: I tried setting the "axe lucubration" skill's availability to settings like anytime or battles only and tested this script without any other scripts, but nothing changed. Also, the skill that requires "axe lucubration" was given to the character through the "change skills" event, not through another weapon or levelling up. Script link: https://himeworks.com/2013/11/custom-use-conditions/
  24. Hey, I'm currently using a script which just points to a x,y location on the map. But I want to be able to use it in a more complex way. The script is only able to point to a location on the current map you're on. I want it to be able to point to a location a different map. How it should/might work: Events used as doors/transfers can be tagged with a exit door tag to read their location(x , y) this is used for caves and in door maps Events used as doors/transfers can be tagged with a specific door tag to read their location(x , y) this is used for world maps, towns, open areas. if the player is on the same map as location then script works normally if the player is on a map with only 1 exit and its not the same map as location then the location will be set to the exit if the player is on a map like a town where there's no exits then the script will look for a specific door tag to use that as the location script call will be like 3,4,6,"tag" (mapid, x, y, specific tag) calling this again should overwrite the old call (so if i was going to the market then changing it to the blacksmith will then lead me to the black smith) so scenarios: you are in a house and you get a quest to go to the market the script will set final destination to (*market map*, 33, 20) (map, x, y) user will assign which specific tag is used for the current final destination the script will then scan for a tag on the events if it reads exit tag (which it will since we're in a house) then it will set temporary destination to the location of the exit tag. the player then follows the compass the the exit the next map is the town where there should be no exit tags, the the script will then scan for the specific tag that matches the one the user assigned for final destination and set temporary destination to the location of the exit tag finally the player walking in the door of the market now the script sees its now on the same map the final destination and then works normal. So basically how the compass works in skyrim where if you're inside but the quest is in a different map it will show that. there can also be indication changes to let the player know if they are on a different map. I would love to thank you for read though to this far and really apricate the facts you are interested in helping. The Script In Question:
  25. Okay, so here, I'm wanting to create a board for those of us who are experiencing script conflicts, and mayhaps someone may come along with a solution to them, or post their own conflicts. Rules: 1) NO STUPID CRAP. No flaming, trolling, etcetera. Take it to the back alley, thanks. 2) Links to scripts in question are appreciated, but of course, this is the internet and the internet has a well-known habit of deleting and yeeting itself from existence, so if the original source, is, you know, 404 ERROR NOT FOUND or likewise-similar, and there's no backup/archive, we will accept YOUR COPY, but please have one that's unmodified, kaythanks. 3) You have to be descriptive. One liners are not enough. That tells us nothing. Squat. NENHUM. Also, a single image with the default error dialog is not much better. It's slightly better, but not much. 4) This is not a hard rule, but a strong recommendation, and a bit of a nudge-plug. One of our own, dearest @Kayzee has a better error reporter for if Ruby doesn't like something. We suggest getting that and using it. They have two versions, one that replaces main and one that doesn't. Ties into Rule 3, pretty much, and will definitely help. 5) Lastly, if you are here to provide a solution, patch, or an update, then by all means, feel free. However, let those who posted their issues know about it though, kaythanks. Oh, one more thing. only one rule is an actual hard rule. Rule 1. We don't want that here. With that out of the way... I have a script conflict I don't know how to address. Conflict: SEE - Item Menu v. @Tsukihime - Instance Items Error type: Soft (no crash) Error Persistence: The Item Menu just simply does not recognize instance items and I do not know how to make it work with them. How I realized this: In the item menu, there's supposed to be four lines of text that describes the item in better detail, but it's attached to the item's ID, which per instance is different than the template ID, and the instance ID is not accounted for by the item menu script, therefore, the lines of text are blank.
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