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Found 1,821 results

  1. 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.
  2. PhoenixSoul

    Conditionals based on notetag?

    I'm simply looking to have an arbitrary value change based on if an actor (preferably party member) has any features that contain a specific notetag, but I keep running into error after error, and it has led me to and past the 'toss the keyboard and mouse at the wall' level of frustration. I've actually tried using previous scriptlets but none of them are doing me any damn bit of good. I currently have a module set up with a single value; this I want to be altered if the notetag calls for it. I'll provide more detail if this gets any traction; as is there's not a lot more detail to provide.
  3. PhoenixSoul

    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.
  4. 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!
  5. My request is two-fold. Main request: I need to know if there is a script/set of them that emulates the spell maker from the early Elder Scrolls games. Secondary: If so, who made them and where can I find them. If not, how complicated would it be to make this. For those that do not know what in the name of Mercy I am talking about, the spell maker is a Mages' Guild shop where one takes various spell effects, assigns the casting type (for self/target/range/etcetera), saving throw (save versus j/s/v/x/z attribute), and most importantly, sets the various stats for each effect (chance/duration/efficacy/etcetera), which in turn alters the cost (in gold bits) to craft the spell and the casting cost (in MP) of the spell.
  6. Victor Sant

    VE - Visual Equip

    Victor Engine - Visual Equip This script allows to change the graphic of the chacter according to the equips and other conditions. It adds specific bitmaps to the character sprite. It’s possible to set custom graphics to actors, classes, weapons armors and events. Download: Victor Engine - Visual Equip Credits: Author: Victor Sant Terms of Use
  7. Hello! Ever want to use an icon in a event as sprite/character? I recently found a script that does that automatic for each on you want, But if you need them for any reason just as sprites, Here they are! Free to use (Only credit Enterbrain). Download Rar File RPG Maker VX ACE Icons as Sprites.rar or Save from uploaded pictures. Do not remove the $ in front of the pic names.
  8. 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?
  9. Tsukihime

    Identify Item

    Identify Item -Tsukihime This script allows you to implement a system where items are not known unless you identify them somehow. Unidentified items will appear as an unknown item, with an unknown name. All references to these items will appear that way until they have been identified. Download Script: Download here Usage Use the following note-tags to indicate how they can be identified. <identify: event> -item is identified through an event. This is just a reminder for you <identify: use> -item is identified on use. <identify: equip> -item is identified once it is equipped You can explicitly identify items using script calls: $game_party.identify_item(obj)Where obj is an RPG inventory object (item, weapon, armor, etc)Some convenience methods have been provided in the interpreter identify_item(item_id)) identify_weapon(weapon_id) identify_armor(armor_id) You can specify how sort items are ordered in the item lists in the configuration. There are three sort options. You can use the following script call to change the unknown sort type $game_party.unknown_sort_type = x The different types are described in the configuration
  10. I was looking for side doors and i didn't find any, so i made them. Here they are, free to use. (Only credit Enterbrain because i don't want any trouble). Find Them Here and for XP. Opening Preview: They are in both left and right sides. Plus Sprites With Shadows RPG Maker VX ACE - XP Animated Side Doors.rar
  11. Advanced Game Time v1.2 By V.M. of D.T. Introduction The Advanced version of the Game Time script. This version features customizable time increments, seconds, minutes, hours, days, weekdays, months, years, you can set them all however you want. As well as a new tinting system, no more taking control of the built in tint, this one uses it's own and comes with support for Khas's lighting effects script (since that's a big deal). And last but not least, message codes to include time variations in your messages! Features - Customizable time increments - Customizable tints - Message codes! Screenshots None at the moment How to Use Plug and play and customize if needed. Script Click here for the handy pastebin! Want to go the extra mile? Click here instead! Some extra custom times I threw together for fun: Harvest Moon-esque Olden times RPG thingy (kinda?) FAQ None yet. Credit and Thanks - By V.M. of D.T. - Free to use in any non commercial and commercial project. Author's Notes This script hasn't been thoroughly tested but works for the most part. I'm sure there are some bugs remaining. Give it time. Donations always accepted and appreciated through Paypal: sumptuaryspade@live.ca History V1.2 - Fixed KHAS no tint bug - Multi-line custom clocks! - Changed the way notint maps work (notetags instead of an array now) V1.1 - Save/load time - Custom clock setups - Year post (AD/BC/etc...) - Fixed KHAS bug - Allow use of tint in battle - no tint maps actually no tint - Clock in the Menu - Map Note tag to stop time - Option to sync with PC time Want a feature that you don't see here put in? Feel free to comment and I'll see what I can do!
  12. Tsukihime

    Map Drops

    Map Drops Author: Tsukihime Overview This script allows you to discard items from your inventory and onto the map. You can then pick it up later. Features Drop an item onto the map, either manually or using script calls Dropped items can disappear overtime (decay time) Customize decay times for individual items and equips Dropped items are displayed using their icons Add map drops using script calls Usage Go to your item menu and press the A key (game "X") to drop an item Then see it on the map. To add a map drop using script calls, use add_map_drop('w23', amount) add_map_drop('a12', amount) add_map_drop('i1', amount) Where the "w" means weapon, "a" means armor, and "i" means item. You can specify a specific x,y position on some map. By default, the position is your player's current position, and the map ID is the current map's ID. add_map_drop(string, amount, x, y, map_id) add_map_drop('a3', 1, 4, 5, 2) #create item in map 2 at position (4,5) add_map_drop('i1', 2, 3, 3) #map_id is omitted add_map_drop('w2', 1) # x, y, and map_id omitted) If decay time is not 0, it will disappear after that many seconds.You can choose whether dropped items will disappear or not. To specify decay times for individual items or equips, tag them with <drop-decay: n>Some configuration options available: Default_Disable - dropping items from inventory is disabled by default. Access this through $game_system.mapdrop_disabled through script calls if you need to change this throughout the game. Enable_Maps - you can only drop items in certain maps Enable_All - you can drop items on any map (overrides Enable_Maps options) Download Script: Download here Notes Does someone want to improve the script by providing a nice confirmation window as well as a number input when discarding? Also, creating the chest opening animation is kind of tedious. Someone want to do that? It's basically printing out the page list for an existing chest event and then copying all of that in script.
  13. HarikiFito

    Rpg Maker 2 Player

    Need help finding a script that allows the game to control two players at the same time
  14. I've been banging my head against a wall trying to find a solution to this problem in VX Ace, although it seems almost insurmountable - how in the world can I animate busts speaking, while also not using facesets, but rather pictures? My dialogue system uses pictures heavily to animate things easily. I've completely ruled out finding a solution using the event editor - no matter what I do, autorun or parallel process, any attempt will end up stopping after text is displayed. Even if I place it in a loop, it's non functional. Obviously, it destroys the illusion. Moreover, even if I were to figure out a way to do that, I would have to individually time every single line of dialogue in the game - absolutely horrendous. No one would want to do that. I don't know how to do it...and it seems from my fervent google searches that if anyone else knows how, they're not sharing. All I want to do is display a small 2 frame picture loop over other pictures, and time it to the every other text character being drawn to create the illusion of talking, and when the text stops displaying, the animation stops. I truly feel like I'm going insane attempting to find a solution, so I'm just admitting that I need help here!
  15. Haven't had any luck asking for help elsewhere so figured I'd ask here too. Essentially, I'm using the Composite Graphics script (found here) by Modern Algebra. The script itself works just fine, but I can't find a way to let me change the graphic being used for armour under different conditions, like a control switch being activated, a state being inflicted, etc. I mainly want to use this for cutscenes. I.e., the player is wearing their custom clothes/armour, but then when the player sits down in a chair, their clothing looks out of place due to being meant for the basic standing/walking animation. I'd like to be able to somehow use alternative 'sitting' variants of the clothing here, but I can't find a way to do this. Any help would be greatly appreciated, hopefully I explained myself clearly. (Alternatively, if anyone knows of a way to do the above with a different script (like Victor's), that would also work just as well.) Oh, and preferably, I would be able to manipulate an event with the same appearance as the actor for cutscenes, instead of having to manipulate the player themself. If that's too complicated, though, I can probably get by with moving the player around directly, although the former would be preferred. Thanks in advance anyone who tries to help!
  16. Player Turn & Move Version: 1.0 Author: SirBilly (silentkingdom.com) Date: 9 June 2013 Introduction This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. Features Ability to change delay time. Screenshot none How to Use Copy into materials, but above main Plug'N'Play, with optional customization Script Get it here Script to use with Khas Pixel Movement - Get it here Script to use with Sapphire Action System IV - Get it here Terms of Use * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated.
  17. Eventing: Fine Tuning v3.2 By V.M. Introduction You know what's boring? Having to conform to the guidelines set before you! Really though, this adds a feature to fine tune the x, y position of an event's sprite through a script call in set move route And now more!! Now you can set the rotation, hue, zoom, as well as mirror effect or rotation of events! And even more... waypoints and fades and self_switches and more! And yet more.. like special jump and move commands that just make cutscenes easier Features - Fine tune the x, y position of an event's sprite through a script call - Set rotation, hue, zoom, mirror effect, or rotation of events as well! - Set move routes using waypoints - Easily fade in and out events, change self_switches from within set move route, or randomly teleport Screenshots You should look at these, really How to Use Place script in. In any set move route command, use the script calls listed in the script usage section Demo A project with a single map showing several of the endless uses for this script! Isn't that fancy? You can download it here: Download (v3.1) Script Convenient Pastebin: Here FAQ None At The Moment Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given Author's Notes Nothing now.
  18. Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  19. 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!)
  20. $D13x Teleport Dekita Introduction This script enables a reasonably animated teleportation scene. Each teleport location can cost gold. Easy script calls to add/remove each teleport location and disable/enable each available teleport location. This script also replicates the "Search" feature from FF10. This feature allows the player to "search" the map for specific co-ordinates, if certain co-ordinates are found it will activate/enable a new location. Screenshots How to Use Place Below "Materials" and above "Main". Place images in Graphics\\System folder. Demo No Demo yet... Script + Images LINK Credit and Thanks - Dekita / DekitaRPG
  21. Basic Real Time (System Time) v1.0 by V.M. Introduction Simple module to provide a series of functions and escape characters to incorporate system time into games. Features - Use conditional branches to activate or not based on current date or time - Incorporate current date or time within message boxes - Use current date and time within scripts How to Use Plug and play and read. Script Convenient Pastebin: Here Not so convenient but more helpful link here: Here FAQ None at the moment. Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given
  22. My friend made a script from transformation in ATB System. This state increase by finding one specific item. Like 1 item = 1 turn. And while this state on character his sprite in battle must be changed for battle. But problem is state always dissapear, and picture of character in battle doesn't change. link: https://www.dropbox.com/s/xglgo5cnlor6edv/super sayian.zip?dl=0
  23. Mattsuharu

    Id and Quantity of something?

    Hello, me again with another script issue. I was breaking my head for 2 days in a row with this. In a script I'm trying to edit, I can't figure out how to create the next script call. This is the original script call that work perfectly: This return me if the card with a certain ID is in the deck of my actor. Now, the problem is that I tried to make another similar script call and I though it would be easy, but is not... (This is just an example, I know the * 2 won't return me the amount of that card) I want to create the almost exact script call but instead to return me if there's any copy of the card with that ID, I need to return me if there's 2 or more with the same id. I read a lot of articles of ruby code, but can't figure out how to separate the "ID" and the "object quantity". I can't find a way to ask by code how many copies of something with the same ID I have in the deck. I'm really struggling with this one. Thanks in advance to whoever hero who can help me out with this!
  24. Nevermind, I just solved it. For some reason the code "for actor is" doesn't work for what I wanted, I changed it to actor = $game_actors[$game_variables[27]] and worked perfectly. --------------------------------------------------------------------------------------------------------------------------------- Hello there. This is my first post in this forum! Sorry if something like this was already answerd, but I can't figure out how to search for something like this. Here's my problem: I'm using an script that has a script call. The problem is that this script call do something with all party members, and I want to do it with an specific actor. Here's the piece of code: def has_card?(id) for actor in $game_party.members for card in actor.deck return true if card.id == id end end return false end And I tried to make my own custom one with an specific card in an actor deck and ended with this: def has_card_in_deck?(id) for actor in $gameActors.actor($gameVariables.value(27)) for card in actor.deck return true if card.id == id end end return false end While variable 27 determine the actor ID of the last action made in battle. I'm not good at ruby, maybe there's an easy way to get the ID of the actor who performed the last action, and maybe with this coding I'm making something wrong. The error I get is related to: undefined method 'value' for nil:NilClass As far as I understand, this say that my method to define the actor is wrong. But I don't know what else to do. Any help would be welcome!
  25. SpuddyGoggles

    Request For Equip Menu

    The more I attempt to tamper with Ruby, the more I understand that I'm very very dumb. I have managed to get by enough to make a menu that fits my liking, along with an inventory that is also satisfactory. However I've hit a snag with one of the more vital options of my pause menu... The equip menu! Despite my ceaseless trial and error, I have found myself stumped due to nothing but my own incompetence. As such, I now find myself calling upon the help of those more adept at Ruby than I am. Below is the current pause menu. And this is a mockup of what I want the equip menu to look like. I know that I'm probably asking for a lot, but even some help would be appreciated.
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