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Found 1,669 results

  1. Hello, I am using a certain enemy type in my game which is "hardened". There I want to make sure if an enemy has the state "hardened" that it only gets 1 dmg per attack or skill (unless we use a special skill for hardened enemy which can do normal dmg). My first Idea was a common event with a condition "Enemy state "hardened" -> second condition "Which skill is used" -> if normal attack or skill -> force action for a 1 HP hit, else -> normal dmg skill is used. Therefore I need the information on which skill is being used, is there a script command or any other idea how I can implement that? I am fiddling around with that for a while now and can't come to a proper solution. If you need any further explanation let me know, I might don't have the perfect way to describe it yet.
  2. Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  3. I am adding additional slots to the default VX Ace engine past 4. My new equip slot numbers will be 5 and 6. So my equip_slots currently look like this [2,1,3,4,5,6,0]. I am achieving this with Yanfly Ace Equip Engine script. I am wanting to use the additional equip slot 5 and 6 to add consumable items for my actors to carry in battle and be used with the Actor Inventory script. Currently, I can do this with only equip_slot[4] and want to extend this out to equip_slot[5] and equip_slot[6]. Any help would be greatly appreciated! Yanfly Engine Ace - Ace Equip Engine Link: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Ace_Equip_Engine.rb Kread-EX - Actor Inventory: Link: https://raw.githubusercontent.com/Archeia/RMVXA-Script-Repository/master/Kread-Ex/RGSS3 Scripts/Gameplay Scripts/Actor_Inventory.rb *Yes I could just make my equip_slots [2,1,3,4,5,6,0] to [2,1,3,4,4,4,0] instead, but I have some other logic going on with some scripts hence why I need the slots to have different ID's. or Is there a way to duplicate the equip_slots[4] to represent different slot names instead of going after an .id. So, my example is currently... Extra: Potion Extra: Water Extra: Hi-Potion I want it to look like the below as an example. A way to distinguish the slots from each other (Different slot names). Extra: Potion Extra 1: Water Extra 2: Hi-Potion Edit 2: I have resolved the issue "technically". Due to other scripts with Kread-EX Actor Inventory, my consumption of items were not being removed from the slot. It was just showing disabled after usage. Same went for item charges from Selchar Item Charges. I dug through the ruby code for removing equipment and found "discard_equip" command and my solution is below. This is under the "use_item" in Scene_Battle. But, I am still needing a way of identifying if any items are attached to the accessory slots... because I want to disable the party command in battle for the actor items if nothing is attached. But, since the accessory equip slot is #4... it will only read one slot as 4 and the other two as blank.
  4. Hello everyone! Been awhile since last time! While I hope everyone of you is doing ok with their stuff, I know for a fact I'm not lmao BASICALLY yesterday I tried this script by Victor Engine: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/automatic-battlers/ While it sounds excellent in concept, for some reason I cannot make it work for my own enemies in my game. If I simply put the strategies in the note box and the flag "Automatic Battler" in the enemy's trait, the enemy will do nothing but normal attacks. It will ignore having other strategies possible, it will ignore that none of those strategies have a normal attack, it will ignore that some of those strategies don't have conditions, and are therefore always options, it will ignore not even having the attack skill in its skillset and it will even ignore when I forbid it to use normal attacks (in battle it will STILL try to, failing and doing nothing 'cause it can't). If I want, by the script, to make it use random skills, conditions or not, it will crash, saying: "Script 'name of the script' line 578: NameError occured. undefined local variable or method 'usable_skills' for # <Game_Enemy:0xcab55fc>" (note that I literally copied and pasted the method used in the script to use a random skill. So... can anyone help? If you need more info I'm willing to give'em
  5. Okay, so what I am trying to do is have the state applied if certain equipment is used, like an Axe Mastery Passive Skill if an Axe is equipped. Thus far, I've been able to get it to work if there was anything equipped in the weapon slot, but not for checking if said weapon was an axe, in essence, the script giving the finger to wtype_ids and atype_ids (ha-ha, no specific checks for you-nah nah nah-nah nah). Setup: <passive state: 141> a = equips[0] && equips[0].wtype_id; b = equips[0]; [1].include?(a) && b </passive state> @Kayzee, dearest love would tell me that I'm making things too complicated again, but seriously...
  6. Alright, just want to make one thing clear. This is sort of an underground translation; I don't have official permission from the author to translate it. I have sent her an email, but that was two weeks ago and I've still receied no reply. I'm going ahead with releasing this, but if she were to request me to take it down, I will. The original site this tool is from is Katty Script, and the author calls herself katty. I did not make this tool, I merely translated it and edited the GUI to make it look better. Now that we're clear on that, let me introduce you to a scripting tool called the Extender tool. It's a little tough for a non-scripter like myself to explain what it does, but the gist of it is that it lets you create an XML file with a GUI, then automatically creates .rvdata2 files from that XML file and generates a script for you in your RMVXA project (It's compatible with RMVX as well). I've included two documents in the zip file, one explaining what it does and another with a short tutorial on making your own table. For those of you who're firmly in the camp of 'No pics no clix', here's a screenshot: Now, the translation might not be perfect since I have little scripting knowledge and sometimes you need context (Especially with the Japanese language). Please report any translation issues to me so I can fix them. This tool comes with a sample project for RMVXA that aims to remake the system from the SaGa games, also made by katty and translated by me. There is the Flash/Inspiration skill learning system, a Life Point system, a sideview battle system and a unique way of discovering locations on the world map. Be sure to check it out to see how you can use the tool. You can report bugs if you want, but since I didn't code the thing I will have NO idea how to fix it. Hopefully someone else can. With all that out of the way, here's the download link: Dropbox MediaFire Credits Katty Script - For making the tool and the sample project. Kirin - Me, for translating it. It was NOT easy, I had to decompile the program and edit the strings from within its core parts, then recompile it back into a working EXE. Fun though. Nelderson - For encouraging me in my translation. IceDragon - For helping out with some basic decompiling issues. Tensei - For helping me out with basic decompiling issues and translations. P.S.: I'm posting this in the Complete RGSS3 Scripts forum since it's a tool much like SwapXT. If the staff thinks this belongs, elsewhere, please feel free to move it.
  7. Alternate MP X (Resource System) v1.05 GET IT HERE DEMO Features: Customizable resources (Such as Rage) Support for multiple Resources per actor Many Customizable properties (such a regen) Credits: If you use this script, you must credit me. Must receive permission of use for commercial games. Note: Not all Features in the comments have been translated from RGSS2 to RGSS3.
  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. I am trying to add a notetag to Actors (and only Actors), in this format... <notetag: 3> The notetag's function would be to read the integer (3) and return the icon and name of the armor (and only armor) associated with that ID number. That information would then be displayed in a draw_icon and draw_text call in a method that can tell which actor it is on. For the life of me, I can't seem to get this to work. Now, I should note, I have avoided ever learning anything about making my own notetags in the 800 years since RPG Maker VX Ace came out, so I understand very little about how they work (but I do love that so many of you do know how they work, because scripts are pretty rad when we can just notetag stuff). I have tried to learn a little from looking at other scripts code, but I am sort of lost when a lot of the things in notetags that parse things looks like gibberish, and note tag code friendly seem to be written differently on a per-author basis. So, please help another would-be scripter learn how to do this, and maybe I can apply that knowledge to updating some of my older scripts, too. :D EDIT: I actually got the effect I wanted to work (with notetags!), so this issue is solved, but if we wanna use this thread to discuss note tag stuff I am all for that.
  10. I recently began working on a horror game with a couple of friends. We're still in the process of planning things out. I have an idea for a mechanic I want to use in the game, where the player can bring up a cell phone menu. Here they could have access to a flashlight, and maybe messaging and call features (these would not necessarily be functional, but would be something the player could TRY to use). I also want them to be able to receive messages and voicemails, even if they cannot send any. I'm pretty new to rpg maker, and was wondering if something like this was at all possible? If it isn't I'll just find some other solution, but I wanted to find out before I got too far into writing.
  11. jammythebirb

    Issue with Fhizban's Party HUD

    I'm using Fhizban's party HUD script in my game to display the player's HP in the corner of the screen, and up until now it's been working perfectly. A couple of times in the game I've swapped which party member is active, but it's only now I've reached a section with two party members at once I'm getting problems. When I try to remove one of them, I get the following error: Script 'FHIZBAN'S PARTY HUD' line 58: NoMethodError occurred. undefined method 'hp' for nil:NilClass I feel pretty sure it has something to do with having more than one party member, but I'm no scripter, so I don't really know how to solve this. If I can't find a way to make it work and allow me to remove party members, the only way I'm going to be able to make this game is to not have party members, which will make the lategame much less interesting. Here's what seems to be the relevant part of the script, I would really appreciate any help with this! def fhiz_hud i = 0 while i < @party_size @actor = $game_party.members @actor_hp = @actor.hp @actor_mp = @actor.mp i += 1 end i = 0 while i < @party_size @actor = $game_party.members @x = OFFSET_X + (WIN_WIDTH + OFFSET_X)*i + (PADDING*i) @y = OFFSET_Y if DRAW_FACE if @actor_hp > 0 draw_actor_face(@actor, @x, @y, true) else draw_actor_face(@actor, @x, @y, true) end end if DRAW_NAME draw_actor_name(@actor, @x, @y) end if DRAW_STATES draw_actor_icons(@actor, @x, @y+(WIN_HEIGHT-line_height*4), WIN_WIDTH) end if DRAW_HP draw_actor_hp(@actor, @x, @y+(WIN_HEIGHT-line_height*3), WIN_WIDTH) end if DRAW_MP draw_actor_mp(@actor, @x, @y+(WIN_HEIGHT-line_height*2), WIN_WIDTH) end i += 1 end end
  12. Hey! So I have this event in my game: A flower with an eye that randomly opens and closes When the eye is open you're supposed to turn around/to the side to not match its gaze, and the code for that works! The Top conditional branch here is what determines where the player is in range and looking, however it will only do this for a split second before turning switch 0004 on and self switch D off, which is what transfers it to the closed eye state. I've tried using Timer and Wait commands but they tend to only check if the player is looking when first activated but not continuously run it, meaning a player can walk up to already open eye without consequence. Is there any way I could have the eye stay checking if the player is looking for (Lets say 5 seconds) before running the switch and self switch commands? Thank you!
  13. Alright, I have an issue, I have a boss in my game that does not use the conventional RPG fight style in the game; It uses events as attacks. I am trying to make an attack that will travel in a straight line, and if it hits the player, it will do damage and disappear when it touches the player, But here's the catch; if it DOESN'T hit the player, it NEEDS to disappear after a while, then reappear in it's original starting location, it also needs to be able to be used multiple times. I've been scratching my head, trying to figure out how to make it work within ONE event, because if I try to do multiple parallel process EVENTS, it could seriously lag the game. So recap: I need to make an attack that moves a certain distance before disappearing, it needs to disappear upon TOUCHING the player, it needs to be all stored within ONE event, and finally, it needs to teleport back to it's starting position AFTER it either hits the player or has gone for a certain distance or time. Please help, I would really appreciate it. If you need pictures of what I've tried to do, then just ask, I'll be more than happy to get them for you.
  14. Hey all, hoping to get some help with Victor's Animated Battles script in my VX Ace project. My goal is just to remove the 90 degree sprite rotation from the enemy collapse effect. I've combed through the script as well as his Actors Battlers script but I can't seem to find where the actual animation is broken down. Any help would be much appreciated. Thanks!
  15. Hey everyone. Anyone aware of a script that can implement a visual turn tracker (Hero 1, Monster 1, Hero 2, Monster 3, etc) to the battle screen? From what I understand, VX Ace doesn't compute turns in advance during battles, so this might be a big ask. That said, any help or advice would be much appreciated. Thanks!
  16. Using VE Passive States script ( https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/passive-states/ ), I am able to accomplish a few things I want to do when characters equip certain pieces of gear. What I am now looking to do is also look into how to check which TYPE of gear is equipped in the script tags as well. <passive state: 3> !@equips[1].is_nil? && @equips[2].is_nil?; </passive state> The above code works fine as it is checking whether or not the actor is a) equipped with something in slot 1 and b) NOT equipped with anything in slot 2. This is great for states that increase ATK or some other stat when wearing, let's say, a body armor but also no shield. However, if I wanted to check if the actor was 1) equipped with something in slot 1 and 2) that the item equipped in slot 1 is a shield (from armor types in the system tab), that is where I run into issues with the syntax. I cannot seem to get it to work unless I use something like this: <passive state: 3> !@equips[1].is_nil? && self.armors.any?{ |eq| eq.atype_id == 2 }; </passive state> This will tell the script "There must be an item equipped in slot 1 (etype_id) and ANY item the character has equipped in ANY slot has to be id 52 (atype_id). As you can guess, this creates a lot of lag in menus when the game has to check every single piece of gear the character has equipped in order to return true or false. It gets even worse if a character has multiple passive states for different types of gear. I would like it to only check that specific slot (etype_id 1) for that type of armor (atype_id 2). I expect that the lag will be reduced significantly if I can get this written out correctly. Thanks in advance for any assistance! EDIT: It appears this works, figured out by searching through some other calls dealing with equips. <passive state: 3> !@equips[1].is_nil? && self.equips[2].atype_id == 2; </passive state> So, no need for the help, but I hope this can help anyone else using this script who may have been wondering about how to check for specific gear slots/types.
  17. Hello everyone. I am not strong enough to create a script so I appeal to you since I have not been able to do what I am looking for with the vx ace events. I have a character choice menu at the start of my project and I would like when the cursor is on the personal choice 1n that it is the appearance of the character that is displayed on the image... And that when the cursor is on the personal choice 2 that it is the appearance of the character 2 which is displayed on the image. Sorry if my english is bad I use google translate... Thanks for your help PS : I hope not to have the wrong section in the forum
  18. So I recently have been able to play around with rpg maker vx ace due to college and I wanted to know if it is both possible and how to make a spell that does damage based on current mana and cost all of the characters current mana, without the use of any plugs in.
  19. Garler

    Making a Balanced Game

    Note: First off, this will be my first tutorial! Not to mention my first post! Also, I created this tutorial for two reasons, one, I was tired of not seeing a tutorial on balancing the game yet, and second, the guide I've been using is for RPG Maker VX. This guide was inspired, and re-written from an old guide I use, or used to use. I'm re-writing it as it doesn't fit in with all the new features of Ace. If you would like to check it out, here it is! http://www.rpgmakerv...showtopic=47252 Now that that has been said, I bring you... A guide to making a balanced game Table of Contents 1. EXP Curve 2. Parameter Curves 3. Creating Enemies - Basic Enemies - Bosses 4. Skills 5. Weapons, Armor, and Items 6. Money 7. Last Words EXP Curve This is pretty simple, what it does is change how fast, or slow you want your class to level up. What I normally do is leave this alone, but feel free to change it how you want! I'll do a little walk through of what each slider does. Base Value: It does what it says! It is the "base" number of EXP it will take to level up. Say you slide everything else down, and leave this one at 30. It will take 30 EXP to level up. Extra Value:This is basically just like the base value. What it does is just add on to what you have for your base value. Say again, we set the base value at 30, and the extra value at 10, it would then take 40 EXP to level up. It just adds it up. Acceleration A: This speeds up or slows down how much EXP it will take to level up. Acceleration B: Does the same thing as Acceleration A. Parameter Curves All these really do is change how much of a certain parameter to will have at a certain level. There are two main ways to change these. The first one is to just drag a line or curve you think is good, I don't recommend doing this. The second one is clicking on Generate Curve. Here is one rule I always use. For health, add two zeros on for level 99. For the rest only add one. I will walk you though all of them. MHP: (Max Health Points) This is how much health you will have in total at a certain level. Say you set your level one health to 57, set your level 99 to 5700. For this one you add two zeros. MMP: (Max Magic Points) This is how much magic you will have in total at a certain level. If you set your magic to 36 at level one, set your level 99 to 360. From here and the rest you add one zero. ATK: (Attack) This is how much physical damage you can do at a certain level. DEF: (Defense) This is how much physical damage you can take at a certain level. MAT: (Magic Attack) This is how much magical damage you can do at a certain level. MDF: (Magic Defence) This is how much magical damage you can take at a certain level. AGI: (Agility) This is how fast you are. It controls if you miss or not, and if you have certain scripts installed, how fast you attack. LUK: (Luck) This controls if you will contract a state or not. The higher your luck, the lower chance you have of getting a certain state, such as poison. Creating Enemies When making enemies, it's kind of hard to figure out how much health they will need so they won't be too easy or too hard to kill. It goes the same way for the rest of the stats. I'll give a quick walk through of what you can do to solve that problem! It is also hard to tell what level you are when you will need to kill them. So play every once in a while to tell. Remember to always check if the enemy is too strong with the Battle Test after. Also, when I make enemies, I don't just make them. I make them as I go in my game! If you make them right from the start, you don't know if they will be too strong, also you might not use most of them. Basic Enemies Normal Enemy MHP: Double the player's health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Around 30% less than the player's attack if you are using low health and such as I am. (Using 15 health at level one.) If you are using stuff like 250 health at level one, keep it the same as the player's. If it is a magic user, I recommend half the player's attack. DEF: Same as the player. MAT: If it's a magic user, Around 30% less than the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Same as the player. AGI: I would recommend around one or two points higher than the player's agility. LUK: Same as players. Dungeon Enemy MHP: Triple the player's Health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Same as the player, or one point higher. If it is a magic user, around 30% higher than the player's attack. DEF: Around 10% higher. MAT: If it's a magic user, the same as the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Around 10% higher. AGI: Same as the player's or one point less if you use certain scripts. LUK: Same or two points higher than the player's. Now, for making the experience they give you is kind of difficult. What I did was keep changing it until I found a decent amount. It depends on your EXP curve you set. I left mine how it was, so the first enemy I encountered has the EXP of 8. Then for the next enemy, you have to see what level you encounter it. Say I encounter the next enemy at a level of 3. I sat that enemies EXP to 14. For the gold, I use half the amount of the EXP. So for 14 EXP, I give 7 gold. Bosses For bosses it is pretty much the same as basic enemies, but with higher stats. For the experience, I give them a lot. Use the same technique as the one for basic enemies, but double the value of the experience. Then for the gold, give half of the amount from the experience. MHP: 5 times higher than the player's. For All the Rest: Times it by 1.5 higher (Or 150%) than the player's. Skills The skills are always one thing I've hated doing. Even after finding a clever way of doing the skills, I stikk hate doing it, but that is my opinion. You could love doing it! But either way, I'll share my technic of how to make the skills. The first thing you want to do, is decide how much Magic (Or Technical) Points you need it to be. To do that, decide how many skills you want the class to have. Say you want to have 20 skills. Use that, and divide it by 100, then you get 5. So that means, every 5 levels, that class will get a skill. So say your first skill will be at level 5. Go to the class and find out how many MMP you will have at level 5. Once you find out, divide it by 5. That is how much MP the skill will cost! Now we move on to the damage, the rest is pretty self explanatory. Type: Pretty easy, what does the spell do? Element: What element is it? Formula: This is wear the magic happens. Click on quick, for Base Value, set that as double of your ATK or MAT. (Depending on if it's a magic user or not.) Then for Physical and Magical it's pretty simple. If it is a physical skill, set the Physical to 100, if it is a magical skill, set the Magical at 100. Variance: This is the range of damage. Say you leave it at 20. It will do between 20% higher or lower of what you set as your formula. Critical: Does the skill have a chance to land a critical? Weapons, Armor, and Items Alright, we've came a long way haven't we? Well we are almost done! Let's move on, first to weapons. If it is a one handed weapon, it should be half of the player's attack. So if a player has an attack of 18, the weapon should be 9. If it is a two handed weapon, it should be 75% of the player's attack. If it is a dual wield weapon, it should be around 30% of the player's attack. For armor, we have three parts. The body, head, and shield. All three pieces should offer a total of 50% defense. If your player doesn't want to use a shield, then take that off and have it offer a total of 35% defense to balance it out. The body armor should offer 25% defense, the head should offer 10%, and the shield should offer 15%. Now for items, for now, I will just explain a healing potion. Potions for HP, it is a good idea to have the potion heal a little more than what the player actually has, for other classes as well. You should also make a potion for around every ten levels. Now, lets say you were making a potion for a level 10 player, with the HP of 198. You want the potion to heal 20% more than what you have. So for that, 39.6 is 198 of 20%. So you use 198, and round that up to 40. Then you add it, to get a total of 238. That would be how much it would heal. Money Now we are moving on to money, how much will it cost to buy certain items? Will you have enough money at the time of the game? This is pretty simple. For weapons and armor, the price should be around 10 to 15 times the amount of stats they have. Say you have a sword with 16 ATK, 6 AGI, and 2 LUK. add that up to 24, and times it around 10 to 15. I will use 10, so the price would be 240. For weapons/armor that have states or resit elements and such, they amount of the item should increase by around 25%. For Inns, the should make the price of it fit in with the theme of the town/city. If it is a broken up town who just came out of a war, the price should be cheap. If it is the richest kingdom in the world, it should cost a lot. For items, I'll again use a HP potion for example. The price should be half of what the potion does. If you have a HP potion that heals 500 HP, it should cost 250. As for other items, such as those that remove poison, or stun, they should cost around how important the state is. Something that cures poison should be cheaper than something that cures stone, while something that cures stone, should be cheaper than something that revives a character from death. Last Words Now it is over! I really hope that this guide has helped. If you see any errors, or something that doesn't seem to be balanced to you let me know! I thank MrE for making the guide I used for more than a year now, and inspiring me to write an up-to-date one! Good luck on balancing your game, and have fun!
  20. rstudios

    change opacity of options

    Hi everyone. I am using a script that allows to change the opacity of the message boxes so it doesn't look dark when player is on a dark map that uses shadows and highlights. example: I use Khas Awesome Light Effects. Script to change opacity of message box (window skin): https://rpgmaker.net/scripts/208/code/ The message boxes look bright, (opacity 255) but the choices looks dark. Look this image: How can I change the opacity of the choices? thanks.
  21. lavalord96

    Invisible face glitch??

    Alright I've used this forum to help me fix a glitch once, so I hope this will work again. So here is the problem, I have been making my game and I have just completed the alpha version for it and am now working on it's second part of the story. I have ran into a fairly annoying glitch where one of my actors doesn't have their face displayed in the in-game menu, I should also note, its JUST for this one specific actor (her name is Solar) I have replaced Solar with other actors and their faces shown up just fine, I'm not sure if this has to do with one of my scripts that I've installed, or just as simple as not making the actor face sheet the correct dimensions. It's not game breaking, but it certainly is annoying to deal with! Here is a picture of my issue (Funnily enough, her sprite is working for some reason...) I have also included my event that effects this situation. I can't seem to find this problem any where else, and yes, I am using ONLY Yanfly scripts for the aspects of the game, I have two other scripts that specifically effect the title ONLY.
  22. I am interested in what I can do with scripting. I was wondering how, if I put in the time to learn Ruby, I could add mouse support for my games and have a Quick Save hotkey built into them. Mouse Support: I like the games where all I have to do is press where I want my character to go and they begin moving in that direction. I am often annoyed when I am sprinting and it leads to bumping into walls and obstacles that would have been avoidable if I were walking. And it often happens when I am walking. It is really upsetting when I am trying to move to my destination as fast as I can trying to steer clear of monster encounters. Quick Saving: I think it would be convenient to have a built-in Quick Save hotkey so I, and those who will play them, don't have to go through the multiple menus just to save a game. Like in the example above, when trying to avoid conflict I would like the option to press a key that would automatically save my game to the last save file used and continue on until I need to quickly save again. Load/Load Game: A load option would be very nice. When I am faced with powerful monsters that I am trying to avoid on my way to a boss battle, and I am trying to conserve Mana and HP, it would be nice to have a quicker option of loading the most recent save file instead of quitting the game and have to reload the game through the start menu. I may find other ways to add more to my games that I feel would really improve them, for saving time and the general player experience. If anyone could help me figure out how to accomplish these things or give me advice on where to start and how to go about it, I would be a very happy camper. Any help, however little you feel you could give, is welcome and much needed ^_^
  23. Rikifive

    Face Frames

    Face Frames Author: Rikifive Engine: RPG Maker VX Ace Version: 1.1 (2020-10-03) Introduction Personally I don't work with RM anymore, but I often get asked for help / get requests and this time, fellow devs asked for something, that would draw frames on top of faces, without having to modify every single image with faces. While modifying the facesets themselves is an absolutely valid strategy, there might be some hassle or imperfections involved with it in specific circumstances such as when wanting to support multiple windowskins and give players the option to select their preferred one in the game settings OR when simply deciding to switch to another windowskin at some point during development. ...Or perhaps someone can't afford GIMP, some may even not be able to run Paint on their hardware. Things happen, sad times. This script's goal is to help you save some time you'd spent on doing (potentially tons of) repetitive manual work. Description This script draws frames on top of faces displayed in message boxes, menus etc.. No work required, the frames are drawn using windowskin ("Window" image in the Graphics\System folder, that is). You can also make your own custom 96x96 frame images and switch between these on the fly by adjusting in-game variable. Also, by adding this script you'll be able to draw window frames wherever you want. To draw a frame in window contents, use this draw method: draw_window_frame(x, y, width, height) This will draw window frame in specified coordinates and dimensions, using current windowskin. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play if you intend to use the windowskin. -=> Place script(s) below ▼ Materials; above ▼ Main Process If you want to use custom images for frames: - Draw a frame with the same dimensions as a single face (96x96) - Name the file: "frame" OR "frame0", "frame1", "frame2"...(see configuration) - Put it/these in PROJECT_NAME\Graphics\Faces - Configure the script to your needs Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames (RPG Maker VX Ace).txt Addons Face Frames - YEA Ace Battle Engine Addon Face Frames - YEA Victory Aftermath Addon Certificates This script was tested by Eric. He didn't complain.
  24. Nitroxone

    Simple Level Up Window ?

    Hello, First of all I'm not sure where I should post this thread exactly, so I apologize in advance if I'm doing something wrong. I have been looking for a simple script that could display a window onscreen when a character levels up. Nothing about skill points to spend or character stats to increase. Just a simple message, a little "fancier" than what the game uses originally. I use an ABS for my game, so all I need is (on field) a level up sound to be played and a simple window (possibly centered on the screen) that notifies the player level up. Nothing about stats display ! Has anyone heard of a similar script ? Thanks in advance !
  25. Face Frames - YEA Victory Aftermath Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0 (2020-10-03) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Victory Aftermath. Adds Face Frames to Actor Faces in the Victory Aftermath Screen. Uses the same settings as the main script. Instructions SCRIPT DIFFICULTY: Plug & Play, no configuration at all. -=> Place script(s) below ▼ Materials; above ▼ Main Process Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Victory Aftermath Addon.txt
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