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Found 1,354 results

  1. I am currently making a game and using the rgslll something somthing mod and the hacked .dll. What will happen if i publish it. What would i have to do?
  2. Kargan3033

    Permanent Death Mod?

    I was wondering if there is a permanent death mod for the secondary active party members as well as the main character? Meaning if an active secondary party member died in battle the player can not simply reload a save slot before the death of the active secondary party member and the dead secondary party member will be alive. In the case of the main character if the main character dies then the game is over and you have to restart the game from the beginning and you can simply reload a saved game from before the mian character's death and continue on from there. Also would the perma death mod be optional like the hardcore mode in some games so it can be activated from the game's option menu?
  3. Author: Calestian Name: Multiple Currencies Version: 1.1 Features: User can set more than one different currencies. There is a new Menu tab displaying all currencies. Different shops can use different currencies. Images: Script: Link:Multiple Currencies
  4. Hi everybody ^^ Here i present you my last scripting project, this script allow you interact, with events, game player, game map terrain tiles, game characters, the feeling of realism is inminent, in version 2.0 you can use powerful tools that allow the game developer to create a professional game. Featuring the next 13 enguines - Interactive Push system - Interactive Pick Up system - Interactive Fall System - Interactive Jump System - Interactive Sensor Vision System 2.0 version! tools - Interactive Tool HookShot - Interactive Tool Flame Thrower - Interactive Tool Bombs - Interactive Tool Barrel - Interactive Tool Blade - Interactive Tool Arrows - Interactive Dynamic Light Effects - Interactive Dynamic Drop All in one ^^ Changes on 2.0 version - Added 8 more engines including tools - Character graphic is showed when picking up an object - Char anime has been applied - Added an auto character graphic, so the tool anime are showed for every single character - Fixed some minor bugs It is important to know that this is not an ABS script, this just provide you a set of powerful engines for the game development, but if you are ingenious you can create your own abs system using this scrip kernel. If you have any pixel movement script installed get rid of it otherwise it may alter the native X and X axis Rpg maker offer - The push system allow you to push events to your desire place, allow you to press targets and easily tell them to do something when collide, events can press targets by themself if you give them movement - The pick up system allow you to pick up events and move it wherever you want when you throw the event you can easily tell them to do something afther throwed - The fall system allow you to fall to espeficific tiles, events fall, fallowers fall, events can make the player fall, also you can make something happen when an event fall - The Jump System allow you to jump by triggering the action key, followers jump together with the player. - The Sensor vision system allow you to activate any event within a vision range between the player and the event, the event deactivate when out range - The tool hookshot allow you to pull yourself to a different positions in the map, you can grab objects from x distance and also start events tagged - The tool flame thrower alllow tou star events tagged, burn torchs, burn the barrel etc, create a ligh effect to see in the darkness - The tool bomb allow you to explode some areas activating events tagged, bombs can be picked and throwed, game party is affected if the bomb hurt them - The tool barrel is a native tool created for this system never seen before in a game, you can make a lot of things as: use it as a lantern, pick up throw, burn the barrel with the flame trower, can be grabbed with the hook shot, allow tou to solve puzzles, push events from the push system and much more. - The tool blade allow you clean your path by cutting grass or wherever you want to do with it, also you can apply drop to it - The tool Arrows aloow you to activate events from long distance, you can interact with bombs like creating a bomb arrow at real time - The dynamic light effects allow you to create real lights on event tagged you can set intencity, direction and do a lot of things. - The dynamic drop allow you to create events to drop items jus by tagging a simple command. Instructions All the instructions are inside the script. Credits By Falcao Demo version 2.0! Mirrow 1: http://k006.kiwi6.co..._system_2.0.zip Mirrow 2: http://www.mediafire.com/?cc9ldtb0tv32qn7 2.0 Patch with bug fixes and add-ons Once you have installed this script you can install the new patch for this script, adds a quick tools selection window, and a service pack with bug fixes and much more! http://www.rpgmakerv...7556#entry57556 Script Wiki documentantion PDF This wiki contain a very detailed information of this script, contains pictures explanation and more FA Int PDF Script code I recomend you to download demo but anyways here the code, you will need the graphic provided in the demo http://pastebin.com/SD8KtFCv Video Here a video showing the features of this amazing system: Video of new version 2.0! Video of the version 1.7 this no include tools
  5. Valjean83

    Stack Level too Deep?

    Hey all. Was wondering if anyone could give me some help on this. On a recommendation I downloaded Mithran's Graphical Object Global Reference script. My game was suffering from rampant disposed window errors and I was told this could help. However, once I paste it into my scripts and then start the game, I receive the error message: SystemStackError occured Stack level is too deep i was reading the reasons why this might occur, but I don't have this script anywhere else. Also, it appears the same in my script as it does as where it came from. Does anyone know why this is happening? http://pastebin.com/DvuinNFU
  6. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  7. Hello there! I'm using Yami'sBattle Engine Symphony and Vlue's Paper Dolls. Paper Dolls is a visual equipment script. It overlays equipment sprites on top of the sprites of the party members I noticed that it doesn't work when the character enters the battle scene. It seems Paperl Dolls is only taking into account the on-map display of the sprite, or maybe Symphony is not allowing it to display the overlays in the battle scene. So I'm sure either of those two scripts needs patching or modification. Could anyone please help me make it show up? Or tell me if it cannot be done or if it's not simple to do. There's another visual equip script that does work in battle, but complicates other aspects of the game I'm making so I'd rather not use it if I can help it. Thank you in advance!
  8. Heyo! I'm currently working on a game that is based around duels and training. It's rare for any enemies you fight to actually die, so I'm looking for a way to change the "__ has been slain" message to "__ has been defeated" after you ko an enemy in battle.
  9. Currency System -Tsukihime Overview This script replaces the default currency system with a more sophisticated way of managing currency. It allows you to easily create as many currencies as you want in the game, and exchange between currencies through events. Usage Start by setting up the currencies in the game. In the configuration at the top, you will see a Currencies table. You can have as many currencies as you want by entering the appropriate entries. Each currency has an ID which you will be using throughout the project. Each currency contains a display name, a symbol, as well as an exchange value. Some simple script calls for getting or losing money: $game_party.gain_money(amount, currency_id) $game_party.lose_money(amount, currency_id) By default, the currency_id is the currency currently in use (more info below), so it can be omitted if you want it to be based on the current currency. The exchange value determines how much the currency is worth. For example, suppose we have the following setup { 1 => ["Gold", "G", 5], 2 => ["Silver", "S", 1] } This means that For each gold you exchange, you receive 5 silvers For each silver you exchange, you receive 0.2 golds In order to exchange currency, use the script call $game_party.exchange_currency(src, dest, amount) $game_party.exchange_currency(1, 2, 200) You pass in two currency ID's, the currency you start with, and the currency you want to exchange to, as well as the amount. The script will use the exchange values defined in the Currency table to calculate the exchange rate and add/subtract the appropriate amounts from the two currencies. Different currencies can be used throughout the game. At this time, only one currency may be used at anytime. You can change the global currency by calling change_currency(currency_id) change_currency(1) # change the gold change_currency(2) # change to silver This allows you to simulate different currencies in different cities or regions. The currency that is displayed in your main menu is the currency that is currently used. If you want to see all of your currencies, use the script call SceneManager.call(Scene_PartyBank) I have added it to the main menu for the default system. Examples Download Script: http://db.tt/U9bBddiZ Notes Having a specialized "Money" scene to view your party's funds should be created. Does anyone want to write it? Also, a "currency exchange" scene would make it much easier to exchange currencies. Someone want to do that? Actually, the windows are designed very poorly. I didn't put much effort into them because I just needed them for testing. We need a Money scene. The actual gold window only displays the current currency in use. Basic money window I've added for the default system. You can access it via Scene_PartyBank Clearly it's pretty boring.
  10. So iv'e come across a problem. My battle log gets stuck sometimes when enemies are defeated. I demonstrated this problem here: If i could get some advice on how to fix this i'd really appreciate it!
  11. (I'm new to the forums and still learning a bit of posting about stuff. With that being said, if my post doesn't fit in the category, I apologize and I'll move to the proper section) So I'm looking for a QTE Script for Vx Ace. But not in battle. For example, having your character being in the map as usual but the QTE symbol is there, whether it's a button mash or a button hold. This is a reference for what I'm talking about: https://forums.rpgmakerweb.com/index.php?threads/battle-qte-system-v1-2-17-02-2015.36966/
  12. Mods please delete this post, made it in the wrong section.
  13. Hello guys, when I set the "show hud" in the script to false. The hotkeys are not working anymore. I want to make my game look simple by removing the HUD but it just wont work.
  14. Hi fellow Designers. I have the following Problem. I try to create Skills which have different hitchances by themself. So for example my Hero has the Base Hitchance of 80%. Now I want to create an Secure Strike which deal less dmg, but hits 20% better (so it has 100% total) and I created an Heavy Attack which deals more dmg, but hit 30% less often. And Basic as this sounds, i do have some Problems with that. At first i used success rates, but thats not calculated using the heroes hitchance i guess. So even if you have an state which increase your hitchance by 100% your heavy attack will fail 30% off the time. The second thing i tryed was creating an preattack which first grant an state which change the hitchance, and than force the real attack action. That worked, but during Battle my hero first step forward nill appeared (because the first skill didnt do dmg) and than he steps forward again to do his attack. (I use Yanfly battle engine and visual battlers) Soo. yeah, that solution is not perfect ether. Didnt find an skriptcall to turn the first Animation off too. That leads me here. Can you guys help me? greetings: Thorgaaz
  15. Good evening! I have a script I'm creating so that the player can have multiple outfits and change to the correct outfit when they're performing an animated action. For instance, if the player collides with an event that causes them to trip, I want the player's graphic to change to the appropriate "tripping" sprite set for the outfit they currently have equipped, and then play out the tripping animation in a specific way. The script is actually working pretty well so far, except for one little detail. For the "tripping" animation, I want to change the player's sprite so that the sprite is at a specific point in its step animation and to stay there until I command the sprite to be reset. Currently, this is how I have the sprite setup: The leftmost sprite is the player standing vertically. The middle sprite is the player mid-fall. The rightmost sprite is the player horizontally on the floor. I know how to do this within an event. In a move route command, you would select 'script' and write in: @pattern = #insert 0 - 2 here # 0 = right leg out (leftmost sprite) # 1 = resting # 2 = left leg out (rightmost sprite) Which would cause the target to temporarily jump to that sprite in its stepping animation. For some reason, it resets back to the "resting" sprite, but at least it's doing something right. Calling @pattern = 2 in my custom class doesn't do anything, even though calling $game_player.jump(1, 0) forces the player to jump like it's supposed to do. If I can't use a script call to simply do this, I'm thinking I could probably use the script call for 'Set Move Route' and ask it to call @pattern = 2 there. I've been looking up ways to script a move route, but so far they've only left me confused. Here's my notes on an example: I tried using this, and while the game doesn't crash, nothing happens either. As a test, I tried replacing "45" with "13" (stepping backwards) and had the same result. So it must not be executing at all. I realize I could achieve what I want to do easily via Galv's Move Route Extras (which I do actually have implemented), but just in case I decide to remove that script or use my script for another game, I do not want it depending on someone else's script to work. As a last resort, I may use it anyway. Update: I am now seeing if I can manipulate instance variables from another class. class Game_Character < Game_CharacterBase attr_accessor :step_anime attr_accessor :pattern end Now from my custom class I can call $game_player.step_anime = 2 and $game_player.step_anime = false in an attempt to set the player's sprite and pause their stepping animation once its set. I actually works to a degree! But after the player sprite goes to the last frame it will immediately pop back to the middle frame. I'd still like to learn how to make this work exactly how I want it to, but I can use this as-is if I'm willing to compromise on the time it takes for the player to "get up" (which would be making it shorter so that there's no time for the animation to reset back to the middle frame). Thank you very much for your time.
  16. Hi, me again. My question: Is there any possibility to add all Information of Dammage Formulas to Elements or Items? Like adding it to a Weapon, and whenever you use a skill, wearing that weapon it uses the skills formula, but also calculates the dammage of the Formula you added to it? The things you could do with that were incredible. 10% Lifedrain or Manaburn on a weapon? No problem, apply 10% Elemental dammage and add Drain to that Element. Complicated Formulas which let all your attacks growth based on the number of hits you had inflicted upon your enemys? Or giving each element something spechial? Here is the answer, the List goes on, but i yust dont know how to do that. So please tell me, if there is an solution.
  17. NECESITO TODOS LOS SCRIPTS QUE PUEDA ACUMULAR PARA CREAR MIS JUEGOS PERO CASI TODOS LOS LINKS ESTAN CAIDOS ME PUEDEN AYUDAR?. I NEED ALL THE SCRIPTS THAT I CAN ACCUMULATE TO CREATE MY GAMES BUT ALMOST ALL THE LINKS ARE FALLED CAN HELP ME ?.
  18. Hi everyone, I'm fairly new to rpg maker and just getting used to how events work. I ran into a small issue regarding how I would go about putting an event over a door. What I aim to do is have a carpet, and an option to move it, revealing a door underneath it. Would anyone have suggestions of how to do this? Basically, how can I have an event OVER another event?
  19. Hey, I'm having difficulties trying to solve some issues regarding saving in my game. Like many, I want to restrict people to only using specific save points, rather than being able to save on the fly. Everything worked fine until recently, when all of the sudden, if someone attempts to save the game on the save screen, they get the error sound. Loading directly into a room with a savepoint (Making the player's starting position there) one can still save the game normally. However, as soon as you leave the room and re-enter and attempt to save once more, you will get the error sound when trying to save. The scripts I am currently running are the follows: Khas' Awesome Lighting Victor Basic w/ Step sounds Scenecombine Stairs Menu Manager Scene_combine (Allows for combing items in the inventory) Schala Battle System (Not at all implemented) Mog Schala Tool HUG (Not implemented) I don't think it's script issue though, but help would be 100% appreciated
  20. 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?
  21. 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.
  22. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  23. Black Mage

    Game Log Script

    Game Log Script by Black Mage Introduction There’s a time when you can’t continue playing a game due to some reasons. And after several weeks or months, you finally got some spare time to play it again. However, when you play the game, you forgot what’s the last task you’ve been doing. This script serves as a record of what’s happening when you last playing the game. It can stores some string as a game log and able to display it on screen. Though the intended function of this script is to show a game log, it can be used for many other purposes. Features 1. Let you save a string(s) in a named array. 2. Return the named array using it's name. 3. Show the array's contents inside a window. Screenshots How to Use The setup is simple. Just put the script above the main script, as always. Use this script call: save_log(key, text) to save the text on desired key. The new text added will be placed in the bottom of the log corresponds to the key. Use this script call: get_log(key) to return an array of log corresponds to the key. Use this script call: view_log(key, title) to view the log corresponds to the key given. The title will be displayed on top of the log window. Script FAQ None yet. Credit and Thanks Black Mage. Author's Note If you having trouble on using this script, and it seems that I rarely appeared here, you can go directly to my wordpress, and ask something there. I mostly roaming around there so there's no need to worry that your question will be left unanswered. Here's a link to the pages of this script in my wordpress. Game Log Script Although it's stated that the script is completed, I do aware that it's just the basic of the script, and the utility still can be expanded more. Feel free to add your suggestion regarding the script and I'll try my best to accommodate your needs. Have a great day!
  24. As the title suggests, in my project I have maps that show up in play-testing and can be transported to in a debug menu, however in the editor proper they do not show up. I looked high and low on how to fix this error in VX Ace but most help is for MV or the guides on it have been deleted. I would appreciate any help on this I could get, thank you very much.
  25. This is a simple question. I noticed a few "DLC" packs, tile sets, that I can buy and import into RPG Maker. I also noticed that they, for the most part, seem to be cheaper over on Steam. However I do not have VX Ace on Steam (XP is up in the air since the trial had long since ended). So, if I buy these DLC Packs (I really love the Fantastic Buildings Medieval pack, Medieval IS my thing after all!) on Steam, would I be able to place them into RPG Maker that's not on Steam, but my PC? And vice versa. If you will? Thanks in advance!
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