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Ever wonder if super speed was possible without lag, well it was rather simple & not so advanced... class Game_Player < Game_Character def movable? return true end end (ISSUES)Below Events don' trigger when ran across, this doesn't seem that bad. (EXPLOITATIVE POSSIBILITIES) well super speed wasn't exactly what I was wanting, I just happened across it & now I'm wondering if theres a way to slow the player down. (WHY)Well I noticed while the frames did dip the movement of the game looks smooth. (Smooth)Yes zipping around maps without any stutter almost like magic, seems legit. (But)ISSUES FROM ABOVE WITH BELOW EVENTS, SO CONCLUSION? (IF SOMEONE WAS TO FIDDLE AROUND WITH THE ISSUE & GRANT PLAYER SLOWING!) QUESTION, WOULD THIS MAKE THE COOLEST IDEA EVER IN CONCEPT?(MIND BLOWN!)
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Getting past the resolution limit on RPG Maker VX Ace
MasterMoes posted a topic in Editor Support and Discussion
I'm pretty sure most of you are familiar with the resolution limit on RPG Maker VX Ace. By default, a VX Ace's game resolution is 544x416. There are a couple of scripts out there that let you change the resolution to a maximum of 640x480, like Yanfly Core. The reason these numbers are the maximum is that VX Ace doesn't allow for anything higher. Most say this is due to processing issues, which makes sense considering this engine has been around for over 7 years. However, with modern technology and things like anti-lag scripts, this is no longer a problem (besides, developers should have the right to do whatever they want with an engine). By "higher resolution", I'm not referring to a stretched-out screen. There are plenty of scripts out there that change the window size, either creating black borders (like Zues's full screen++ script here: https://forums.rpgmakerweb.com/index.php?threads/fullscreen.14081/) or completely stretching the game window, usually making the game very blurry and eye-soring. With the 640x480 resolution, a 21x15 tile map would fill up the whole screen. What I want is a bigger resolution that will show more tiles. For example, I'm hoping to make my game's resolution 896x512, or 28x16 tiles. There have been many people out there trying to figure out how to break this limit, but nobody has completely succeeded. The two closest attempts to break the resolution have been through a script made by an unknown user and a modification to RPGMVXAce's DLL. The scripted resolution-changer can be found here: https://forums.rpgmakerweb.com/index.php?threads/max-resolution-breaker.19336/. While it does it's job visually, it has a major functional issue. When the screen fades out during the "transfer player" command and when you load a save state, the fade out effect isn't to scale and appears on the top left corner of the screen. Additionally, parallaxes don't show up at all, even if the image is to scale with the resolution. Unless I can figure out how to solve these issues, I can't use this script. The other way people have changed their game's resolution is with a DLL modification, found here: https://forums.rpgmakerweb.com/index.php?threads/how-to-use-the-high-resolution-dll.34578/. The download link to the DLL doesn't work any more. In fact, it can't be found anywhere. Any other links to this file doesn't work anymore for various reasons like outdated downloading sites from 2014 or whatever. I really want to try this thing out, but I don't know where to get it. Therefore, I'm writing this forum post to ask if anyone has a way of accessing it. Not only do I want to use it myself, but I REALLY want to create a tutorial (hosted on many RPG Maker sites) for other people wanting to change the resolution to their VX Ace games with a fresh download link for the DLL file. I know, VX Ace isn't exactly that relevant any more, but it's about time we solved this and kept it solved. So, does anyone have the DLL file or access to it? I'm posting this on RPG Maker Forums as well. -
How would one go about making the element id one the 1 element Apply Stack while making the rest Multiplicative, The hashtags# are what replaces the Multiplying of Elemental resistance, thus they stack additively 25+25+25+25=100 I tried use a if statement such as if element_id = 1 However attempts like this failed in only making the it glitch out giving all elements the same boost of one or simply applied the Stacking overriding all elements at once. Which is what I'm trying to avoid, but there seems no way to designate a certain element. Mostly likely I'll have to choose one or the other sadly but this is the nature of coding! Game_Battlerbase def element_rate(element_id) features_pi(FEATURE_ELEMENT_RATE, element_id) #er = features_with_id(FEATURE_ELEMENT_RATE, element_id =1).inject(1.0) do |r, ft| #r += (ft.value - 1.0) #end #[er, 0].max #end end
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EDIT, I've found a work around with a different script, Alistair's-Critical Hit, adds damage to the state & I can have an equip apply state. I finally managed to find a critical damage script, had to search forever for this one cause the OG SITE's is Code Messed Up. Anyways, I was wondering if it was possible to edit the additional ARMOR NOTETAG to this script, Weapons work fine but I need armor in my game that boosts critical damage dealt, I known this is a big ask & I already tried replacing All Weapon Entries with Armor but it didn't work. I lack the needed scripting skills to make the needed edit.
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I'm using "V.M. of D.T's Basic Enemy HP Bars v 2.9" script to show the player how much HP is remaining. I'm trying to create some enemies that have multiple HP bars, where the player has to take down each bar one at a time. Basically, I want to make an enemy that has multiple lives. With this script, I've already got the bars, but I need some way to have an enemy have two of them. An example of what I'm trying to do is like the Demonic Beasts in Fire Emblem Three Houses: When the enemy's HP bar is brought down to 0, the enemy doesn't die. Instead, one of those red crystals is removed and the enemy's HP bar is either refilled or replaced. Usually, an extra effect happens on each HP bar. I want to be able to add this feature into my game so players can't instantly KO certain enemies in one hint. I don't exactly need all of the fancy "phase effects" or a second visual HP bar, just something that makes the HP refill once or twice when it reaches 0 without killing the enemy or ending the battle if it's the last enemy. Does anyone have a script or method for this kind of concept?
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Hello, everyone. Today I've been working on a "New Game Plus" feature, where if you have completed the game once, a switch will be set to true that allows you to select and play a new game that has extra features in it. I am very close to having this set up exactly the way I need it to be. Using this little set up here, I created a switch ($extragame) that can be set to true while in-game. I will set it to true after the player has completed the whole game. At the title screen, when they select "New Game" it will take them to a scene that'll ask them if they want a "New Game" (without extra features) or a "New Game +" (that will have extra features.) module DataManager class << self alias orig_CGO create_game_objects alias orig_MSC make_save_contents alias orig_XSC extract_save_contents end def self.create_game_objects orig_CGO #MY OBJECTS $extragame = false unless true $extragame_y = false end def self.make_save_contents contents = {} contents = orig_MSC #MY OBJECTS contents[:$extragame] = $extragame contents[:$extragame_y] = $extragame_y return contents end def self.extract_save_contents(contents) orig_XSC(contents) #MY OBJECTS $extragame = contents[:extragame] $extragame_y = contents[:extragame_y] end If they select New Game +, the setup for a new game will execute pretty much the same as normal, but with an addition that $extragame_y (as in "yes the player selected an extra game) will be set to true after the game has technically started. Before anything else will happen, the player will be immediately prompted in-game to save. That way when the player continues on that specific save file, the whole game will have extra features from then on. def newgame_extra DataManager.setup_new_game fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) $newgameplus_y = true end Everything is almost in place, except for the problem that if the player exits the game and re-opens it, the switch $extragame is set to false again. This doesn't happen if you go to the title screen, even if you don't save after triggering $extragame to be set to true. My solution is to find a way to make the state that switch $extragame is in to persist even after the game is closed. However, that could be an issue as well, since that means I could potentially publish the game with the switch already set to true because I've been testing out the extra game feature. I'm considering to solve this solution by having switch $extragame set to true at the very end of the game, making the game autosave on the save file the player is playing on, and then whenever the game is booted up it checks to see if there's a save file where $extragame is set to true. If there is a file that meets the requirements, then the player is given the option to play on a "New Game Plus" file. I feel like I'm so close to figuring it all out, but my last idea seems to be a little out of my element. I will continue researching what I can do. If anyone has any ideas, I would be happy to hear! Thank you for your time.
- 16 replies
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- extra game
- persistent switches
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Link to this script that is here is dead. Does anyone have a copy of this script, or knows where I can get it.
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Hello reader. I've finally got back into RPG Maker and I feel a bit dumb for asking this. I bought and started using a custom tileset, this one. And I will show screenshots but here's the reason for this post. I made a cliff that I wanted the player to ascend via either a rope or a set of vines. But when I add the vines, rope, and even a ladder, they just replace the part of the cliff instead of going over it. I even went and made the vines an event, but the player stops dead at the cliff. I ended up just using the stairs tile but I wanted to ask for future reference why were the vines, ladder and rope replacing the cliff tiles and how should I go about fixing it. I believe it's something to do with how I added the tiles in the database, but I'm not entirely sure. Is it something to do with the A, B, C and D tabs? P.S sorry if this is in the wrong place, I haven't been here in a long time. ^^;
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VXA-OS - Create your MMO with RPG Maker
Valentine90 posted a topic in Completed Scripts/Plugins/etc.
Author: Valentine Version: 2.1.4 (released 03/23/2021) 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. Donations Please support our project and help us achieve our donation goal. We are receiving donations through Paypal: https://www.paypal.com/donate?hosted_button_id=GWF4ERBTWALKA Features Current: » 5 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 monitor commands; » 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; » 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; » Site; » New account editor; » Day and night; » Climate; » Windows by image; » Multiple languages; » Cooldown specific to each skill and item. Imagens » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild 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 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 Credits Creator: Valentine Thanks: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan Nietore invwindy Cianfrocca Shiy Kalbarczyk jeremyevans Matsumoto Katsuhiro Buck Lavena Patterson Lopez Stone -
is there away to make a certain attack do more damage (roughly 4 times) if the Status is inflicted say Silent or blind
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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?
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Change Currency -Tsukihime This script allows you to change currency. However, at the moment it only supports changing the currency symbol. Download Script: http://db.tt/6EJAKmMG Usage Start by filling out the Currency Table in the configuration. To change the currency in use, in an event script call, use $game_system.change_currency(:symbol) Where the symbol is defined in the Currency Table below. Extension I have provided a Currency Table that will store meta-data about each currency. All it stores is the symbol to be used at the moment. Ideally, the script should store the user's currencies somewhere and then whenever `change_currency` is called, you would swap out the party's currency with the other one. I will leave that to someone that wants to figure out how to write it. It can be written in about 20 lines of code or less.
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I am creating a Pokémon on VX Ace. There's a move called Pollen Puff that deals damage on the target but heals when used on the ally. After some research I have been told that I need a script for that. Any help would be appreciated I do have other moves too but I still need to figure out where to post the
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I need help with how I can setup the move strength sap and other moves on the skill tab. Strength Sap (grass): the move uses the target atk to heal the user. The user health amount recovered is equal to the damage the target is suppose to receive, instead of inflicting damage it lowers the atk stat by 1 stage Throat Chop (dark): is a damaging move that prevents sound based moves to be used for 2 turns Pollen Puff (bug): is a move that damages the target but heals if used on an ally. Burn Up (fire): is a damaging moved used only by fire types. The Pokémon becomes typeless or single type if it was dual types Revelation Dance (normal): is a damaging move. It's type matches the user's primary type Core Enforcer (dragon): is a damaging move. If the target has already used a move or had a Bag item used on it by its Trainer in the same turn, Core Enforcer also suppresses the target's Ability while it remains in battle. Instruct (psychic): Instruct causes the target to repeat its most recent move immediately Beak Blast (Flying): The user charges up at the beginning of the turn and executes Beak Blast at the end. All who make contact with the user during the charging phase are burned.
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Lost Script Reuploads (for those of us who got on the train late)
PhoenixSoul posted a topic in Completed Scripts/Plugins/etc.
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- 45 replies
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- rgss1/2/3
- broken and dead links
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So I've been working on this project in VX Ace for a while now, and despite having a lot of scripts (relative to what I usually do) it generally runs okay... except that sometimes it randomly crashes during or at the end of battle. The only trend I've seen is that it tends to happen when enemies or actors enter new states, including the death state, but it doesn't happen every single time, just seemingly random. I've attached the error it gives me, the line it points me to, and the scripts I have running in the game. I'm not much of a programmer, I've experimented with Python and Java, so any help would be appreciated.
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Shop Stats v1.00 - VX Ace by Roninator2 Introduction A script made to recreate the Yanfly Ace shop Redux for VX. Features - Choose what values to display stats for the item selected for purchase - Specify how many lines to have/use for the window. Should be dependent on how many stats you have in the item and want to show the player. - Works for items and weapons and armour and key items - My testing shows it to be compatible with Yanfly Shop Options for VX Ace - Change icons as you see fit for your project How to Use Put below ▼ Materials and any shop scripts Images Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
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For what I know pharmacology affects HP and MP healed with items. How do I change that so it will only affect amount of healed HP and leave MP heal unaffected.
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In my project you either have 100% or 0% chance of escaping battle, but depending on circumstances you can escape from otherwise inescapable battle an vice versa. Question is: How I can bound escape ratio to a switch/variable, I mean, when switch is turned ON/variable changed to 1 battles become inescapable.
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Hey I want to change a script transition, usually when you start a new game or game over starts, they usually just fade in and out but I want to change it to tinting a screen instead (similar to how Sonic 2 fade to blue and then black works) I've done it through transfer characters and events, I just want this method done for Main Menu and game overs 2021-03-07-2115-48.mp4
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Hi guys! I Starting a new topic here I'm not very good with details and introductions so.. Here are some of my stuff that i would love to share to all of you guys! (I'm going to add some more when i'm not too busy with my project =3 ) ( I will keep on adding some new stuff from now on. ) Update: July 28. 2018 -Yey! I have recovered my account!!! -Added 2 Window Skins Small Update: -Added Balloon icons. -Added Window Skins Terms of Use:
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Hello. I've been trying to look for a script that makes the battle log in rpg maker vx ace smooth and fast. Basically I want it like this Battle log script that's in Rpg maker MV https://forums.rpgmakerweb.com/index.php?threads/smooth-battle-log-2-0-mz.131465/
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Hello, I need help with the damage formula that takes 75% of the target's current hp. I know that b.hp/2 will divide the current hp in half. Any help will be greatly appreciated
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Is there a way to show a battle animation when you select the "Escape" option, and if it is can you change it with a variable or smtn I wanna have it change depending on who you have in the party and stuff, so a variable would be the easiest way to do it for me
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I apologize for any missused words or grammatical errors. In my project there's a mechanic (which uses Yanfly LPP Empower) that lowers character's stats depending on how much MP they have left. It means that, for example, if character has 50% of MP, their ATK is decreased by 50%. The problem is, by default engine takes MP from pool BEFORE performing a skill, which means that evrytime an character uses a skill that costs MP, they will be always using skills with lower stats than normal. Because my project uses very small numbers (Every actor or enemy has 10 max MP) this change is very noticable, especially with costly skills, effectively making evry skill in the game deal less damage than they should. So, my question is, can I change base script, so that MP is taken from the MP pool AFTER using a skill?