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Found 1,844 results

  1. Tidloc's Lockpick Minigame v.1.1.2 by Tidloc Introduction Ever wanted to lock you doors a safe way so no unwanted guests come in? well, to bad that's not possible anymore, since the protagonist can now pick your locks! Features - lockpicking minigame without leaving the Map scene - result of the lockpicking is saved in a global switch, so in events it can be branched easily Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. All instructions of how to setup this script is in the top of the script. If you don't have graphics you can use, the script is adjusted to these at the moment, feel free to use the attached graphics (take care of the folder, defined in the constant images of the script or alter it so it matches). Anyway, if you use them, please credit Victor Maker for them. But also: if anyone is willing to improve upon the graphics that would be greatly appreciated! Demo Download this file. Script Downloads: Lockpick script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! Q: How does it work? A: You have to press :C when the pin is as far up as it goes to arrest it. as soon as all pins are arrested, the lock is considered opened Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog: LockPick.zip
  2. Hello everyone! Fixed Pictures to Map by modern algebra works just fine by itself, but i need it to be compatible with Zeus81's Map Effects Zoom. When i use the zoom effect, the pictures do not stay in place.. They still follow the player. Gladly Zeus81 posted a "fix" additional script around line 490 by adding "@viewport2" to his script that looks like this: class Spriteset_Map alias zeus_map_effects_update update def update zeus_map_effects_update @map_effects ||= Spriteset_Map_Effects.new(@viewport1, @viewport2) @map_effects.update(@tilemap.oy) end This does fix the pictures from moving and in zoom mode, but it makes the pictures "lose" the priority they have to be above everything.. This is what i need to fix..
  3. Darkness Void

    Script For Idle & Walking Frames?

    Recently I came across this template for RPG Maker, well actually it's not for RPG Maker but it works really well with it. Even though I had to cut out the idle frame, which I've been thinking about adding in anyways. So to save myself from testing out random scripts all at once, does anyone here know of a script to include a 4Th, Idle frame for where you stop walking? While we're at it is there also a script I can use to add in custom running frames? Thank you for reading and giving feedback. ^^ I also included the first two templates I custom made for someone who wants to test it out for themselves. Making the grid can be a pain for RPG Maker. >_>
  4. Here's a bit of a question that I'm not sure if I can do it in the editor or not. I have this idea that, to advance the story you need to drain a river by opening a fissure or gate to go down into the Earth. I could probably just have the scene fade to black, and via a variable replace the map with another one just like it but with the fissure open. Would showing the water being drained without fading the screen even be possible in VX Ace? If it's not, I can just animate it and throw it in via a ogv cutscene.
  5. Note This script is extremely similar to Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars so crediting DoubleX or his alias will violate this script's terms of use. Prerequisites Yanfly Engine Ace - Ace Battle Engine(Created by Yanfly) Script name DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine Author DoubleX: - This script Yanfly: - Yanfly Engine Ace - Ace Battle Engine Terms of use Same as that of Yanfly Engine Ace - Ace Battle Engine except that you're not allowed to give DoubleX or his alias credit Introduction Displays the enemy mp or/and tp bars Video https://www.youtube.com/watch?v=C9NAGpaP230 Features Almost no scripting knowledge is needed to use this script(some is needed to edit it) Instructions Open the script editor and put this script into an open slot between the script Yanfly Engine Ace - Ace Battle Engine and Main. Save to take effect. Compatibility Same as that of Yanfly Engine Ace - Ace Battle Engine FAQ None Changelog v1.03a(GMT 1000 10-10-2022): - Added MP_PERCENTAGE_DECIMAL_DIGHT_NUMBER and TP_PERCENTAGE_DECIMAL_DIGHT_NUMBER v1.02b(GMT 1000 21-5-2016): - Fixed not updating mp/tp bar fill ratio for mp/tp change on battle start - If mmp is 0, the mp bar will be fully filled to show the mmp is 0 v1.02a(GMT 0200 6-4-2015): - Added MP_CRISIS_TEXT_COLOR v1.01e(GMT 0900 14-2-2014): - Fixed the mp and tp bars of the hidden enemies being shown bug - Further increased efficiency and reduced lag v1.01d(GMT 0400 4-10-2014): - Further increased efficiency and reduced lag v1.01c(GMT 0300 4-9-2014): - Updated compatibility with DoubleX RMVXA Percentage Addon to Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.01b(GMT 0500 2-9-2014): - Further increased efficiency and reduced size of this script - Reduced lag induced from v1.00b efficiency upgrade v1.01a(GMT 1700 1-9-2014): - Added mp and tp texts x and y offsets relative to respective bars - Added MP_TEXT_COLOR and TP_TEXT_COLOR v1.00b(GMT 1600 1-9-2014): - Fixed undesirable results when text size > bar height - Increased efficiency and reduced size of this script v1.00a(GMT 0500 29-8-2014): - 1st version of this script finished Download Link
  6. Hi everybody! So I'm finally picking my project back up after several years. I've been pretty much handling everything ok but I've gotten to a point where I need some assistance. I'm using Azraven Minimap script (DL in 2015 so I'm not sure where I got it) which works as intended, however I want to modify the script so it fades when walking behind it like Falcao Pearl ABS skillbar (also being used in my game). Below is my translated and slightly modified version of the script and attached is the demo I got it from. (Cross posted on rpgmakerweb.com) AzravenMiniMap.exe
  7. Aslanemperor

    Tent style items

    Hey there, folks. I'm hoping this will be an easy one since I'm sure it's been done in other games using VX Ace and even older games. Currently, I only know how to limit item use to in or out of battle. I can't figure out how to do things like "tent" where they are conditional to being in specific places. This will be useful for my current project (which I've been dragging my feet on for far to long, I know) but absolutely necessary for several ideas I have for the future. If there's a tutorial or maybe some sort of script I'm missing, please let me know.
  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. You're in a dungeon and you find a book, it'll teach one of your party members the skill "ignite". However, if you use it on a party member, and then equip them with a sword, they'll also be able to use a skill called "blazing sword" Same goes for if they equip an axe, spear, and so-on, each of these synergy skills having a distinct effect and damage formula. If you do not have both the weapon and the spell, the synergy skills will not be visible. What is the most efficient way to implement such a system?
  10. Hello yall. I'm trying to create a system in my VX Ace game that allows a player to save their game before entering a battle. My current method involves a script that calls a common event before a battle, which gives the player the option to open the save screen before fighting. There's another script involved that calls a common event to check if every party member is dead, and if this is the case, the player is given the option to select one of their save files (using Yanfly's save script) or give up and get the game over screen. The problem with this method though is that the player might get themselves stuck by saving before a battle they're not ready to fight, meaning it's possible for the player to overwrite their last chance to turn around and prepare. This is especially a problem for inexperienced players. What I'm looking for is a script that creates a save point, when called through a script call, that can be called on demand. Imagine a normal save slot that can be created and called upon by a script call, but can't be overwritten or used through the regular saving screen. When the "dead party members" script call happens, when the player chooses the "retry" option, the invisible save slot will activate as if loaded through the save screen. I tried looking EVERYWHERE for a script like this, but the closest thing I found was Bravo2Kilo's checkpoint script, but that just causes the game to skip the battle as if the player won. Please help...
  11. Okay, so I'm using this crafting system in particular because: > Coelocanth's system does not allow for more than one 'recipe' per item > The interface of Venka's system is really robust (I do not know where online the script set/demo can be found) Anyway, the issue I am having is that, for some reason, for some of the crafting types, the timer bar (and help text!) does not show up, and players having to guess at when to press the confirm button, is just really, really, really BAD GAMEPLAY. NO, THANK YOU. I dunno what the deal is, but I cannot release the game with such a critical flaw. I've tried to figure out what in the literal name of Mercy is going on, but looking at the code, I see no reason why this could be happening. So, I'm at a loss, and need help. I've actually put this off, because I'm trying to get other things set to go, but this here, this is make or break. It will be a cornerstone of gameplay and must be functional before the game is released. So I humbly ask whoever is able, to aid me here. Thanks much...
  12. Darkness Void

    Movies As OGV

    I'm finally messing around with the movie feature for VX Ace, and I need a little help with the quality. I went ahead and animated a very short sprite animation which will serve as the opening for the game proper after I complete it. However near the end it gets all pixelated and skips once or twice, so before I go and waste hours trying to figure it out I wanted to ask anyone here if they might be able to help me get the right settings for this OGV format to save time a little bit of time. Ill provide a screenshot and a zip of the animation in question down below. As you can see I'm using VLC Media Player. It coverts my mp4 into OGG and all you gotta do is change that extension to OGV to make it readable as a movie. Thanks for reading and giving feedback. ^^ Sonic_Chronicles_Intro_WIP__2.7z
  13. An ability drawing about this: How to make this system? Please. ( I know if it are stats raw, I can use picture to show it. So, it need variety after considering gear bonus... Briefly speaking, they are dynamically variety. )
  14. Azrael81

    Galvs Layer Graphic Error

    Hello all, first of all sorry for my bad English but I try my best. I have been having a problem with Galv's Layer Graphics or other parallax scripts that are supposed to fix the top layer. The funny thing is that I already tried to delete scripts to see if something collides, but that didn't help either. As soon as I start the game and load the savegame and change the map I get this error message with the line 203. When I start a new game I get another error message as soon as the character is automatically teleported to a map, there comes the error with the line 110. Here is the error message from Galv's. Savegame load and chance map. New game Start and chance map: Galv´s Script Event: Mapsettings & Scriptlist: I hope someone can help me, because I'm getting a little desperate.... No matter what I try with it just goes wrong. Thanks in advance and have a nice evening
  15. Okay this is a very simple problem that I'm probably naive for not figuring it out. I've been testing around with shift-clicking to make the walls and ceiling of my dungeon to look smoother, but as a result the player can now walk into the walls as if he's Casper The Ghost and I don't know how to fix it. I'm using Kai Monkey's Random Dungeon Script Version 2, along with Wrath Of The Volcano tile set (I can't share it as its an tile set you gotta pay to download, but a simple Google Search of the name will bring it up) and yes I made sure the tiles are set to be blockable, ergo not allowing to be walked on. Does anyone know how I can shift-click and not have the player go through the walls? If not what can I do to make the walls connect without looking like boxes just pushed together? Thanks for reading and giving feedback. ^^
  16. 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.
  17. I know you can just use the same set move route that doors and chests use, turning left and right, however with one sheet shown below that wouldn't really look right. As you can guess this project is Sonic related, and I wanted to replace the Crystals with the classical checkpoints to save the game. I got the frames just right but I just can't get it to animate. When I test it the event just animates one frame and freezes became it can't move. It's not meant to move around, so I need it to show the frames as if its walking but standing still on the spot. Does anyone know how to do that? I've tried the walking, stepping animations along with direction fix. I've tried to get it to simply step but it only can forward and backward. So that won't work. If it turns out this is impossible without scripts, should I just make each frame its own sheet and changing the character graphic? Thanks for reading and giving feedback. ^^
  18. Terms can be edited easily from the Database section of RPGMaker VX Ace. Let's say, if you want the resource you spend during battle to be named SP instead of MP you can change it no problem. But during battle processing these terms will show up as standard and will not be updated. How do you update Terms so they show up in battle processing as well? In the attached image the change is shown in MP when the Terms I have the "mana" resource named as HGR.
  19. Hello everyone! I have a problem, you see, I am scripting and making adjustments to my menu, and I wanted to draw some variables on the weapons within the inventory, the variable appears, but now it also does with the other weapons. I have tried to use derivations such as "If / Elsif", or use it as a "Case" and try with "When" but I have not been able to solve it, the variable continues to appear on all weapons. Here's the code and a screenshot. I enclosed the value in red and as it is repeated, I have no idea what I am doing wrong.
  20. Hello everyone! I found a kinda easy and 100% working way for Chasing Event(s) Through Multiple Maps and i decided to share it with everyone since the 2-3 tutorials/videos i found were kinda hard, and I read many comments "complaining" about them not working properly.. I'll try to explain it as easily as I can, even though it's my first tutorial, I hope everyone will understand it! (It's not hard, really! I believe it's the simplest and easiest method.) By the way, if someone has a suggestion for improving it, Please feel free to tell me. I am not going to include any scripts since the tutorial works just fine with game's default system. But i am going to recommend optionally, Pathfinding and Event Chase Player Script by TheoAllen. I recommend it because this script simply determines/calculates the shortest path for the wanted destination without any distractions or without having to use move route's movement commands. In this tutorial and demo, i am using the system's default "Approach" Autonomous Movement on the "Chaser" but if anyone wants to use the Pathfinding Script, Set the Autonomous Movement type to "Fixed" (Or leave Approach for random movement) and make a comment inside the "chaser" event, contents and write <chase player> in it. I want to Thank very much Cootadude because in one of his screenshots he posted on one thread, he showed the variable settings i had to put and the correct settings inside the conditional branch for making it to work. This helped me ALOT. Here's a preview GIF of the demo: DEMO (Without RTP) DOWNLOAD LINK DEMO (With RTP) DOWNLOAD LINK What we going to need: 2 Switches: Chasing Start Chasing Stop 2 Variables: Player's Map X Player's Map Y 5 Events: The "Chaser" The Chaser's Settings The Chaser's Trigger "Lever" The Chaser's Stop "Lever" The Transfer Player Event(s) Step 1) Setting/Making the Events, Switches and the Variables: Make and name the 5 Events. Make and name the 2 Switches. Make and name the 2 Variables. Step 2) Setting the "Chaser's Trigger "Lever" Set the Event "The Chaser's Trigger "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. In the Contents set "Control Switches" Command and select the "Chasing Start" Switch to be on. Below the Switch Command put a "Wait 10 frames" Command. Below the "Wait 10 frames" Command put "Set Event Location" Command for the Chaser Event and set it where it will appear for the first time (It's a one-time thing). Below the "Set Event Location" Command put a "Move Route" Command for the Chaser Event and select the Graphic/Sprite it will have when it's enabled. Below the "Move Route" Command put a "Self Switch "A" to be on. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions Set the Self Switch A On. Inside the Contents make Conditional Branch with the Variable "Chasing Stop" to be On, Check for "Set Handling when conditions do not apply". Inside the Conditional Branch put a text to appear when the player have turn off the chasing event. On the "Else" box Below, put a text to appear when the player haven't turn off yet, the chasing event. The Event Should look like this: Step 3) Setting the "Transfer Player" Event: Set the Event "Transfer Player" with "Player Touch" Trigger and "Below Characters" Priority. Save the X and Y of the positions you will place it. (They are down the map at the very end of the RPG Program) Inside the Contents make a "Move Route" Command for the Chaser Event and select the Graphic/Sprite (None). Below the "Move Route" Command put a "Set Event Location" For the Chaser Event, and place it somewhere far the player. (I usually put it very high on the map, next to the setting event). Below the "Set Event Location" Command Put a "Transfer Player" Command and set the next map for the player to go to. The Event Should look like this: Step 4) Setting the "Chaser's Settings" Event: Set the Event "The Chaser's Settings" with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Inside the Contents Put 2 Variables Commands and Set/Connect the 2 Variables (Player's Map X & Player's Map Y) Each one on their own, with "Player's Map X and Y". Make 1 Conditional Branch with the "Player's Map X" Variable, Equal to the X number of the map (where the "Transfer Player" Event/Command is, so the Chaser will appear when the player enters the map.) Below the variable (inside the conditional branch), Make 1 More Conditional Branch with the "Player's Map Y" Variable, Equal to the Y number of the map (where the "Transfer Player" Event/Command is). If you have Multiple paths make those conditional branches as many as the paths with their X and Y. (I have example on the demo in the map 2). If you want, set a wait 60 frames command so the player can earn a little time to move ahead of the chaser. Below and inside the second Contitional Branch, Put a "Set Event Location" for the Chaser right on the "Transfer Player" Event. Below the Event Location Command, Put a Move Route for the Chaser event and select the Graphic/Sprite it will have when it's enabled. Below the Move Route put a "Erase Event" Command. On the same Event make a second page with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 5) Setting the "Chaser" Event: Set the Event "Chaser" with "Event Touch" Trigger, Priority "Same as Characters", Type as "Approach" and "4: Normal" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Optionally, Inside the Contents make a "Game Over" Command. On the same Event make a second page with "Parallel Process" Trigger, Priority "Below Characters" Type as "Fixed" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 6) Setting the "Chaser's Stop "Lever": Set the Event "Chaser's Stop "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. Inside the Contents make a "Conditional Branch" with Switch "Chasing Start" On. Check for "Set Handling when conditions do not apply". Inside and below the Conditional Branch, Make a Switch with "Chasing Stop" On. Below the Switch put a text to appear when the Chasing Stops. Below the Text Put a Self Switch "A" On. Below the "Else" box, put a text to appear when the Chasing isn't yet turned off. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the Self Switch "A" On. Inside the Contents make a text to appear when the Chasing is turned off. The Event Should look like this: That's all. Just set all those on every map you want the chasing event to be and remember to change the names of all the events in the commands when you paste them, because on every different map the names of the events are changing/being reset. I have some notes that i have to mention. (Suggestions are open). If a map that the Chaser is enabled on, has multiple transfer paths, make sure to set the Chaser to appear on all of those paths, because when the player leaves but returns to the map, if it doesn't have settings that applied to the path the player went, the Chaser becomes invisible and goes to the player. (If you have game over command on the chaser, it's gonna happen). Sometimes, if the player enters a map that the Chaser is enabled on, and Player doesn't move at all, the Chaser stays still until the player takes at least 1 step. (I kinda fixed that by setting the Chaser's movement type to "approach" instead of "fixed") In "Step 3) Setting the "Transfer Player" Event:" on the 4 and 5 line numbers, if you don't set up those 2 steps, when the player re-enters a map that the chaser is enabled in there, the chaser will be on the spot the player left it. So if it's near the transfer event, it's likely that the Chaser will go right on the player.
  21. 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.
  22. Hi there! Need some help with a particular problem using some menus, specifically the CSCA - Achievements menu script. Problem: If a set of text is too long, it gets, well, "squished". I'm looking to include some line breaks, but nothing's working. Including a screenshot so you know what I mean. The text is SUPPOSED to read "See all Warren-related events (missable after Chapter 12.)", however, everything just gets horribly squished. As you can see in the screenshot, there's plenty of space under the circled text to include a line break. I've tried \n, I've tried a combo with "text1" + "text2", I've tried simply pressing enter to start a new line (I knew that won't work but hey, might as well do it so I can say I tried)... I know that's not nearly every option but I can't really figure this one out. While I can make decent graphics, I'm not the brightest tool in the shed when it comes to the coding side of things. I'm clearly missing something. And while I know where to go to change the width of some menu's texts, or the height, I don't know how to add extra lines or anything like that. If anyone has any ideas, any code snippets or "try this" or anything, I'd be grateful. Text-based scripts using: Mithran's Text Cache Yanfly's Ace Message System The menu in question: CSCA Achievements (and of course, if anyone needs more information from me, please let me know.)
  23. Noyemi K's Dynamic Music System Version: 1.0 Author: Noyemi K Date: February 16, 2015 Version History Version 1.0: Original ScriptPlanned Future Versions None (though perhaps it can be extended to include menu music too and have more user-friendly ways to add variations) Description This script allows you to switch between various versions of a BGM, dynamically. For example, you have a version of the track that's just a backbeat, a version with the bass and the backbeat, and a version with all of that plus the melody. It switches between them without restarting the track, just by using a Control Variable event. An easy, customizable naming convention allows you to get more descriptive, but the default uses numbers. I made this with adventure games and ABS RPGs in mind, but it could work with anything really. Features Switch between different variations on one BGM using a variable that you specify in the script Easy editing of variation names Works with auto-start BGM on maps Works only with OGG files or PCM (WAVs) Instructions Place this into its own script above main. You can look in the script for additional instructions. Script #--------------------------------------------------- # Noyemi K's Dynamic Music System #--------------------------------------------------- # Description: # A dynamic music system that switches tracks on-the-fly # without restarts. Useful for creating ambience that # builds throughout various situations in an area. #--------------------------------------------------- module DynamicMusicSystem #--------------------------------------------------- # Editable Region #--------------------------------------------------- # Specify the variable ID used to store the song variation variable. SONG_VARIATION_ID = 1 # Specify the variation extensions # "0", "1", "2", "3"], ["Normal", "Tense", "Puzzle"], etc. Can accomodate any # number of variations up to the variable limit. # ALSO: MAKE SURE YOUR FILENAMES CORRESPOND TO THIS ARRAY # For example, for variations on "Forest.ogg", you might want to use # "ForestNormal.ogg", "ForestCombat.ogg", or "ForestPuzzle.ogg" VARIATION_EXTENSIONS = ['', '1', '2', '3'] end #--------------------------------------------------- # Engine Region. DO NOT mess with anything beyond this point. #--------------------------------------------------- class MusicVariations def initialize super @extensions = DynamicMusicSystem::VARIATION_EXTENSIONS #msgbox(@extensions) #DEBUG end def cache_BGM @variationID = $game_variables[DynamicMusicSystem::SONG_VARIATION_ID] @songpos = Audio.bgm_pos if @variationID == 0 $bgm_name = ('Audio/BGM/' + RPG::BGM.last.name) end end def check_variations if @extensions[@variationID] == nil @play = @last else @play = $bgm_name + @extensions[@variationID] @last = @play end Audio.bgm_play(@play, 100, 100, @songpos) end end #--------------------------------------------------- # Starts the engine at the title #--------------------------------------------------- class Scene_Title #------------------------------------------------------------------------- # * Alias Main to initialize the data class upon startup #------------------------------------------------------------------------- alias start_dms start def start start_dms # Initialize $dms = MusicVariations.new end end class Game_Player alias update_dms update def update update_dms $dms.cache_BGM $dms.check_variations end end Credit Noyemi K. The script is free for commercial or non-commercial use. Just credit me and/or provide a link to my site. Support Let me know if there are any bugs or improvements and I will update the script to reflect that. Known Compatibility Issues There shouldn't be any compatibility issues, unless some other script uses $bgm_name as a global variable. Demo Check Here Author's Notes I got the idea for this script from Soul Reaver's sound design, and I wanted to make that possible and modular and easy to use for RMVXA developers!
  24. 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.
  25. 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!
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