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Found 1,421 results

  1. Hello! I was hoping someone could help me a small change to MOG's Battle Result script. By default, when you level up and learn skills, it will cycle through all the new skills you've just learned. The issue I'm running into through is that I actually give characters a bunch of skills upon level up, but only access to certain skills, based on their class. What I'm hoping is to tweak the script to instead of going through all the unlocked skills, to instead just say "New Skills Learned" once (as opposed to giving the message for each individual skill). I hope this makes sense. By all means, let me know if you have any questions. Thank you!
  2. 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?
  3. Demintika

    Digital Clock

    I was playing with Thread and come up with this script. Introduction: A script that creates a digital clock on a corner of the screen, constantly reminds the player what time it is. The time displays is the player's computer's current time. Use: Plug and Play. Also, there are some script you can use: Clock.position = new-position Moves the clock to the new position. new-position can be 0 or 1 or 2 or 3 0 - Upper left 1 - Upper right 2 - Down left 3 - Down right Clock.stop Clock.run Hides and shows the clock. Script: http://pastebin.com/a90gL43M
  4. This is RBS for those that haven't heard of it. I have been using this script paired with Yanfly Engine, battle system, and character switching for a year. Battles have been testing fine and the scripts are perfectly compatible... until now. It's something I never bothered to test before because everything was working fine. As you may known, Yanfly's character switching allows ROSTER sizes larger than 4 (not party size; my battle parties are limited to 4). However, when a 5th character joins, and I attempt to run a battle, I get the following error. The relevant bit of the script looks like this (bolded is the line that's called out in the error) I am not a scripter and don't really have a handle on what I'm looking at. To me this module is pretty clear about what it DOES, but I don't know what's producing an error. I looked through the manual on Ramiro's blog (linked above) but couldn't figure it out. Again, this error ONLY occurs when 5 or more characters have joined the team. So my only guess is that RBS is trying to call info for the other members even though they are not actually in battle. What really confuses me is that, this isn't a new feature with Yanfly, is it? VX Ace could always have (unlimited?) characters join the team, but no more than 4 active battlers. So would RBS also break without Yanfly? I will gladly provide more script, as I'm guessing the error is happening earlier in the script. Thanks to anyone who takes the time to help me problem-solve! I tried contacting the author directly, but it's been many months with no reply.
  5. (Not sure where to post this, hope this is the right place. Sorry if it's not.) Is it possible to change the color of the font shadow? I saw it was possible for the outline, but i can't see any way to change the shadow. Thanks for your help.
  6. Hey, so i would like to make an accessory that boost your defense but only when you have low hp. I would like the item to have high stats, but those stats would only be active while having low hp, when the user's hp are not let's say below 25% the accessory doesn't provide any stats bonuses. How would i go about that?
  7. Chaos Krux

    Zombie Regeneration Functionality?

    Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
  8. Chucksaint

    Level up & Enemy drops in battle

    Hi there, So I've been thinking, is there any way to show in battle after killing an Enemy an actor level up? Or is just processed after the battle? And enemy dropped items on death mid battle ? thank you
  9. Chucksaint

    Theo TSBS + Ao no kiseki

    Hi Guys, so I've managed to make TSBS work with Ao no Kiseki almost in perfection, but sadly the <slow> and <cancel> doesn't work... I think they have similiar methods hence the "incompatibility"(?) Any one knows how to fix this ? Thank youu
  10. Hello, me, a complete noob in scripting, want to get some help. I want to create an enemy that's able to counterattack if they are in a certain state or 'stance'. The game does have the 'counterattack' state that has the general idea, but I want to make it slightly more complex. First, I want to try to make a state of counterattack that will only counter magic attacks. Normal attacks will still do damage, but it will evade magic attack sort of case. Second, the game's normal counterattack state only counters with a normal attack. Is there a way to make the enemy counter with, say, a spell instead? Of course, they will only attack the player that attacks them last. Can anyone help me?
  11. Like, let us be fair here. I've got it about halfway there, but there are some parts that confuse me, like the <buyable> tag, where does it go? @Seriel was helping me on this earlier, but with the parent script, Shop Manager, and kinda dropped off after I got that figured out. Also, how do I set level restrictions on spells? This part really confuses me as there's no clear instructions on this at all. It's like getting a midi keyboard with an instruction manual that doesn't tell you how to reset the factory settings after changing the SRAM battery. I have the classes setup to be able to learn the skills, so that isn't the issue. I just don't know what is. I mean, I could do a bunch of event commands for this, but there comes a point where troubleshooting that is not worth it. For reference, this here is the script in question. And Shop Manager too. Edit: Thanks to @Kayzee for assisting me with the vague instruction on where the <buyable> tag is supposed to go. The notetag box for skill learning by level is where it goes, and the vague instructions don't make that clear at all. Way to go! lol Anyway, this is taken care of. I will revise the script in question and make those instructions more clear.
  12. Okay, so I've been working with this for a bit and I love that I finally have a way to customize face and sprite graphics in such a way (even if it is resource-heavy); having (finally!) the ability to add/remove adornments without having to have a massive library of pre-rendered images on hand and a lot of eventing and such, like the application of cosmetics for one instance (there's no script I've found that allows this!), or changing hairstyles, among other things, this script does wonders. Now, onto the locked gate. That locked gate comes with the name, 'emotion sets'. Now, I have already, every single possible face graphic to have a four by four array of different possible emotions with every variation that these apply to. That part is fairly easy to reproduce en mass on the graphics end, but the issue I'm having is the following: If I tell the engine to change the face graphic of any given composite actor from index 0 to any other index, it does NOT LOAD PROPERLY, and the result is that only one or two pieces are displayed, and this IS NOT FIXED by changing the face graphic back to index 0. This really blew the whole story line I had in mind out of the water, until I figured out that having the standard face graphics with the '$' in the filename is the culprit. Removing that from all the standard graphics for composite sprites and faces and editing the script proper to use those instead, emotion sets work properly, but then, it completely destroys the composite sprite image...leaving a blocky mess in its' wake. That is where I am shelving-level stuck and frustrated. @Kayzee also uses this script, but I actually question how helpful she could be in this regard because what I am doing is far more complex and robust in comparison, though to the end user it wouldn't necessarily appear so, so I dunno. Am I screwed here? Or am I missing something so overtly simple that I'll be banging my head against the wall ('STUPID! STUPID! STUPID!') later for? For reference, this here is the script in question, and yes I have version 2.1. As you'll be able to see, the author has completely abandoned their script for reasons unknown. Thanks in advance for a swift reply. (or since it seems everyone think I deserve it - a swift kick to my arse lol)
  13. 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
  14. I implemented a multi-currency script for my game and it works just fine. The only issue I have ran into is not knowing how to create conditional branches to check for different currencies as to allow or not allow actions. Is there a way to run the currency through a conditional branch? Im using the multi currency script for a "casino". You exchange gold for a different currency just for the casino and That money is used to play games and exchange for prizes. Think like the old Pokemon Red and Blue casino. However, I cant see a way to run a check against the amount of the second currency to confirm whether or not you can play. Without that check, you can just play all the games for free. Hopefully, what I wrote makes sense and someone has an answer for me. I tried to run "if currency(1) >=1" as part of the conditional branch thinking it would work and it crashed my game. lol.
  15. 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
  16. Hey everyone, Okay, so I've been fumbling around with this particular script and scouring the internet for an answer regarding this issue, before coming to the professionals here in the community. This may be a HUGE noob question to be asking, but I can't seem to find a fix, or anything online relating to it. The script does seem to run as it will scan the map. It just doesn't push any further when it completes its scan. When I was attempting to scan a map shot of one of my maps, it offered me the error message: "Script ' Game_Interpreter' line 1411: TypeError occurred. can't convert Array into Bitmap" I don't know if anyone here has run into this before, of if anyone has found a fix before, but I would really appreciate you help. I assumed it was User Error from the beginning, and it still might be, but it seems the script was implemented properly. The map isn't too large, I don't think; it is 70 x 40, if that helps. Is there a specific extension I should use to make the "Blank" file? I used Bitmap/PBMP, JPEG, PNG, and they all seem to bring the same response. Or honestly, what would cause the script to not be able to convert? I'll post a screenshot of the error message. Thank you for your time!
  17. Chucksaint

    Battle Guests

    Hi againn, I don't know if already exists (I found nothing at least) So I have theo - TSBS battle system right now, is there any way to implement a system of guests? (Like ffXII?|?) For instance, in battle we can see/heal the guest and the guest takes actions such like attack/heal/skills but the player cannot control him
  18. N.A.S.T.Y. Animated Main Menu Nelderson's Awesome Scripts To You I wanted to make something like this for VX, but I guess I got to Ace first..... This will make the main menu animated as you go into it.....I plan on implementing a bunch of features, at a later time. I just figured to release it, and see what you think. As always, ask me any question, or suggest something in this thread! EDIT: Updated script for transitions upon leaving the main menu.
  19. Hey guys, I need some help please So I'm using the awesome "Large Sprite ☆" script by Neon Black you can find here: https://forums.rpgmakerweb.com/index.php?threads/large-sprite-☆-display-fix.22243/ It is required for larger sprites being shown correctly with ☆ tiles. The Problem: As you can see it works as it should for standing beside, in front and behind the pillar. But whiIe walking diagonally between the side tiles of the pillar and the tile right behind it it won't work and the player appears above the pillar until he stops moving. I tested it on vanilla ace without diagonal movement scripts and used move route to let the player walk diagonally between these tiles but got the same result so it is definitely an issue with Neon Blacks script. I tried to contact Neon Black but it seems he isn't active anymore. So.. can anyone please help me fix this? Greetings Kias
  20. Fomar0153

    AP System

    This is a tool for developers who wish to create system that rely on AP (ability points) for example, Final Fantasy's V's Job System, Final Fantasy VII's materia system etc. I intend to follow this up with a skill system where by characters can learn skills from weapons. AP System Script Category: Creator Tools First you need to make an attribute for AP like so: Then on your enemies you need to add a trait like this: Note the 5 is the ap this enemy will give. If needed edit the script to use the right attribute, look for: AP_Element = 11 Then you're done, a screenshot to celebrate: Now for the script: Planned Future Development -May need updating when RPG Maker VXA is released in English.
  21. Author: Valentine Version: 1.0.6 About VXA-OS is a free structure for creating 2D online games. It is currently considered a beta and is still in active development. Features Current: » 4 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 moderator commands; » Global server battle system; » Passwords protected with the MD5 cryptographic function; » 99% of event commands on the server; » Common server events; » Configurable resolution; » Global Switches; » EventMachine network library; » Friends system; » Quest system; » Account Editor; » Teleportation; » Paperdolls; » Party; » Minimap; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection, Wait and Move Event; » Customized movement of events; » Parallel process start conditions and automatic start of events on the server; » Weapons and long range skills. Images » Login » Character creation » Bank and party Download With DirectX: Mega 4shared No DirectX: Mega Tips How to attack and chat with events: Press Ctrl. Translation to Englis: To translate the client's vocabulary into English, replace the [VS] Vocab script to: License VXA-OS is a free open source framework, distributed under a very liberal license (the well-known MIT license). The project can be used for any purpose, including commercial purposes, without any cost or paperwork. VXA-OS is not in the public domain and its creator retains its copyrights. The only requirement is that if you use VXA-OS, you must give credit to the creator by including the copyright notice somewhere in your game. In no event shall the copyright owner or copyright owner be liable for any claims, damages or other liabilities. Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 RGD Team
  22. Hey all. I have been using Effectus to great...uh...effect, but I ran into a snag. The script works great but there are some passability issues on the world map the ship hits an invisible barrier when it reaches the edge of the map instead of looping. if you switch the top true/false to true, the barrier disappears but you can walk off the edges of the other maps. I would like to make it so the ship can loop around the world map while also having the game recognize barriers on the other maps. The ship and boat are the only ones i've seen that hit the imaginary barrier. Any help at all would be so helpful.
  23. Chucksaint

    fullscreen

    So I have the script Σ Fullscreen and for me it's great! at least not in fullscreen! Don't get me wrong, in terms of screensize it's great but In fullscreen it gets images/text resized and it looks pixelated (as the image shows) Normal Screen: Full screen: Is there any script that I should know to make it look better? At the very least least to look the original RMVXA, I prefer blurry than pixelates lols Thankss
  24. Hi guys, I have 2 questions: 1) I'm using vlue formation bonus and yanfly party system, I was wondering if it's possible to combine them into one scene OR If after actor index in formation bonus could be added a new command to yanfly party system scene. As for a command in party system to formation. 2) Is there any way to change battle formation via actor command in battle? (it can pass turn or not) I hope you can help thanks in advance
  25. Hey everyone. My final boss has a spell that is very powerful. So much so that I only want him to be able to use it once. How would I go about this?
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