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KBlockStates XP + ACE by Kyonides Introduction This script prevents your heroes or your enemies from choosing a target that is still afflicted by a Blocked Target alias Untargetable State. Set the value of the TARGET_STATE Constant found in the KBlockStates module to your Untargetable State ID. Available States: Traditional Block Target or Untargetable State No Attack State - Simple Attacks Get Blocked! No Healing State - Healing Skills Get Blocked! Don't forget to ask Sylvia about the "Bad States" whenever you see her! Other Notes This scriptlet seems to work with the default battle system so feel free to try it in your game project. I have not tested it while using any other battle system. The only reason why I came up with this idea was because Hime's script had a weird bug that has remained untouched ever since 2015... DOWNLOAD DEMO Terms & Conditions Free for use in your game. Include my nickname in your game credits. That's it.
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Why the event's graphics are higher then they are on the sprite sheet?
Jesse Pinkman posted a topic in Editor Support and Discussion
Hello everyone, I have just faced the problem with my sprite sheets. Actually, not only mine, it also includes the defaults. I'll try to explain using screenshots. Sorry for the long explanation, I really don't know how to say it shorter. So here is my Harry Potter character I made. As you can see, everything is correct, my character is the size of 32x32 and on each frame his legs are nearly touching the lower edge of his 32x32 square. But this is what I see in the game: As you can see here, his legs are pretty far away from the lower edge of a square. I have also placed default Eric sprite and he has the same problem, just like the other sprites. And it means that his head is entering the space of another square, which is above him. I have tested it in other projects which are not using any scripts and the problem is still the same. Was it always like that? Have anyone noticed it? You can say that it is not a big deal, and I agree with you in this case with Harry. But the thing I want to do is this: I use parallax mapping. This is a screenshot from my editor, you can see the 32x32 grid as in rpg maker vx ace. So what I want to do is to make a simple animation for this portrait, I want him to open his mouth while talking. Since it is just a tile (and in my case it is a parallax background) I can't animate him, but I want to place an event over him, with a graphics of this tile, this particular 32x32 square, but with his mouth opened. So I am making a sprite sheet (I have attached it above), give it a name which starts with a $ symbol, and then placing an event with this graphics on this exact tile. And then there is this problem again: Here I placed the event with the graphics of the upper part of the portrait on a nearby tile to compare the images. And as you see, it appears to be higher than it is supposed to be, just like my Harry Potter character and Eric. So is there a way to fix it somehow? I couldn't really google anything. So now I hope you guys will read this long topic till the end. I am just so excited to do my project with my own graphics and this thing right here just kills all the vibe. Please help. -
Rectangular Box at line break in status screen
EKtheRPGguy posted a topic in Editor Support and Discussion
This is an example of what's happening. -
Question Rgarding Skill Rating/Turn No.
Darkness Void posted a topic in Editor Support and Discussion
With the Skill Rating. The first boss in the game has up to 5 moves, and I have his main attack set to a rating of 10, two are set to 8 with the remaining set to 4. Sometimes the game just says "1 hit" and ends his turn. He does this more than he uses his moves. Is that due to his skill ratings? I'm not entirely sure, so I'm asking here for help. With the Turn No, I understand that if I set it to 1 + 3, it'll be used on turns 1, 4, and 7. Every three turns. Could this also be why he does nothing at all? I'll screenshot of a few of his skills. -
KDualWield & Accessory Skills XP + VX + ACE
kyonides posted a topic in Completed Scripts/Plugins/etc.
KDualWield & Accessory Skills XP + VX + ACE by Kyonides Introduction Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with? :think: Now you can do it! 😀 XP handles it in an entirely different way, so I prefer not to post the code here. XP users will feel more comfortable by testing the demo. You will need to use 1 out of 2 Note Tags to that Skill Notes to make it happen! 😉 VX Script # * KDualWield & Accessory Skills VX * # # Scripter : Kyonides Arkanthes # 2023-02-09 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_can_use? :skill_can_use? def skill_can_use?(skill) result = kyon_dual_wpn_skill_can_use?(skill) return result if self.class == Game_Enemy or !two_swords_style if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def weapon_ids [@weapon_id, @armor1_id] end def both_weapons?(w1, w2) weapon_ids.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, a1) both_weapons?(w1, w2) and @armor4_id == a1 end end VX ACE Script # * KDualWield & Accessory Skills ACE * # # Scripter : Kyonides Arkanthes # 2023-02-08 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met? def skill_conditions_met?(skill) result = kyon_dual_wpn_skill_cond_met?(skill) return result if self.class == Game_Enemy or !dual_wield? if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def equip_weapons @equips[0..1].map{|w| w.object ? w.object.id : -1 } end def both_weapons?(w1, w2) equip_weapons.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, w3) both_weapons?(w1, w2) and @equips[4].object.id == w3 end end Download Now! Terms & Conditions Free as in beer. Include me in your game credits! Do not repost it anywhere! -
Hello! I'm attempting to use Yanfly's Victory Aftermath script, but for some reason on the screen where it shows what stats are increased, the text showing the increased stats is not present. I've looked through the script as well as other ones I have installed to see what the issue is, but I couldn't figure out anything. Does anyone know how to fix this? Thanks! I have attached the list of scripts I currently have as well.
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- victory aftermath
- rpg maker
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KyoAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KyoAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. There is a single script call, and it is used only if you want to display the fake Steam like alert. Use it for in game jokes! XD KyoAlert.achieve(ID) Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
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- rpg maker vx
- alert
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KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
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- rpg maker vx ace
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KSkillNeedsState XP + VX + ACE by Kyonides Arkanthes Introduction Do you need to restrict the usage of a skill by forcing the hero to get a specific state first? Now you can do that! In XP's case Adjust the Constants you can see below as deemed necessary. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end In VX & VX ACE The only thing you need to do is leaving a very specific note in the skill's note box. _need state ID_ Replace ID with a number. Download the Demos! XP Version # * KSkillNeedsState XP * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Adjust the values of the SKILL_ID and STATE_ID Constants at will. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill_id) KSkillNeedsState::SKILL_IDS.include?(skill_id) end def has_state_dependent_skill? state?(KSkillNeedsState::STATE_ID) end def skill_can_use?(skill_id) result = kyon_gm_btlr_skill_can_use?(skill_id) if result and skill_need_state?(skill_id) result = has_state_dependent_skill? end result end end VX Version # * KSkillNeedsState VX * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_can_use?(skill) result = kyon_gm_btlr_skill_can_use?(skill) result = skill_need_state?(skill) if result result end end VX ACE Version # * KSkillNeedsState ACE * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_cond_met? :skill_conditions_met? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_conditions_met?(skill) result = kyon_gm_btlr_skill_cond_met?(skill) result = skill_need_state?(skill) if result result end end Terms & Conditions Free as in beer. Include my nickname in your game credits.
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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.
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KOpenWeb XP + VX + ACE by Kyonides Arkanthes Introduction Did you ever want to let your gamers open your official website? Now you can do it! Just read the instructions embedded in the script and you are good to go! XP Script VX Script VX ACE Script kopenweb_ace.rb kopenweb_vx.rb kopenweb_xp.rb
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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.
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Working on a script for someone and I have everything except one part. When doing evented battles (event command start battle - command_301), it calls Game_Interpreter::command_301 Well for the function of my script I need to make command_301 call a method in Scene_Map. I just learned about self. for methods for this instance (knew about them before but not for calling a method in a class, I knew about them only for modules) When I try this it doesn't access the same data. in the new method 'self.method_name' in Scene_Map, I put in a call to 'actual_method', but it always says it cannot find that method. So is there a good way to do this?
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KSkillMax XP & VX & ACE Version: 1.3.02 & 1.2.2 & 1.3.02 by Kyonides Arkanthes Introduction This script allows you to set a limit to the number of skills a hero may learn and keep for use in battles a la Pokemon but the menu looks and works in a different fashion. Actually, it looks more like any default menu than anything else. Besides the player may select which learned skills will be replaced with new ones IF the player ever wants any of them to be replaced. There's no problem if the player may prefer to replace just a few or even none of them. It's a Plug & Play script but it's still possible to change its settings by checking and editing most of the Constants found in KSkill module. Since version 1.1.0 you may count on 2 script calls to allow the heroes increase their skill limits if deemed necessary. XP & ACE $game_party.actors[INDEX].extra_skills += NUMBER GREATER THAN ZERO $game_party.actors[INDEX].extra_skills -= NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills += NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills -= NUMBER GREATER THAN ZERO Or you can increase it by 1 if you equip a certain accessory. Thinking They've told me that's how Persona works. Indifferent VX Only $game_party.actors[INDEX].increase_skill_limit(NUMBER GREATER THAN ZERO) $game_party.actors[INDEX].decrease_skill_limit(NUMBER GREATER THAN ZERO) I think that the method names included in those script calls make clear what they are supposed to do during gameplay. The catch is that every single time you use any of them the skill limit increases or decreases by that number. Make sure the skill limit never goes below the original skill limit nor it reaches zero. The VX version of my script already includes two new info windows that will let you find out all there is to know about the selected skill so you as the player can take a better decision. I'll see if I can also do the same with the XP version, but that will take some time... SCREENSHOTS Download Now! Terms and Conditions Free for use but not meant for commercial projects, but you can contact me if you still want to include it in your game. Due credit is not optional but a must. Mention this forum as well. Please send me a free copy of your finished game!
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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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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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I'm beginning to make my own animations to be used with custom skills. However while making the animations the window is rather small, and as a veteran animator I'm kinda struggling to see it well enough to animation. Is there a way to make this window, screenshot below to avoid confusion, any bigger? If I can't make this window bigger, is there something else I can do? Either way thanks for reading and giving feedback. ^^
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NoMethodError occured, undefined method "empty?" with coelocanth's crafting script
MasterMoes posted a topic in Editor Support and Discussion
I'm using coelocanth's crafting system script for my VX Ace game, but I keep getting this error message: Whenever I open up the crafting menu from the pause menu, it works fine in the "items" and "key items" categories. However, as soon as I scroll over the "weapons" or "armors" category, the game crashes and the error appears. I don't know what's causing it, but it seems to be equipment-related. I am using Victor's "instance items" script in order for my weapons and armor to have durability, and I've had other script errors due to the instance item script, so could it be related to that? Here is the crafting script: The issue occurs on line 269, the "!(@crafting_items.empty? && \" line. Any help is appreciated.- 10 replies
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- coelocanth
- nomethoderror
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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
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i need help with 2 scripts - "Map Effects" Zoom Effect compatible with "Fixed Pictures to Map" Script?
TheRamenGirl posted a topic in Programming
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..- 1 reply
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- map effects
- map effects zoom
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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. >_>
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- darkness void
- idle
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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.
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DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
DoubleX posted a topic in Completed Scripts/Plugins/etc.
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 v1.03b(GMT 1000 21-5-2023): - Fixed not updating the enemy mp and tp bars when their mp and tp becomes 0 respectively 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 -
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
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- falcao pearl abs
- minimap
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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.