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Found 1,537 results

  1. Can a conditional branch (with the use of script) recognize which party member is selecting their actions in battle? I want a conditional branch to run from a parallel process common event when the 2nd actor in line on the world map is choosing what move to make in battle. When it's the turn of the actor who chooses their actions second in battle, an event will run that applies a state to party member 2 as soon it's his turn. Here is the event processing: Basically, the order of your party's formation in battle applies a bonus state depending if they are 2nd, 3rd, or 4th to pick their actions. Each state applied still stays in effect after battle btw, and they're cleared at the start of a new battle (done via the call of another common event). With this system, it gives players a reason to change the party's formation. What would be the method for making a conditional branch like this?
  2. Essentially I'd like to make it so that if an autotile has a certain terrain tag, it will behave like a "star" tile, aka you can walk behind/under it. This will be useful for buildings, and it won't force me to have to make separate B-E tiles and take up precious tile space; instead I'll be able to just use the building autotiles I have created. I already have a solution for making the bottom of the building impassible.
  3. PhoenixSoul

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  4. I am needing help on how to do some things, or get a script recommendation that can achieve my desired effects. Essentially I am just wanting to be able to Recruit Enemies into Party. I've searched the web and haven't had luck in finding the proper help, but I know this is somewhat a commonly asked thing. How I want it to work is, when only 1 enemy left alive and is >=25%HP, that you can use "Recruit", and success rate of if the enemy joins or not is based on variables per enemy. Any help with this is much appreciated. Thus far I've only had minor success in accomplishing this, but so far still not at all as I'm intending it to be. Also couple other things I'm trying to figure out at the moment, Is there a way I can restrict max party to 3? And any thing that is or is similar to when you get newly acquired party members, they go to "town" (if your party is currently full), and only at "town" you can manage who is in your active party? (as an example of type of system I mean, something basically similar to Pokemon, how when you have 6 mons already, a newly caught mon goes to the PC) Thanks much for any advice and help.
  5. Tyseus

    On Kill effect with state X

    Hi y'all. I basically want my actor to have a specific state as a passive, which is done. I, however, want said state to grant a free buff(or to add another state, in my case) when the actor defeats an enemy. How's it done?
  6. I know it's a long shot, but since most people who worked with VX regular and Ace making scripts are no longer active I'm seeing if anyone that's still active could help me convert a script. It was made in VX but I'm wanting to see if someone can remake it for Ace possibly. i'd pay a little bit of cash for the help if needed.
  7. So, here's the skivvy. I have set up a certain table of global codes to be used, and in some areas, the codes render the text just fine. However, in only this particular scene, where I'd like to have the text and/or icons show up properly, they instead show garbage. I'd like to know how to fix this, and I'm on a deadline so this is info I need ASAP. I'll be tagging people specifically so that this is seen sooner rather than later. I don't know where to get the global codes script (I have an archive of scripts and that's where I got it from), and Yanfly's wordpress should still be around. Tagged for fast visibility are... @Rikifive @Kayzee @Seriel
  8. Is there any way to make the speed for scrolling backgrounds go slower? 1 is the lowest you can go (0 just stops scrolling) but even 1 is too fast for what I'd like. I don't know where the speed calculations are in this script (if they're there at all) but I would assume they can be changed. I'd appreciate any help if true #============================================================================== # +++ MOG - Title Multibackground - [Stand Alone Series] (V1.2) +++ #============================================================================== # By Moghunter # https://atelierrgss.wordpress.com/ #============================================================================== # Adiciona múltiplas camadas animadas na tela de titulo. #============================================================================== #============================================================================= # v1.2 - Correção no efeito WAVE. #============================================================================= module MOG_TITLE_BACKGROUND BACKGROUND_EFFECT = [] #============================================================================= # # BACKGROUND_EFFECT[ A ] = [B , C , D, E ,F] # # A - LAYER ID # B - EFFECT (0 - Scrolling 1 - Waving) # C - SPEED X / Wave Power # D - SPEED Y / Wave Speed # E - Z-axis # F - FILE NAME # # # EX # # BACKGROUND_EFFECT[0] = [0,4,1,0,"Background_0"] # BACKGROUND_EFFECT[1] = [1,5,100,10,"Background_1"] # BACKGROUND_EFFECT[2] = [0,20,40,1,"Background_2"] # BACKGROUND_EFFECT[3] = [1,10,0,5,"Background_3"] # BACKGROUND_EFFECT[4] = [1,5,20,3,"Background_4"] # BACKGROUND_EFFECT[5] = [0,0,10,20,"Background_5"] # ... BACKGROUND_EFFECT[99] = [1,50,20,32,,"Background_99"] # #============================================================================= BACKGROUND_EFFECT[0] = [0,1,1,1,"Background"] #(the second and third numbers in the array are the scroll speeds) end $imported = {} if $imported.nil? $imported[:mog_title_multibackground] = true #============================================================================== # ■ Scene Tittle #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● Dispose Background #-------------------------------------------------------------------------- alias mog_t_background_dispose_background dispose_background def dispose_background mog_t_background_dispose_background @sprite_ex_sprite.each {|sprite| next if sprite == nil ; sprite.bitmap.dispose ; sprite.dispose} end #-------------------------------------------------------------------------- # ● Create Background #-------------------------------------------------------------------------- def create_background @bb_data = [MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[0],MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[1]] @bb_data[0] = [0,0,0,0] if @bb_data[0] == nil ; @bb_data[1] = [0,0,0,1] if @bb_data[1] == nil if @bb_data[0][0] == 0 @sprite1 = Plane.new ; @sprite1.bitmap = bb_bitmap(0,@bb_data[0]) else @sprite1 = Sprite.new ; prepare_wave_effect(@sprite1,0,@bb_data[0]) end @sprite1.z = @bb_data[0][3] if @bb_data[1][0] == 0 @sprite2 = Plane.new ; @sprite2.bitmap = bb_bitmap(1,@bb_data[1]) else @sprite2 = Sprite.new ; prepare_wave_effect(@sprite2,1,@bb_data[1]) end @sprite2.z = @bb_data[1][3] @sprite_ex_sprite = [] for i in 0...100 ; @bb_data.push(MOG_TITLE_BACKGROUND::BACKGROUND_EFFECT[i + 2]) ; end @bb_data.each_with_index do |data, i| next if (data == nil or i < 2) if data[0] == 0 @sprite_ex_sprite[i] = Plane.new ; @sprite_ex_sprite[i].bitmap = bb_bitmap(i,data) else @sprite_ex_sprite[i] = Sprite.new ; prepare_wave_effect(@sprite_ex_sprite[i],i,data) end @sprite_ex_sprite[i].z = data[3] end end #-------------------------------------------------------------------------- # ● Prepare Wave Effect #-------------------------------------------------------------------------- def prepare_wave_effect(sprite,index,data) range = (@bb_data[index][1] + 1) * 5 ; range = 500 if range > 500 sprite.bitmap = Bitmap.new(Graphics.width + (range * 2),Graphics.height) sprite.bitmap.stretch_blt(sprite.bitmap.rect, bb_bitmap(index,data), bb_bitmap(index,data).rect) center_sprite(sprite) wave_effect_s(sprite,@bb_data[index]) end #-------------------------------------------------------------------------- # ● BB Bitmap #-------------------------------------------------------------------------- def bb_bitmap(index,data) return Cache.title1(data[4].to_s) end #-------------------------------------------------------------------------- # ● Wave Effect S #-------------------------------------------------------------------------- def wave_effect_s(sprite,data) sprite.wave_amp = 1 + data[1] ; sprite.wave_speed = 100 + 100 * data[2] sprite.wave_length = sprite.bitmap.width ; sprite.x -= sprite.wave_amp / 2 end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_t_background_update update def update mog_t_background_update scroll_bb(@sprite1,@bb_data[0]) ; scroll_bb(@sprite2,@bb_data[1]) @bb_data.each_with_index do |data, i| ; next if (data == nil or i < 2) scroll_bb(@sprite_ex_sprite[i],data) ; end end #-------------------------------------------------------------------------- # ● Scroll BB #-------------------------------------------------------------------------- def scroll_bb(sprite,data) if data[0] == 0 ; sprite.ox += data[1] ; sprite.oy += data[2] else ; sprite.update ; end end end end EDIT: Yeah they definitely don't have an easy way to modify the speed. The "Scroll BB" at the bottom is the equation for the scrolling and the speed seems to be interpreted by the VX Ace engine.
  9. Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
  10. Hello, I was wondering if it's possible to display a character's full boddy image (not portrait) in the Staus screen. Like having all the info like name, equipment and stuff to the left and an image of the character in the right. I edited Window_Status to move the text to the left but then realised that I haven't the slightest idea of how to add an image for each character and each class that the character might have. So even if I figured out how to add an image I wouldn't know how to make it character or class specific. I'm also using this Dragon Quest menu script, not sure of it's relevant. I maded a little mock up of what I want.
  11. Okay...where do I start...I installed Khas Ultra Lighting and Gambit Save Game Screenshot ( Which required Yanfly Engine Ace - Ace Save Engine, Map Screenshot by Tsukihime ). It was going smoothly at first... but when I saved, the screenshot doesn't show the lighting. What should I do? Please help!
  12. Buonasera, miei simili! Recently, I thought it would be cool if I could have a way to better explain my skills in game. The best solution, ofc, would be to edit the way the Skill Scene, accessible from the menu, looks. The closest I came to the way I'd like to see it is through Dekita's Skill Scene: this script does almost exactly what I thought to do. However, there's one thing that bugs me heavily about it: it's pretty much plug n' play, and there's very little customization given to the maker. In fact, the way this script works is completely automatic: it automatically takes the element used, automatically gives and writes the percentages of add and removal of states, automatically tells you even information you DON'T WANT to reveal (like a skill that gives you a placeholder state that does nothing, only for the sake of it not saying it's missing, despite it not missing). Basically, I'd like to know what a solution would be to have a more customizable Skill Scene, to have the player get all the information needed from the skill, since 2 strings of text is really not enough to tell the player what a skill does.
  13. Buongiorno, carissimi! I'd like to edit a script: the Army Manager by Galv. As it is, the script is great and it functions. In my project however, it looks HORRYFING, due to all of the actors sharing the same character spriteset Basically what I'd need is to replace the characters with the battler they're assigned to, so I don't have the protagonist appearing near all of 'em. The way my game handles the actor's battlers is through Fomar's Basic Sideview Battle System Any solution? PS: I realized I probably messed up where this question was supposed to be asked, so if a modmin can move this thread in the right section that'd be appreciated.
  14. So basically my idea is an animal crossing type house customization system. Is there any good way to do it without loads and loads of variables? Any help is appreciated!
  15. My parallax maps keep vanish as soon as I playtest and I don't know why.
  16. Architech88

    D&D style classes

    Hey folks, nice to meet you all. New member and first time poster here so apologies if this is the wrong section. Feel free to move to a more preferred section. I've been inspired to create a game based on a D&D campaign I'm currently playing in and was wondering if there was somewhere I could find class builds that accurately represent classes in D&D. Mainly for Barbarian, rogue, gunslinger and wizard classes? If there is no such place to find this info, would you kind people possibly educate me on how to create balanced classes to fit the requirements i need? Thanks for reading
  17. I have recently use the shop upgrade and one thing that got me wondering would an item be available to the player if the player has a certain item. The idea I have in mind is some sort of ID system, where a player would need an ID to buy certain items. The reason for the specific is because a character in one of my games in development is using a fake id to buy items like beer and cigarettes for task-related reasons (the main character isn't really a good person anyway or at least not anymore) Is there a way to make that work? Edit: So I actually try it out via regular eventing and it somewhat work did not the way I wanted to. Want I wanted it to do is when I had the ID, the items would show up as available, otherwise, they would just be grayed out. Instead, when I got the ID, the items didn't show in the original shop process but it just forces the players into another shop process. In which to be honest is my fault for the assumption as I don't fully understand the engine yet (far from a newbie but nowhere near an expert.) So my issue still stands but with a more (hopefully) specific detail that is understandable.
  18. So I have a huge problem... I have a 500x500 map in my game, and it just recently reached it's maximum of 999 events on the map. With my game being an open world game, I need to break that limit of 999. I've looked around for a script or add-on that allows me to go over 999+ events on a single map, but I couldn't find anything. FYI, I can't split the 500x500 map into smaller maps, it would completely break my game's gameplay system (it's very complicated and strange). Most of the events don't move; Most of them have the graphic of trees (I do them through events because the tilesets are so limited). Anybody know how breaking this limit could be done? By the way, I have an anti-lag script that works great, so I have no concern for creating lag with 999+ events.
  19. Hey guys, This one's tricky. I have been using FMOD Audio Pump Up throughout the development of my project. I got a new laptop (finally, and regrettably, upgrading to Windows 10). All of my other material works fine (so far). It's only this script. If it's present in the project, I get the following error when I try to boot the game: Script 'Audio Pump Up' line 1673: NoMethodError occurred. undefined method 'ord' for nil:NilClass This also occurs in a new download of the demo. The only thing I can think of is that since this script uses a separate .dll file, could it somehow not be compatible with my new OS? I understand very little of this type of thing. In the worst case scenario of this not ever working again, is there another method anyone knows of for playing multiple SE, BGS, or ME? That's all I used it for: adding weather sounds. I'd have to redo a ton of my game though, so I'd love to find a fix. Thank you all!
  20. Hello everyone! I have a problem with a command window in my script, I have created a conditional derivation, The first one has three options just like the second one, the difference is that the first one is destined to appear when the user selects that specific item, while The second is the default for all items. If you could help me I would thank you all!
  21. INTRODUCTION Hello! I'm Declan, the creator of Perpetual Chains. Like many people here, I grew up on the RPG games of the 90's/00's. It probably became a contributing factor to the career I landed in. I became an actor, touring all over Europe and eventually doing commercial voiceover. During that time I meddled in RPG Maker and had written this story while on the road. Eventually I realised I could bring the story to life. Using online auditioning pages such as BTVA and CCC I got a handful of capable people wanting to train in voiceover to voice my characters. In short, I give them experience and mentoring and in return they let me use their voice. Before I knew it, this little labour of love became bigger and bigger, and I've been told to share with people what I've got. Perpetual Chains follows all the things I enjoyed about RPG games in my childhood such as compelling storytelling, emotionally deep characters and addictive battle systems. As you probably can see, the mapping and main menu isn't unique as I am a bit of a novice as a designer and programmer. However I feel the work of my voice actors and the music kindly donated to the project really brings the story to life. Any feedback would be greatly appreciated. The main thing I want to find out is if it is actually something people want to play and learn more about the story and world. If successful I have the capability in making a complete version and hiring people to do the things I cannot. So if you want to get involved feel free to let me know. I look forward to hearing from you all... YOUTUBE PAGE LINK WITH VIDEOS OF GAMEPLAY. CREDITS ALSO IN A YOUTUBE VIDEO. https://www.youtube.com/channel/UCj7VA8vpFXf-dFoFxl4xTzQ/videos DOWNLOAD LINK https://ufile.io/4zi54n4p SYNOPSIS The world is at peace, thanks to the teachings of Neras, a religious queendom in the centre of the Ecclesian continent. Neras is both feared and respected to the furthest reaches of the world. They preach the story of ‘Alpha, The God of Light’, and ‘Omega, The Beast of Darkness’. The teachings tell of the battle between the two sides and warned that a descendant of Omega would be born and lead the world to destruction. Only the sacrifice of their Goddess and the penance of the people would bring the world back to salvation. This cycle would repeat itself again and again for eternity. The story follows Cyrus, a trainee solider from the distant kingdom of Espova who bares the tragic fate of being the next descendant of Omega. It also follows Aria, Princess of Neras and next in line to the role of Goddess. Through a stroke of fate, their destinies become entwined as they journey the continent of Ecclesia to find the meaning behind the prophecy. CHARACTERS Cyrus Breeze – An orphan from a village in the kingdom of Espova. He has been trained from a young age to become a soldier, as is common place for the kingdom. It is also the tradition for the orphan to take the surname of the place where they were raised. A polite and likeable person, he found himself having a happy and carefree upbringing surrounded by friends. Until one day the mark on his arm starts to glow and the power of Omega is born within him. Cursed and feared, he runs from the world and those who would wish him destroyed. He seeks to find the meaning behind the curse. Aria Vita Lumen – Princess of Neras, Aria was born with great privilege and responsibility. However to many she is seen as the antithesis of royalty. Crude and impolite, she rejects the role she has been given. This lead to her mother sending her to the abbey to tutor Aria in the ways of nobility. Though on her return it proved somewhat ineffective. With her mother busy ruling the faith and having no other relatives, she feels there’s something missing from her life. One day, she hears a rumour that a member of her family might actually be alive so she seeks to leave her responsibilities and find something more fulfilling. Moulder Clay – An ex-mercenary and hero of Espova. Back during ‘The Gaia Wars’ he hoped to line his pockets. In the end, convinced by Troy, a soldier from Espova, Moulder helps his new ally in turning the tides of the war and freeing the kingdom. Exhausted from battle Moulder is convinced by Troy to look after the latter's home of Breeze Village. During the war he finds a boy on the battlefield in the arms of its dying mother and seeing the destruction that he was partly responsible for, he opens an orphanage and trains the children to become soldiers so they could make a life for themselves. Since the war, he refuses to use his sword and instead fights with his fists. Richard Breeze – A fellow orphan from the kingdom of Espova, Richard and Cyrus were best friends from childhood. Young and motivated they make a pact that they would see the world together. In many ways his focused and serious approach is the opposite Cyrus’ more relaxed personality. However deep down he bears a sadness which stems from watching the murder of his parents during ‘The Gaia Wars’ when he was only three years old. Richard doesn’t understand his emotions about this trauma and chooses to suppress them. Freya Blythe – Daughter of Troy, the hero of Espova. Her father saved the kingdom during ‘The Gaia Wars’. With her mother dying from childbirth her father struggles to show Freya affection and therefore sends her to the orphanage in Breeze Village to be brought up by his friend Moulder. Beautiful and intelligent, she becomes close to the orphans, particularly Cyrus and Richard. The three of them became inseparable and Freya sees the two as her family. Upon being summoned back to the castle she focuses on becoming a mage in order to put distance between herself and her father. Tiberius Germana – A travelling lothario from Trysus. Son of Edgar, the now deceased general of the kingdom. Since Trysus lost ‘The Gaia Wars’ they was severely punished by Neras and the royal family were executed. It was up to the Germana family to lead the kingdom through the troubled times. While his brother leads with dignity, Tiberius ran from his responsibility to experience the thrills of the world. Now short of money, he gets a stroke of good fortune. He bumps into Cyrus and hopes bringing a capable warrior to his brother will let him be welcome back with open arms. Lazarus Octavia – A trainee knight from Espova. The family of Octavia has been close to the royalty of Neras for centuries. As Aria and Lazarus are the same age they were put together so they would be become friends. In actual fact, with Aria being more outgoing, Lazarus quickly becomes overwhelmed by her personality and becomes much more timid and shy. Even though they were supposed to be friends, Aria treats him more like a slave, jokingly threatening to have him executed if he doesn’t do what she says. Over the years he’s effectively become a wimp and although a skilled warrior, is pushed into becoming a knight when he would rather stay at home. Despite all this, he cares for Aria and hates seeing her alone. Roland Cestus – A leading knight of Neras. He continues the family line in being a protector of the goddess. As one of the few people Queen Cecilia can trust he spends a lot of time with Princess Aria hoping to raise her not only to become a noble queen but to have her own mind. A relaxed and pleasant man, many of the nobles blame him for the way the princess has become. Due to pressure from his enemies in Neras he IS ordered to go on a holy journey known as 'Crusade' away from the capital. Before he goes, he hopes to protect Aria as much as possible from those who would wish to control her.
  22. Hi guys, i'm new to the community. sorry if my english is not good, it's not my native language. I need help with a script i've been looking for a long time, it's basically a script that moves the battler 2 pixels up and 2 pixels down and loop that, but not when he attacks, and if he is defeated, just go down. I know it's weird to ask for something like this, but it will work perfectly for my battle system It has been so difficult to find a simple script like this, and sorry guys for bothering you with this Hope to get a answer soon!
  23. So I'm having a problem with using tileset pieces as the graphic for events. What I'm trying to do is use a tileset piece as the graphic of an event so that it can blend into the scenery of a house, in this case it's a shelf with food on it. When a certain switch is activated, the event that looks like a full shelf will turn into an empty shelf. My problem is that the switch is activated by interacting with the shelf, but RPGVXA only lets you activate tileset-graphic events if the tile being used can be walked on. This of course leads to the problem were, if I set the tile's graphic to be walk-able on, then the player will start walking on the shelf. Does anyone know how I can make non-floor tileset tile events intractable like a normal trigger-able event? Preferably with a script that allows that?
  24. Zen Blood

    Show Variables On Save Files

    Hello! I was hoping to program a text line in my save files that indicates where the player is at when they save the game. I've created a global variable ($v_player_location) that is set as a string so I can change the labeled "location" on a whim without having to change the map names in the editor. The player interacts with an event, within that event I have $v_player_location set to whatever location name I want it to be, and then the game saves. The "player location" does indeed show on the save files, but the issue here is that the location for every save file is portrayed as the same string because it's reflecting what $v_player_location currently is, instead of what it was at the time of each individual save. I was able to make the save files show individual play times. def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "play time: " + header[:playtime_s], 2) end As you can see, it uses the symbol :playtime_s It's been a while since I added the play time, so I'm not sure what "header" is referring to, whether its something I created or a system already in place within the RPGMVXA engine. Don't mind me, I'm half asleep. I've found that "header" is referring to the "def self.make_save_header" line within DataManager. I tried to turn the location into a symbol, too, that would initiate upon a new game and set when the player saves. def draw_location(x, y, width, align) draw_text(x, y, width, line_height, "location: " + contents[:plocation], 4) end This did not work. It seems as though I need to figure out how to tell the program I want to access :plocation within contents, but that one line alone can't do it. I probably have to do some version of the line "header = DataManager.load_header(@file_index)" to access :plocation, from what I can tell. Would anyone happen to have any ideas as to how I can grab the contents of a variable for each individual save and display it on the save files? Edit: Here's another piece of the puzzle that shows how the individual play times where achievable. It was also located in DataManager. Interestingly, it's referenced using "DataManager.load_header(@file_index)" instead of "DataManager.load_header_without_rescue(@file_index)". #-------------------------------------------------------------------------- # * Load Save Header (No Exception Processing) #-------------------------------------------------------------------------- def self.load_header_without_rescue(index) File.open(make_filename(index), "rb") do |file| return Marshal.load(file) end return nil end I had a feeling this would dig into the Marshal load/dump/ect; I'm not entirely sure where to go from here, but I'll keep plugging anyway at it. Another Edit: I read up on a similar question someone had, and a person offered a solution to add the variable under header. I was originally trying to place the variable under "contents". Supposedly, this was what would make the variable work. class << DataManager def self.create_game_objects orig_CGO #This works, I'm just not showing the rest of the script here. #MY OBJECTS $v_player_location = "" #blank at the beginning of the game end alias_method(:new_make_save_header, :make_save_header) def make_save_header header = new_make_save_header header[:plocation] = $v_player_location header end end #END CLASS class Window_SaveFile < Window_Base def draw_location(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "location: " + header[:plocation], 4) end end #END CLASS It doesn't, I'm getting an error "can't convert nil into string". This error goes away when I replace header[:plocation] in def draw_location with a string. So that's the issue here. It thinks :plocation is nil, even though I've at least given it a blank string and have it's string changed before a save file is made. Update: This error also goes away when I omit "location " + and keep header[:plocation]. This works well enough for me, but for future sake, I'd like to know why I can include "playtime: " + alongside header[:playtime_s], but not "location " + alongside header[:plocation]. Solution 1: If you're happy with just the variable showing without another string on the same line, this template should work for you. Thank you for reading!
  25. Quite simply, I'm not sure how to implement the aforementioned feature in the VX Ace version. What the triple pairing feature does, is allow one to setup three materia slots as linked slots rather than just two. I've tried to implement this feature before, but I kept getting errors and eventually trashed the idea. However, I know there is someone out there who would probably, maybe know how to help me with this. Oh, ya want the script for reference? Ya got it.
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