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Found 1,851 results

  1. 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.
  2. 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.
  3. 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
  4. kyonides

    KSkillMax

    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!
  5. kyonides

    KItemAlert

    KItemAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KItemAlert 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. Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
  6. 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. ^^
  7. 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.
  8. 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.
  9. 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..
  10. 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. >_>
  11. 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
  12. 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.
  13. 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?
  14. 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
  15. 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. )
  16. 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
  17. 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...
  18. 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. ^^
  19. 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. ^^
  20. 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...
  21. 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.
  22. 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.
  23. 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.
  24. 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.)
  25. 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.
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