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Found 1,507 results

  1. 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!
  2. 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://uploadfiles.io/xymh6jyo 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.
  3. 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!
  4. 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?
  5. 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!
  6. 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.
  7. Need help understanding Victor Moving Platforms.
  8. Hello, first of all, I'm sorry if someone already asked this, or there's a thread about this, I'm not sure how to describe it properly. In battles, there are events that can be triggered when the enemy or actor receives a certain state, right? How can you make an event trigger that involves a stat buff/debuff like the default characters RPG makers give? (Like, Terence's Breath Weapon buffs a member's attack once) In short, is it possible to use buffs and debuffs a condition for events?
  9. MasterMoes

    Swapping window positions

    So I'm working on a game that uses a whole lot of different scripts that involve windows, like an improved shop or an improved menu. I'm currently making multiple games at once, and all of them use some of the same scripts featured in my other games. The problem is, I don't want the positions of the windows to be the same in each game... As an example, lets say a window layout looks like this on the screen: What I want to do is change the positions of each window, making every window on the top appear on the bottom and vise versa, and same goes for the left and right positions of the windows. The window example should change to this: So in conclusion, how would this be possible? I'm using mostly Yanfly's and Galv's scripts if that helps. Getting this problem solved would really help me, and even just changing the top and bottom or just the left and right would be perfect too. Anybody know how to do this? -~MasterMoes
  10. Hello everyone I am just starting using VX ACE but is it true that the maximum game window size is only 640 x 480? if this is true then is my only option if I want a bigger screen is to switch to rpgmaker MV or xp? I definitely want to check this B4 switching also while I'm here I'm looking for a online Rpgmaker tutor who I am happy to pay per hour over Skype :) so PM me if you are interested
  11. AeghtyAteKees

    Categorize Item Scene

    Hey guys, I'm using this script to add more categories to the item scene. It works really well and is miraculously compatible with my item scene script. HOWEVER. I would like to request a small, simple tweak that I just don't know how to go about implementing myself. I would like a category tab to only appear IF there is an item in that category. Could anyone help me accomplish this? THANKS. :D
  12. I'm sure this isn't a super difficult thing to pull of, but I'm terrible at scripting, so if anyone can help me out and explain things to me like I'm five, that would be great. I'm using the default battle system with only a few Victor modifications to the display (Arrow cursor, custom collapse, damage pop-up, etc) and no modifications that alter the function of battle.
  13. MasterMoes

    Character select script?

    Hi, so I'm new to RPGMakerCentral, so I'm sorry if this is the wrong category for this topic... So I'm working on an open world survival game with RPG Maker VX Ace, and everything is going perfectly... except one thing. This game involves a gameplay mechanic were you must rescue survivors so you can play as them. I basically need a character select script. I know plenty of them exist, but the ones I found aren't what I'm looking for! So here's what I'm trying to do in my game: When a player finds a survivor, a switch is activated that declares the player has found that survivor. When the player goes back to base, the player can choose up to 3 survivors they've unlocked to join the party, plus the main character that is always in the party. Does a script exist for this type of game mechanic?
  14. AeghtyAteKees

    Add barriers to fly script!

    Hi, guys. I'm using Galv's Superman Ability to allow my player to fly, though it has no movement restrictions whatsoever. The player is set to THROUGH and can move freely from corner to corner of the map. Would it be possible to tweak "passable?" to check for a region ID I could use to draw some boundaries that block passability even when flying? Thanks in advance!
  15. I eventually found one (on this site, actually) but after inserting it under materials and placing the notetag, it didn't work. I proceeded to scrap the idea and just test out damage on some skills. I then started to get an error about the script I had just deleted! I'm very new to vx ace and rpg maker in general, so i'm kind of freaking out with this error. I've tried using different actors, giving them different skills; even inserting the script again and I still get an error. Can anyone help me with my problem? (here's the script in case anyone was wondering)
  16. Trying to use VE Passive States to apply states based on if an actor's equipment currently has X armor type (light armor, hat, etc.). I feel like I'm close to getting it to work (no longer getting game crashes), but the effect isn't doing anything. Would anyone be able to tell me the proper syntax to check using this script? VE - Passive States <passive state: 77> actor.equips.include?($data_armors[304...324]) ? true : false; </passive state> Currently, this isn't causing a crash, but it isn't working (and this one is meant to directly check an actor's equipment, rather than it's type, which would be better). Anyone know where I'm going wrong here?
  17. Would anyone be able to assist me in modding Yanfly's Party System to make it so when a characer is taken out of the party via the "Remove" command, their equipment is also removed? #-------------------------------------------------------------------------- # * Remove All Equipment #-------------------------------------------------------------------------- def clear_equipments equip_slots.size.times do |i| change_equip(i, nil) if equip_change_ok?(i) end end This is from Game_Actor, which does exactly what I need, I'm just having some trouble getting it to run this when a party member is removed in Yanfly's Party System. I'm not getting crashes, but I don't seem to be able to get it to actually clear out the equipment. #-------------------------------------------------------------------------- # alias method: remove_actor #-------------------------------------------------------------------------- alias game_party_remove_actor_ps remove_actor def remove_actor(actor_id) game_party_remove_actor_ps(actor_id) return unless @battle_members_array.include?(actor_id) index = @battle_members_array.index(actor_id) @battle_members_array[index] = 0 $game_player.refresh $game_map.need_refresh = true rearrange_actors end Here is the aliased method from Yanfly's Party System which handles removing an actor, which is in Game_Party.
  18. I want to make a skill that makes enemies who attack an actor get debuffs Ex: Fire Shield I cast the Skill to Actor A > All enemies who attack Actor A will get Burn Debuff I tried to add an effect on Skill Effect Database, but instead the target cast in the ability is affected How to give a debuff when enemies attack an actor, without give a debuff to the actor?
  19. roguewildchild

    Skill Set Effect Error Line 37

    During the Tutorial we are given a script to copy: #=============================================================================== # Skill Self Effects # By Jet10985 (Jet) # Requested by Touchfuzzy #=============================================================================== # This script will allow you to specify a skill's effects tot arget the user # instead of the target, on skills that don't already effect the user. # This script has: 0 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Game_Battler: item_effect_apply #=============================================================================== =begin To specify the effects, use this notetag in the skill's notebox: <self effect: 1> or <self effect: 1, 2, 3> to specify more than 1 effect -------------------------------------------------------------------------------- Use of this script could be as the following. You make a "Berserk Strike" skill, which does 200% damage to an enemy. You make the 2nd effect "Defense Down 50%" and want it applied to the user. You'd use this notetag: <self effect: 2> =end class RPG::Skill def self_effects if @self_effects.nil? @self_effects = [] self.note.each_line {|a| scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i) scan[0][0].scan(/\d+/).each {|b| @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1 } } end @self_effects end end class Game_Battler alias jet3745_item_effect_apply item_effect_apply def item_effect_apply(user, item, effect, reffed = false) if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed user.item_effect_apply(user, item, effect, true) return end jet3745_item_effect_apply(user, item, effect) end end .... What do I change so my basic attack won't read this script and get an error?
  20. WCouillard

    Kread-EX Vampiric Damage Mod?

    OK, so, kinda stuck on another mod... I have a script by Kread-EX that let's you assign a notetag to a state, and users with that state will absorb a certain amount of HP as designated by the notetag. What I want to do is also allow this notetag to apply to certain skills, rather than just states. I've successfully modified it to also be able to drain a portion on MP, but getting it to work with skills... not so much. Here is the original script... # :=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Put <vampire: x%> in the state's notebox. #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vamp = user.states.select {|state| state.vampire != nil} if vamp && !vamp.empty? @result.hp_drain = (@result.hp_damage * vamp.first.vampire.fdiv(100)).round end end end And here is the modified one that also allows MP draining (for States). If anyone could help me to get this to work for specific skills as well as states, I'd love you forever. NOTE: I also added a way to eliminate certain skill IDs from utilizing the vampiric state. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. # # Some additional functionality added by WCouillard #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Instructions # # Put <vampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as HP. # # Put <mpvampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as MP. #=========================================================================== # ■ Module VAMP #=========================================================================== module VAMP #-------------------------------------------------------------------------- # ● List Skill ID's that ignore vampiric effects, even with state applied #-------------------------------------------------------------------------- # ● NOTE: Important to include all HEALING abilities here #-------------------------------------------------------------------------- IGNORE_SKILLS = [89, 90, 91, 286, 288, 290, 291] end #=========================================================================== # ■ RPG::Skill #=========================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ● Determine if vampire skill #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire skill #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire state #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire state #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::UsableItem #=========================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vampskill = user.skills.select {|skill| skill.vampire != nil} mpvampskill = user.skills.select {|skill| skill.mpvampire != nil} vampstate = user.states.select {|state| state.vampire != nil} mpvampstate = user.states.select {|state| state.mpvampire != nil} if item.is_a?(RPG::Skill) for i in 0..VAMP::IGNORE_SKILLS.length if item.id.to_s == VAMP::IGNORE_SKILLS[i].to_s return end end end if vampskill && !vampskill.empty? @result.hp_drain = (@result.hp_damage * vampskill.first.vampire.fdiv(100)).round end if mpvampskill && !mpvampskill.empty? @result.mp_drain = (@result.hp_damage * mpvampskill.first.mpvampire.fdiv(100)).round end if vampstate && !vampstate.empty? @result.hp_drain = (@result.hp_damage * vampstate.first.vampire.fdiv(100)).round end if mpvampstate && !mpvampstate.empty? @result.mp_drain = (@result.hp_damage * mpvampstate.first.mpvampire.fdiv(100)).round end end end So, what happens is that any skill now drains, rather than only those with the notetag. Notetagging is something very new to me, despite using VX Ace for like a decade. I never really messed with it. Any assistance greatly appreciated. :D
  21. Hello Everyone, So I was able to fix my original issue myself by messing around with the X and Y coordinates a bit. However, I still have 1 question and that's because of the resource manager. From everything I have seen online it says that all photos have to have a resolution of 554 X 416 or 640 X 480 with a script. However, In the resource manager it says that a graphic/picture is a file containing the images to display using in-game events and the images can be any size. When add my photo into my game with the correct resolution its still outside of the "frame" as in the sides of the photo almost seem like they are being cut off by boarders. Is there a way to expand the actual game screen so that the game screen is the size of the laptop screen automatically?
  22. OK, so I made a script a long time ago, to only show the members of your battle party in the menu. By default, RPG Maker VX Ace shows every single member of your party in the menu, and simply grays out the ones who are not in the battle party. The issue here is that players can still use those characters' abilities, etc. while they aren't in the party, which is sort of stupid. So, the script I wrote was to limit that, only give the player access to the members of their party who were active in battle, and generally work more like a traditional JRPG. Clearly, an external party swap system was necessary when using this script. YEA Party System is the one I (and I'm sure many others) am using. So here's the bug: when you use the Abilities/Equip/Status command in the menu, and select a party member, then change your party to remove that member, the cursor will still try to select the party member you removed, even if they aren't in the battle party. Confirming on this empty space leads to a game crash. So, pretty serious bug. Here is the script, if anyone can tell me what to add to prevent this issue from occurring (ideally, choosing Abilities/Equip/Status from the main menu would always reset to selecting the first actor in the party), I'd be eternally grateful. Not being able to figure out this issue is actually holding up an imminent release of my project, lol. # ╔══════════════════════════════════════════════════════╤═══════╤════════════╗ # ║ Menu Battle Members Restriction │ v1.01 │ (03/11/15) ║ # ╠══════════════════════════════════════════════════════╧═══════╧════════════╣ # ║ Author : William Couillard ║ # ║ Thanks : Traverse ║ # ║ E-Mail : cooliebk18@yahoo.com ║ # ║ Website : ??? ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ABOUT ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script forces the default menus to only allow the player access to ║ # ║ party members who are in the current battle party. By default, all party ║ # ║ members are accessible, so even party members who aren't in battle can ║ # ║ use their skills or change their equipment. This script is intended to be ║ # ║ used alongside a Party Change script, such as Yanfly's Party System. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ TERMS OF USE ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Do not edit the script's header or comments. ║ # ║ ► Free to use in commercial projects as long as proper credit is given to ║ # ║ ALL the names in the above header. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ FEATURES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Restricts default menus to only allow access to party members who are ║ # ║ in the active battle party. Custom menus for other scenes are not ║ # ║ affected. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ KNOWN ISSUES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► None. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ CHANGE LOG ║ # ╠═════════════════════════════════════════════════════════════════╤═════════╣ # ║ ■ March 11, 2015 : Bugfixes. │ (v1.01) ║ # ╟─────────────────────────────────────────────────────────────────┼─────────╢ # ║ ■ December 04, 2014 : Initial release. │ (v1.00) ║ # ╠═════════════════════════════════════════════════════════════════╧═════════╣ # ║ OVERWRITTEN METHODS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script overwrites a few methods in various default scripts. ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Game_Party < Game_Unit ║ # ║ ► def menu_actor_next ║ # ║ ► def menu_actor_prev ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Window_MenuStatus < Window_Selectable ║ # ║ ► def item_max ║ # ║ ► def draw_item ║ # ║ ► def process_ok ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ INSTRUCTIONS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ Simply paste this script anywhere BELOW Window_MenuStatus. If you are ║ # ║ using this script alongside Yanfly's Party System, place this script ║ # ║ below it. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ IMPORT SETTING ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ $imported = {} if $imported.nil? # Do not edit $imported["WC-BattleMemberRestriction_1.01"] = true # Do not edit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Game_Party ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This class handles parties. Information such as gold and items is ║ # ║ included. Instances of this class are referenced by $game_party. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Game_Party < Game_Unit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT NEXT ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_next index = battle_members.index(menu_actor) || -1 index = (index + 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT PREVIOUS ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_prev index = battle_members.index(menu_actor) || 1 index = (index + battle_members.size - 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Game_Party ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Window_MenuStatus ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This window displays party member status on the menu screen. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Window_MenuStatus < Window_Selectable # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ GET NUMBER OF ITEMS ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def item_max $game_party.battle_members.size end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ DRAW ITEM ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def draw_item(index) actor = $game_party.battle_members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ PROCESSING WHEN OK BUTTON IS PRESSED ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def process_ok super $game_party.menu_actor = $game_party.battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Window_MenuStatus ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ END OF SCRIPT ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ Thanks for taking the time!
  23. Chaos Krux

    Thunder Spirit Battler

    Hi, might I ask for the assistance of the general populous once more? RPG Maker VX Ace has Battlers for a Fire, Ice, Water, Earth, and Wind Spirit type Enemy by default, and I can also use other battlers in the base resources for Light and Dark. The problem is Thunder. In my project, summons can be fought and subsequently obtained throughout the game that are linked to certain elements, and Thunder is the only one I don't have a battler for. If anyone has any idea of where I can find something that might work as a Thunder Spirit Battler, I'd appreciate the help. It would also be nice if the battler matched the style of the ones from VX Ace, so it doesn't look out of place. Thanks! Edit: I realise Programming probably isn't the best place to post this, but I didn't realise it was under Programming until after I posted it, and I'm not sure if there's a way to move it... Sorry!
  24. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
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