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Found 1,851 results

  1. 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!
  2. 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.
  3. 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.
  4. PhoenixSoul

    VX Ace F12 Fix: Not Fully Functional

    So, I've found that if one uses the F12 Fix, and one uses the console window, the console window does not return after the scriptlet is executed. Yes, I do consider this an oversight, and was wondering how I might go about patching out the issue. I figure the issue lies in that the debug console window is a separate process from the game window, even if it doesn't explicitly say so. Problem is that I do not know how to remedy this, only that I can guess where to place the call to have the console window appear.
  5. 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
  6. 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.
  7. roninator2

    Call Scene Method from a Class

    Working on a script for someone and I have everything except one part. When doing evented battles (event command start battle - command_301), it calls Game_Interpreter::command_301 Well for the function of my script I need to make command_301 call a method in Scene_Map. I just learned about self. for methods for this instance (knew about them before but not for calling a method in a class, I knew about them only for modules) When I try this it doesn't access the same data. in the new method 'self.method_name' in Scene_Map, I put in a call to 'actual_method', but it always says it cannot find that method. So is there a good way to do this?
  8. 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!
  9. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  10. I can't seem to find anything on this. I know it's pretty easy to do in MV, but is there any way to actually change an actor's graphic, without affecting its face graphic in VXA? And is there any way to do the reverse (change an actor's face graphic without affecting the main graphic) as well? $game_actors[#].set_graphic() This call only seems to work if I set both the actor graphic and face graphic at the same time, which is super inconvenient. If there's a way to only set one of them at a time in a script call, or a script that would let me do so, that would be great!
  11. 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. ^^
  12. 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.
  13. Tidloc's Lockpick Minigame v.1.1.2 by Tidloc Introduction Ever wanted to lock you doors a safe way so no unwanted guests come in? well, to bad that's not possible anymore, since the protagonist can now pick your locks! Features - lockpicking minigame without leaving the Map scene - result of the lockpicking is saved in a global switch, so in events it can be branched easily Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. All instructions of how to setup this script is in the top of the script. If you don't have graphics you can use, the script is adjusted to these at the moment, feel free to use the attached graphics (take care of the folder, defined in the constant images of the script or alter it so it matches). Anyway, if you use them, please credit Victor Maker for them. But also: if anyone is willing to improve upon the graphics that would be greatly appreciated! Demo Download this file. Script Downloads: Lockpick script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! Q: How does it work? A: You have to press :C when the pin is as far up as it goes to arrest it. as soon as all pins are arrested, the lock is considered opened Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog: LockPick.zip
  14. 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..
  15. 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. >_>
  16. 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.
  17. Note This script is extremely similar to Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars so crediting DoubleX or his alias will violate this script's terms of use. Prerequisites Yanfly Engine Ace - Ace Battle Engine(Created by Yanfly) Script name DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine Author DoubleX: - This script Yanfly: - Yanfly Engine Ace - Ace Battle Engine Terms of use Same as that of Yanfly Engine Ace - Ace Battle Engine except that you're not allowed to give DoubleX or his alias credit Introduction Displays the enemy mp or/and tp bars Video https://www.youtube.com/watch?v=C9NAGpaP230 Features Almost no scripting knowledge is needed to use this script(some is needed to edit it) Instructions Open the script editor and put this script into an open slot between the script Yanfly Engine Ace - Ace Battle Engine and Main. Save to take effect. Compatibility Same as that of Yanfly Engine Ace - Ace Battle Engine FAQ None Changelog v1.03a(GMT 1000 10-10-2022): - Added MP_PERCENTAGE_DECIMAL_DIGHT_NUMBER and TP_PERCENTAGE_DECIMAL_DIGHT_NUMBER v1.02b(GMT 1000 21-5-2016): - Fixed not updating mp/tp bar fill ratio for mp/tp change on battle start - If mmp is 0, the mp bar will be fully filled to show the mmp is 0 v1.02a(GMT 0200 6-4-2015): - Added MP_CRISIS_TEXT_COLOR v1.01e(GMT 0900 14-2-2014): - Fixed the mp and tp bars of the hidden enemies being shown bug - Further increased efficiency and reduced lag v1.01d(GMT 0400 4-10-2014): - Further increased efficiency and reduced lag v1.01c(GMT 0300 4-9-2014): - Updated compatibility with DoubleX RMVXA Percentage Addon to Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.01b(GMT 0500 2-9-2014): - Further increased efficiency and reduced size of this script - Reduced lag induced from v1.00b efficiency upgrade v1.01a(GMT 1700 1-9-2014): - Added mp and tp texts x and y offsets relative to respective bars - Added MP_TEXT_COLOR and TP_TEXT_COLOR v1.00b(GMT 1600 1-9-2014): - Fixed undesirable results when text size > bar height - Increased efficiency and reduced size of this script v1.00a(GMT 0500 29-8-2014): - 1st version of this script finished Download Link
  18. 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
  19. 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.
  20. 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?
  21. 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...
  22. 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...
  23. 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
  24. 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. )
  25. 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
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