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Found 1,742 results

  1. I'm trying to design a little cooking system using Selchar's weapon durability script. When a player cooks something, they need to have a certain "weapon" equipped like a spatula. When they cook the item, the tool's durability goes down by a few points. Basically, when the player cooks an item, a skill is supposed to be forced on the player. This skill takes away 3 durability points when used. The only issue is, the "force action" command doesn't work outside of battle. I tried everything, like changing the skill's targeting to "The User". Does anyone know how I can force an action onto a certain actor out of battle?
  2. So to expand on this, I'm trying to modify Neon Blacks Passive skills script. The one part that is missing is that the script does not process the note box for the state. When I tried the option here I get an error. Neon Black | Passive Skills:71:in `eval': (eval):1: syntax error, unexpected '<' <atk ele: 3, 0.20> ^ (eval):1: syntax error, unexpected $end <atk ele: 3, 0.20> ^, SyntaxError from Neon Black | Passive Skills:71:in `block (2 levels) in passives' The notetag shown above is from Dekita Element Control I've tried a few variations but I'm note sure how to make the system process notetags $data_states[$1.to_i].note.split(/[\r\n]/).each do |line| eval(line) end eval($data_states[$1.to_i].note) Can that be used to process the notetags from the states and not a file. (using a file would require me to change all 3000+ items in the game) I also looked at Tsukihime's Condition states & passive addon for Neon Blacks Passive Skills, but I also get an error for that. Hime | Conditional States:113:in `eval': (eval):2: syntax error, unexpected '<' <atk ele: 3, 0.20> ^ (eval):2: syntax error, unexpected $end, SyntaxError Basically I want to have the system process the notetags for the states while the skill is learned. Now I have a complex setup, skills that require armour, equipment skills all working with passive states. If I set the notetags that I would normally use on the skill, then it works fine, but I'm also trying to manipulate other data with Shaz's State Commands script. *UPDATE I just tried VE Passive States and it worked. Going to have to change all of fomars skill notes to VE notes
  3. I was wandering, is there a script of plug in that makes certain spells (like Healing) animate on the screen that effects the party?
  4. From what I have seen, enemies chose their skill to perform on the beginning of their turn. This results in some awkward situations in my project, examples: 1. Actor applied a state on enemy which seals a skill. This enemy will still try to perform that skill, without any effects or animation (but apparently things in notes are still executed, such as Moghunter's battle motions) instead of picking another available skill. 2. Enemy has a state that forces them to use a skill, but they won't do it until next turn. 3. Foe has a state which allows them to use particular skills. Player uses a skill that removes that state to prevent them from doing that, but enemy still uses that skill in current turn. How do I change that, so enemies will take into account their current conditions (you know, states) before choosing which skill they use?
  5. Is this possible to set an variable to ID of a skill when actor uses it?
  6. Okay. Sorry to bother you, but I have a problem and I don't understand what happen and how to resolve it. The other day, I try parrallax mapping ; and at the base everything was fine... until I import my parrallax in RPGMaker and try to make it work. I make some screenshot for you. My problem is the parrallax map doesn't show as it should be. In the map editor all is fine. But in the game, only a few part of the map is show, and I don't understand why. Also, I use two script : the Parrallax Lock by Yanfly and the Fixed Picture by Seer ^^. Thank you in advance.
  7. I'm pretty sure most of you are familiar with the resolution limit on RPG Maker VX Ace. By default, a VX Ace's game resolution is 544x416. There are a couple of scripts out there that let you change the resolution to a maximum of 640x480, like Yanfly Core. The reason these numbers are the maximum is that VX Ace doesn't allow for anything higher. Most say this is due to processing issues, which makes sense considering this engine has been around for over 7 years. However, with modern technology and things like anti-lag scripts, this is no longer a problem (besides, developers should have the right to do whatever they want with an engine). By "higher resolution", I'm not referring to a stretched-out screen. There are plenty of scripts out there that change the window size, either creating black borders (like Zues's full screen++ script here: https://forums.rpgmakerweb.com/index.php?threads/fullscreen.14081/) or completely stretching the game window, usually making the game very blurry and eye-soring. With the 640x480 resolution, a 21x15 tile map would fill up the whole screen. What I want is a bigger resolution that will show more tiles. For example, I'm hoping to make my game's resolution 896x512, or 28x16 tiles. There have been many people out there trying to figure out how to break this limit, but nobody has completely succeeded. The two closest attempts to break the resolution have been through a script made by an unknown user and a modification to RPGMVXAce's DLL. The scripted resolution-changer can be found here: https://forums.rpgmakerweb.com/index.php?threads/max-resolution-breaker.19336/. While it does it's job visually, it has a major functional issue. When the screen fades out during the "transfer player" command and when you load a save state, the fade out effect isn't to scale and appears on the top left corner of the screen. Additionally, parallaxes don't show up at all, even if the image is to scale with the resolution. Unless I can figure out how to solve these issues, I can't use this script. The other way people have changed their game's resolution is with a DLL modification, found here: https://forums.rpgmakerweb.com/index.php?threads/how-to-use-the-high-resolution-dll.34578/. The download link to the DLL doesn't work any more. In fact, it can't be found anywhere. Any other links to this file doesn't work anymore for various reasons like outdated downloading sites from 2014 or whatever. I really want to try this thing out, but I don't know where to get it. Therefore, I'm writing this forum post to ask if anyone has a way of accessing it. Not only do I want to use it myself, but I REALLY want to create a tutorial (hosted on many RPG Maker sites) for other people wanting to change the resolution to their VX Ace games with a fresh download link for the DLL file. I know, VX Ace isn't exactly that relevant any more, but it's about time we solved this and kept it solved. So, does anyone have the DLL file or access to it? I'm posting this on RPG Maker Forums as well.
  8. Current Version: BETA 1.20 System(Script Collection) Author: Matt Sully (Gump) Download: Attached to this post! Apologies for the lack of formatting on this post. This system is distributed as a demo as it is a collection of scripts that makes a system. It also includes one of my old scripts, 'Gumps LVLUP Messenger" which can be optionally used in conjunction with the system. This project was originally developed many years ago (early 2013), Beta 1.20 is the last version made. I am willing to update or add to this system and/or fix any bugs you might find. Always interested in adding more stuff. I feel as though I know a lot more about Ruby now than I did all those years ago. This script may get some optimizations. I read through it all this morning and got a few ideas. CHANGELOG: ============ A lot more settings now. To see everything that was added, check the README(Version Info) Changelog. Quest data created with the ALPHA version is compatible, but it must be imported. You must also redo all your settings. Find the Beta download attached to this post. Information: I created this system for my first commercial game (WIP). It is an easy to use Quest System that provides feedback windows to the player via Scene_Map. Quests in this system have 3 stages: Active, Finished, and Complete. When a new Quest becomes Active, a feedback popup window appears for a few seconds informing the player. The same thing also happens when a quest is Finished and Completed. When a Quest is Completed, a second popup window appears on screen, displaying the rewards earned for that Quest. * Feedback windows are processed and animated within Scene_Map, and do not interrupt player movement. They will also only appear if the game is "not busy" doing something. Also included with this system is a Quest Manager scene, intended to be accessed via the main menu by the player. This Scene allows the player to view the current status of all Active/Finished Quests (currently, it does not have any options to display Completed Quests). All Feedback Windows, and all Windows within the Quest Manager scene are fully animated (meaning they animate on and off the screen, they don't just 'pop' into existance on the screen). Virtually all Vocabulary within the system is easily changeable. All Vocab variables are located at the top of the QUEST module. There are various other settings available at the top of the QUEST module as well, in fact there are more settings in the public port of QSB(Quest System Basic) than there are in the private version I am using for my game. All scripts and additional README files are included within the DEMO. You will find the Demo attached to this post as a file. Download it, open it in VX ACE and check it out. Legal Info: All Legal information is within the README(TERMS OF USE) script inside of the DEMO. The TLDR for Legal on this script is: You may modify and release modifications for this system, you may freely use this system(QSB) in any free or commercial game, you must provide credit to the script author if you use this system. Please see the Readme(TERMS OF USE) for more detailed information on this subject. Other Info: Quests may have up to 4 required items (with any amount for each item). If a player has all the required items for a quest with required items, then that quest is automatically pushed to the "Finished" state (but must still be cashed in aka "Completed" by the player). Quests may have up to 5 reward items (or none at all). Items are rewarded when the player cashes in, or "Completes" a quest. Quests without item requirements, Game Variable or Game Switch requirements require manual calling of the method to finish that quest when it is appropriate. For more information, review the comments at the top of all scripts and be sure to review all README files within the demos script section. Feedback/etc: Also, screenshots? There isn't much to show but I may add some shortly. I am looking for feedback though. Additionally if you have any ideas for QSB feel free to suggest them here in this topic. Quest_System_Basic_BETA_120.rar
  9. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  10. Ever wonder if super speed was possible without lag, well it was rather simple & not so advanced... class Game_Player < Game_Character def movable? return true end end (ISSUES)Below Events don' trigger when ran across, this doesn't seem that bad. (EXPLOITATIVE POSSIBILITIES) well super speed wasn't exactly what I was wanting, I just happened across it & now I'm wondering if theres a way to slow the player down. (WHY)Well I noticed while the frames did dip the movement of the game looks smooth. (Smooth)Yes zipping around maps without any stutter almost like magic, seems legit. (But)ISSUES FROM ABOVE WITH BELOW EVENTS, SO CONCLUSION? (IF SOMEONE WAS TO FIDDLE AROUND WITH THE ISSUE & GRANT PLAYER SLOWING!) QUESTION, WOULD THIS MAKE THE COOLEST IDEA EVER IN CONCEPT?(MIND BLOWN!)
  11. AceHeart

    help with RGSS Web Kit (RWK)

    Hello, I've just found the RGSS Web Kit (RWK) script. original thread: Topic at RpgMakerWeb is anyone familiar with it? the demo shows this example: host = "www.rpgmakervxace.net" path = "/forum/login.php" post = "username=kfdsfdsl&password=24324234" res = EFE.request(host, path, post, 80) I'm trying to send a simple GET request to some html page. but the path parameter is required. I've tried sending an empty one, or a html file name- it just returns an empty result. does it only work if my server/site uses php? is there any way to make it work for html or some json response? this is my code: host = "http://www.webcode.me" path = "/index.html/" result = EFE.request(host, path) p result
  12. How would one go about making the element id one the 1 element Apply Stack while making the rest Multiplicative, The hashtags# are what replaces the Multiplying of Elemental resistance, thus they stack additively 25+25+25+25=100 I tried use a if statement such as if element_id = 1 However attempts like this failed in only making the it glitch out giving all elements the same boost of one or simply applied the Stacking overriding all elements at once. Which is what I'm trying to avoid, but there seems no way to designate a certain element. Mostly likely I'll have to choose one or the other sadly but this is the nature of coding! Game_Battlerbase def element_rate(element_id) features_pi(FEATURE_ELEMENT_RATE, element_id) #er = features_with_id(FEATURE_ELEMENT_RATE, element_id =1).inject(1.0) do |r, ft| #r += (ft.value - 1.0) #end #[er, 0].max #end end
  13. EDIT, I've found a work around with a different script, Alistair's-Critical Hit, adds damage to the state & I can have an equip apply state. I finally managed to find a critical damage script, had to search forever for this one cause the OG SITE's is Code Messed Up. Anyways, I was wondering if it was possible to edit the additional ARMOR NOTETAG to this script, Weapons work fine but I need armor in my game that boosts critical damage dealt, I known this is a big ask & I already tried replacing All Weapon Entries with Armor but it didn't work. I lack the needed scripting skills to make the needed edit.
  14. I'm using "V.M. of D.T's Basic Enemy HP Bars v 2.9" script to show the player how much HP is remaining. I'm trying to create some enemies that have multiple HP bars, where the player has to take down each bar one at a time. Basically, I want to make an enemy that has multiple lives. With this script, I've already got the bars, but I need some way to have an enemy have two of them. An example of what I'm trying to do is like the Demonic Beasts in Fire Emblem Three Houses: When the enemy's HP bar is brought down to 0, the enemy doesn't die. Instead, one of those red crystals is removed and the enemy's HP bar is either refilled or replaced. Usually, an extra effect happens on each HP bar. I want to be able to add this feature into my game so players can't instantly KO certain enemies in one hint. I don't exactly need all of the fancy "phase effects" or a second visual HP bar, just something that makes the HP refill once or twice when it reaches 0 without killing the enemy or ending the battle if it's the last enemy. Does anyone have a script or method for this kind of concept?
  15. Hello, everyone. Today I've been working on a "New Game Plus" feature, where if you have completed the game once, a switch will be set to true that allows you to select and play a new game that has extra features in it. I am very close to having this set up exactly the way I need it to be. Using this little set up here, I created a switch ($extragame) that can be set to true while in-game. I will set it to true after the player has completed the whole game. At the title screen, when they select "New Game" it will take them to a scene that'll ask them if they want a "New Game" (without extra features) or a "New Game +" (that will have extra features.) module DataManager class << self alias orig_CGO create_game_objects alias orig_MSC make_save_contents alias orig_XSC extract_save_contents end def self.create_game_objects orig_CGO #MY OBJECTS $extragame = false unless true $extragame_y = false end def self.make_save_contents contents = {} contents = orig_MSC #MY OBJECTS contents[:$extragame] = $extragame contents[:$extragame_y] = $extragame_y return contents end def self.extract_save_contents(contents) orig_XSC(contents) #MY OBJECTS $extragame = contents[:extragame] $extragame_y = contents[:extragame_y] end If they select New Game +, the setup for a new game will execute pretty much the same as normal, but with an addition that $extragame_y (as in "yes the player selected an extra game) will be set to true after the game has technically started. Before anything else will happen, the player will be immediately prompted in-game to save. That way when the player continues on that specific save file, the whole game will have extra features from then on. def newgame_extra DataManager.setup_new_game fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) $newgameplus_y = true end Everything is almost in place, except for the problem that if the player exits the game and re-opens it, the switch $extragame is set to false again. This doesn't happen if you go to the title screen, even if you don't save after triggering $extragame to be set to true. My solution is to find a way to make the state that switch $extragame is in to persist even after the game is closed. However, that could be an issue as well, since that means I could potentially publish the game with the switch already set to true because I've been testing out the extra game feature. I'm considering to solve this solution by having switch $extragame set to true at the very end of the game, making the game autosave on the save file the player is playing on, and then whenever the game is booted up it checks to see if there's a save file where $extragame is set to true. If there is a file that meets the requirements, then the player is given the option to play on a "New Game Plus" file. I feel like I'm so close to figuring it all out, but my last idea seems to be a little out of my element. I will continue researching what I can do. If anyone has any ideas, I would be happy to hear! Thank you for your time.
  16. Link to this script that is here is dead. Does anyone have a copy of this script, or knows where I can get it.
  17. Hello reader. I've finally got back into RPG Maker and I feel a bit dumb for asking this. I bought and started using a custom tileset, this one. And I will show screenshots but here's the reason for this post. I made a cliff that I wanted the player to ascend via either a rope or a set of vines. But when I add the vines, rope, and even a ladder, they just replace the part of the cliff instead of going over it. I even went and made the vines an event, but the player stops dead at the cliff. I ended up just using the stairs tile but I wanted to ask for future reference why were the vines, ladder and rope replacing the cliff tiles and how should I go about fixing it. I believe it's something to do with how I added the tiles in the database, but I'm not entirely sure. Is it something to do with the A, B, C and D tabs? P.S sorry if this is in the wrong place, I haven't been here in a long time. ^^;
  18. Author: Valentine Version: 2.1.4 (released 03/23/2021) About VXA-OS is the most complete and secure free 2D online game creation tool from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall, Mystical Hunter and Hogwarts 2D. Donations Please support our project and help us achieve our donation goal. We are receiving donations through Paypal: https://www.paypal.com/donate?hosted_button_id=GWF4ERBTWALKA Features Current: » 5 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 monitor commands; » Global real-time battle system on the server; » 99% of the event commands on the server; » Common events on the server; » Configurable resolution; » Global switches; » SQL and MySQL databases; » EventMachine network library; » Friends system; » Quest system; » VIP system; » Account editor; » Teleportation; » Paperdolls; » Guild; » Group; » Minimap; » PvP; » Bank. Next: » Move Event event command; » Customized movement of events; » 8 directions; » Finalize states, buffs and debuffs with timer; » Site; » New account editor; » Day and night; » Climate; » Windows by image; » Multiple languages; » Cooldown specific to each skill and item. Imagens » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Download With standard DirectX (requires no installation): Mega 4shared With DirectX + SQL/MySQL database (requires installation): Mega 4shared GitHub Without DirectX (if the client with DirectX does not work): Click here Official DirectX download: Click here Tips How to attack or speak to events: Press Ctrl. How to open the administration panel: Press Insert. English vocabulary: Click here Discord Keep in touch with us and report any errors that you find also in our group Discord. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Enemies do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Do not lose level when dying Day and night by event Adding more equipment slots Independence from RTP Parallax System Parallax Map Additional utilities Simple launcher Auto Update CT Protect Credits Creator: Valentine Thanks: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan Nietore invwindy Cianfrocca Shiy Kalbarczyk jeremyevans Matsumoto Katsuhiro Buck Lavena Patterson Lopez Stone
  19. is there away to make a certain attack do more damage (roughly 4 times) if the Status is inflicted say Silent or blind
  20. 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?
  21. Change Currency -Tsukihime This script allows you to change currency. However, at the moment it only supports changing the currency symbol. Download Script: http://db.tt/6EJAKmMG Usage Start by filling out the Currency Table in the configuration. To change the currency in use, in an event script call, use $game_system.change_currency(:symbol) Where the symbol is defined in the Currency Table below. Extension I have provided a Currency Table that will store meta-data about each currency. All it stores is the symbol to be used at the moment. Ideally, the script should store the user's currencies somewhere and then whenever `change_currency` is called, you would swap out the party's currency with the other one. I will leave that to someone that wants to figure out how to write it. It can be written in about 20 lines of code or less.
  22. I am creating a Pokémon on VX Ace. There's a move called Pollen Puff that deals damage on the target but heals when used on the ally. After some research I have been told that I need a script for that. Any help would be appreciated I do have other moves too but I still need to figure out where to post the
  23. I need help with how I can setup the move strength sap and other moves on the skill tab. Strength Sap (grass): the move uses the target atk to heal the user. The user health amount recovered is equal to the damage the target is suppose to receive, instead of inflicting damage it lowers the atk stat by 1 stage Throat Chop (dark): is a damaging move that prevents sound based moves to be used for 2 turns Pollen Puff (bug): is a move that damages the target but heals if used on an ally. Burn Up (fire): is a damaging moved used only by fire types. The Pokémon becomes typeless or single type if it was dual types Revelation Dance (normal): is a damaging move. It's type matches the user's primary type Core Enforcer (dragon): is a damaging move. If the target has already used a move or had a Bag item used on it by its Trainer in the same turn, Core Enforcer also suppresses the target's Ability while it remains in battle. Instruct (psychic): Instruct causes the target to repeat its most recent move immediately Beak Blast (Flying): The user charges up at the beginning of the turn and executes Beak Blast at the end. All who make contact with the user during the charging phase are burned.
  24. Legocyd

    Random Crashing During Battles

    So I've been working on this project in VX Ace for a while now, and despite having a lot of scripts (relative to what I usually do) it generally runs okay... except that sometimes it randomly crashes during or at the end of battle. The only trend I've seen is that it tends to happen when enemies or actors enter new states, including the death state, but it doesn't happen every single time, just seemingly random. I've attached the error it gives me, the line it points me to, and the scripts I have running in the game. I'm not much of a programmer, I've experimented with Python and Java, so any help would be appreciated.
  25. roninator2

    Shop Stats

    Shop Stats v1.00 - VX Ace by Roninator2 Introduction A script made to recreate the Yanfly Ace shop Redux for VX. Features - Choose what values to display stats for the item selected for purchase - Specify how many lines to have/use for the window. Should be dependent on how many stats you have in the item and want to show the player. - Works for items and weapons and armour and key items - My testing shows it to be compatible with Yanfly Shop Options for VX Ace - Change icons as you see fit for your project How to Use Put below ▼ Materials and any shop scripts Images Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
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