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Found 1,494 results

  1. Hi everyone, i use this script in my project (like a lot of people lol) : https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/ from Yanfly. I wanted to know if it was possible to modify the script for the name window to have its own font and size. Thank you in advance for your help.
  2. Looking for a script to do something similar to the old Mystic Quest Item/Menu HUD, or Zelda ALTTP. If anyone has or knows of where I can get one I'd really appreciate it. Something like in this old video.
  3. Emotional Responses - Version 1.1 Galv Introduction This is kind of gimmicky and I don't know if anyone will ever use this, but thought I'd share anyway. It was more for trying to get more experience anyway Features A gimmicky graphic menu with 4 responses (by default they are: angry, sad, happy, none. These can be changed easily.). Call this menu whenever you want the player to make an emotional response. Use conditional branches to determine what happens depending on the selection. Each time one of the four responses is selected, it records the number against the actor that is leading the party so you can check how many times each actor has selected each emotion. Using this data, you could make NPCs respond differently depending on how happy or how sad the party members are. The demo includes examples of using it in conditional branches. Screenshot How to Use Place script under Materials and above Main. Read script instructions for script calls to use. The demo shows how to use the emotional response counts in conditional branches. Script Get it here FAQ None yet. Credit and Thanks - Galv Author's Notes You could achieve this with show choices and billions of variables. But I thought I'd make the system easier and more interesting.
  4. CodeHunterEx

    Autorun for events

    I am trying an experiment. I have 6 maps and each map has an autorun event. When the event is complete and it goes to the next map, does the event automatically get removed and ignored (no longer running), or do I need to use 'erase event' before I go to the next map?
  5. I'm using the Suikoden Save Scene script, and i got a problem. How can i disabled the background? I try to delete the draw_bg command but the background became black other than become transparent. Can anybody help me? Please???
  6. Hello I have a character that is a ghost and I want them to be able to walk through everything when you are playing as that characters, is there a way for me to do that? I know I could change the tilesets to be passable but I don't really want to make it that everytime you change the character you have to transfer to a different map with passable tilesets. Anyway thank you.
  7. So I'm having a bit of a problem here. I'm trying to figure out how to make it so a certain character (Shin) comments on each key item the MC (Yasu) shows him. These would provide some hints on what to use the item for. The only problem is, Shin only successfully comments on one item (any other item and it's a VERY delayed reaction. You have to press the other item twice to finally register.) I kinda want to prevent that. So.... How do I do it? So far, he only reacts perfectly to the knife. V The code for the knife event (and every other object, so far) V
  8. Do recently I got the famous Yanfly visual battlers script I was excited at first, designed all my enemies to look good in said system but things quickly started to turn sour. You see there is a certain mechanic my game has. It's called flee and is used by a cowardly character to ditch everyone else in the middle of a battle. It worked just fine before the yanfly script. eventually I removed a certain line in the script that stopped me from calling actions mid battle. It seemed to fix the problem in the short run. That is until I attempted to have the coward flee and then had the rest of the party escape. The game displayed an error again. So I once again turned the lines that were conflicting with my orders to #comments It fixed everything gameplay wise. However it messed up something else. Now the character visuals won't respond appropriately when K.O'd This is the entire script WITH the edits copied from my game. I am a noob at programing so it's gibberish to me. I was wondering if anyone could help me fix it somehow? If not then tell me if there are any scripts similar to this one that don't conflict with the escape command #============================================================================== # # ¥ Yanfly Engine Ace - Visual Battlers v1.01 # -- Last Updated: 2012.07.24 # -- Level: Easy # -- Requires: n/a # # ¥ Modified by: # -- Yami # -- Kread-Ex # -- Archeia_Nessiah # # - Barreytor's modded copy of the script # Includes: # - "Actors drop dead" quickfix # - "Actors stay still" quickfix with toggle # - "Actors moonwalk back" quickfix with toggle #============================================================================== $imported = {} if $imported.nil? $imported["YEA-VisualBattlers"] = true #============================================================================== # ¥ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.12.18 - Added preset views and able to change direction in-game. # 2012.07.24 - Finished Script. # 2012.01.05 - Started Script. # #============================================================================== # ¥ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script provides a visual for all actors by default charsets. The actions # and movements are alike Final Fantasy 1, only move forward and backward when # start and finish actions. # #============================================================================== # ¥ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To change the player direction in-game, use the snippet below in a script # call: # # $game_system.party_direction = n # # To install this script, open up your script editor and copy/paste this script # to an open slot below ¥ Materials but above ¥ Main. Remember to save. # #============================================================================== # ¥ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module VISUAL_BATTLERS #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Location Setting - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings are adjusted for Party Location. Each Actor will have # coordinates calculated by below formula. There are two samples coordinates # below, change PARTY_DIRECTION to the base index you want to use. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PARTY_DIRECTION = 6 # This direction is opposite from actual direction. PARTY_LOCATION_BASE_COORDINATES ={ # Index => [base_x, base_y, mod_x, mod_y], 2 => [ 250, 290, 40, 0], #UP 4 => [ 150, 280, 20, -20], #LEFT 3 => [ 460, 280, 30, -10], #RIGHT 6 => [ 460, 280, 32, 20], #DEFAULT RIGHT 8 => [ 260, 230, 40, 0], #DOWN } # Do not remove this. PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x" PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y" ACTORS_WALK_WHEN_STILL = true ACTORS_MOONWALK_BACK = true # Change this if you want the sprites to face another direction when they # have the dead state. Refer to PARTY_DIRECTION to see what is what DEAD_DIRECTION = 0 # Change this if you want the battlers' sprites to get directly rotated when # they have the death state, and how much of an angle. Useful for a simple # "Lying down dead" effect (that'd be -90 here) DEAD_ANGLE = 180 end # VISUAL_BATTLERS end # YEA #============================================================================== # ¥ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # ? ¥ Direction #============================================================================== module Direction #-------------------------------------------------------------------------- # self.correct #-------------------------------------------------------------------------- def self.correct(direction) case direction when 1; return 4 when 3; return 6 when 7; return 4 when 9; return 6 else; return direction end end #-------------------------------------------------------------------------- # self.opposite #-------------------------------------------------------------------------- def self.opposite(direction) case direction when 1; return 6 when 2; return 8 when 3; return 4 when 4; return 6 when 6; return 4 when 7; return 6 when 8; return 2 when 9; return 4 else; return direction end end end # Direction #============================================================================== # ? ¥ Game_System #============================================================================== class Game_System; attr_accessor :party_direction; end #============================================================================== # ? ¥ Game_BattleCharacter #============================================================================== class Game_BattleCharacter < Game_Character #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(actor) super() setup_actor(actor) @move_x_rate = 0 @move_y_rate = 0 end #-------------------------------------------------------------------------- # setup_actor #-------------------------------------------------------------------------- def setup_actor(actor) @actor = actor @step_anime = true set_graphic(@actor.character_name, @actor.character_index) setup_coordinates dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION direction = Direction.opposite(dr) set_direction(Direction.correct(direction)) end #-------------------------------------------------------------------------- # step_anime= #-------------------------------------------------------------------------- def step_anime=(step_anime) @step_anime = step_anime end #-------------------------------------------------------------------------- # sprite= #-------------------------------------------------------------------------- def sprite=(sprite) @sprite = sprite end #-------------------------------------------------------------------------- # setup_coordinates #-------------------------------------------------------------------------- def setup_coordinates location = ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0] base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1] mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2] mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3] @actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X) @actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y) @actor.origin_x = @actor.screen_x @actor.origin_y = @actor.screen_y @actor.create_move_to(screen_x, screen_y, 1) end #-------------------------------------------------------------------------- # index #-------------------------------------------------------------------------- def index return @actor.index end #-------------------------------------------------------------------------- # screen_x #-------------------------------------------------------------------------- def screen_x return @actor.screen_x end #-------------------------------------------------------------------------- # screen_y #-------------------------------------------------------------------------- def screen_y return @actor.screen_y end #-------------------------------------------------------------------------- # screen_z #-------------------------------------------------------------------------- def screen_z return @actor.screen_z end end # Game_BattleCharacter #============================================================================== # ? ¥ Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :moved_back attr_accessor :origin_x attr_accessor :origin_y attr_accessor :screen_x attr_accessor :screen_y attr_accessor :started_turn #-------------------------------------------------------------------------- # alias method: execute_damage #-------------------------------------------------------------------------- alias game_battler_execute_damage_vb execute_damage def execute_damage(user) game_battler_execute_damage_vb(user) if @result.hp_damage > 0 move_backward(24, 6) unless @moved_back @moved_back = true end end #-------------------------------------------------------------------------- # face_opposing_party #-------------------------------------------------------------------------- def face_opposing_party direction = ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # new method: face_coordinate #-------------------------------------------------------------------------- def face_coordinate(destination_x, destination_y) x1 = Integer(@screen_x) x2 = Integer(destination_x) y1 = Graphics.height - Integer(@screen_y) y2 = Graphics.height - Integer(destination_y) return if x1 == x2 and y1 == y2 #--- angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI) if (0..225) === angle or (-225..0) === angle direction = 6 elsif (226..675) === angle direction = 9 elsif (676..1125) === angle direction = 8 elsif (1126..1575) === angle direction = 7 elsif (1576..1800) === angle or (-1800..-1576) === angle direction = 4 elsif (-1575..-1126) === angle direction = 1 elsif (-1125..-676) === angle direction = 2 elsif (-675..-226) === angle direction = 3 end #--- character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # create_move_to #-------------------------------------------------------------------------- def create_move_to(destination_x, destination_y, frames = 6) @destination_x = destination_x @destination_y = destination_y frames = [frames, 1].max @move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max @move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max end #-------------------------------------------------------------------------- # update_move_to #-------------------------------------------------------------------------- def update_move_to @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil? @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil? value = [(@screen_x - @destination_x).abs, @move_x_rate].min @screen_x += (@destination_x > @screen_x) ? value : -value value = [(@screen_y - @destination_y).abs, @move_y_rate].min @screen_y += (@destination_y > @screen_y) ? value : -value end #-------------------------------------------------------------------------- # move_forward #-------------------------------------------------------------------------- def move_forward(distance = 24, frames = 6) direction = forward_direction move_direction(direction, distance, frames) end #-------------------------------------------------------------------------- # move_backward #-------------------------------------------------------------------------- def move_backward(distance = 24, frames = 6) direction = Direction.opposite(forward_direction) move_direction(direction, distance, frames) end #-------------------------------------------------------------------------- # move_direction #-------------------------------------------------------------------------- def move_direction(direction, distance = 24, frames = 6) case direction when 1; move_x = distance / -2; move_y = distance / 2 when 2; move_x = distance * 0; move_y = distance * 1 when 3; move_x = distance / -2; move_y = distance / 2 when 4; move_x = distance * -1; move_y = distance * 0 when 6; move_x = distance * 1; move_y = distance * 0 when 7; move_x = distance / -2; move_y = distance / -2 when 8; move_x = distance * 0; move_y = distance * -1 when 9; move_x = distance / 2; move_y = distance / -2 else; return end destination_x = @screen_x + move_x destination_y = @screen_y + move_y create_move_to(destination_x, destination_y, frames) end #-------------------------------------------------------------------------- # forward_direction #-------------------------------------------------------------------------- def forward_direction return ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) end #-------------------------------------------------------------------------- # move_origin #-------------------------------------------------------------------------- def move_origin create_move_to(@origin_x, @origin_y) if not(YEA::VISUAL_BATTLERS::ACTORS_MOONWALK_BACK) face_coordinate(@origin_x, @origin_y) end @moved_back = false end #-------------------------------------------------------------------------- # moving? #-------------------------------------------------------------------------- def moving? return false if dead? || !exist? return @move_x_rate != 0 || @move_y_rate != 0 end end # Game_Battler #============================================================================== # ? ¥ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # overwrite method: use_sprite? #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # new method: screen_x #-------------------------------------------------------------------------- def screen_x return @screen_x rescue 0 end #-------------------------------------------------------------------------- # new method: screen_y #-------------------------------------------------------------------------- def screen_y return @screen_y rescue 0 end #-------------------------------------------------------------------------- # new method: screen_z #-------------------------------------------------------------------------- def screen_z return 100 end #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite index = $game_party.battle_members.index(self) return SceneManager.scene.spriteset.actor_sprites[index] end #-------------------------------------------------------------------------- # new method: character #-------------------------------------------------------------------------- def character return sprite.character_base end #-------------------------------------------------------------------------- # face_opposing_party #-------------------------------------------------------------------------- def face_opposing_party dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION direction = Direction.opposite(dr) character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # forward_direction #-------------------------------------------------------------------------- def forward_direction return Direction.opposite(($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION)) end end # Game_Actor #============================================================================== # ? ¥ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index] end #-------------------------------------------------------------------------- # new method: character #-------------------------------------------------------------------------- def character return sprite end end # Game_Enemy #============================================================================== # ? ¥ Game_Troop #============================================================================== class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias game_troop_setup_vb setup def setup(troop_id) game_troop_setup_vb(troop_id) set_coordinates end #-------------------------------------------------------------------------- # new method: set_coordinates #-------------------------------------------------------------------------- def set_coordinates for member in members member.origin_x = member.screen_x member.origin_y = member.screen_y member.create_move_to(member.screen_x, member.screen_y, 1) end end end # Game_Troop #============================================================================== # ? ¥ Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # public instance_variable #-------------------------------------------------------------------------- attr_accessor :character_base attr_accessor :character_sprite #-------------------------------------------------------------------------- # alias method: dispose #-------------------------------------------------------------------------- alias sprite_battler_dispose_vb dispose def dispose dispose_character_sprite sprite_battler_dispose_vb end #-------------------------------------------------------------------------- # new method: dispose_character_sprite #-------------------------------------------------------------------------- def dispose_character_sprite @character_sprite.dispose unless @character_sprite.nil? end #-------------------------------------------------------------------------- # alias method: update #-------------------------------------------------------------------------- alias sprite_battler_update_vb update def update sprite_battler_update_vb return if @battler.nil? update_move_to update_character_base update_character_sprite end #-------------------------------------------------------------------------- # new method: update_character_base #-------------------------------------------------------------------------- def update_character_base return if @character_base.nil? @character_base.update end #-------------------------------------------------------------------------- # new method: update_character_sprite #-------------------------------------------------------------------------- def update_character_sprite return if @character_sprite.nil? @character_sprite.update end #-------------------------------------------------------------------------- # new method: update_move_to #-------------------------------------------------------------------------- def update_move_to @battler.update_move_to end #-------------------------------------------------------------------------- # new method: moving? #-------------------------------------------------------------------------- def moving? return false if @battler.nil? return @battler.moving? end end # Sprite_Battler #============================================================================== # ? ¥ Sprite_BattleCharacter #============================================================================== class Sprite_BattleCharacter < Sprite_Character #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport, character) character.sprite = self end end # Sprite_BattleCharacter #============================================================================== # ? ¥ Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # public instance_variable #-------------------------------------------------------------------------- attr_accessor :actor_sprites attr_accessor :enemy_sprites #-------------------------------------------------------------------------- # overwrite method: create_actors #-------------------------------------------------------------------------- def create_actors total = $game_party.max_battle_members @current_party = $game_party.battle_members.clone @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) } for actor in $game_party.battle_members @actor_sprites[actor.index].battler = actor create_actor_sprite(actor) end end #-------------------------------------------------------------------------- # new method: create_actor_sprite #-------------------------------------------------------------------------- def create_actor_sprite(actor) character = Game_BattleCharacter.new(actor) character_sprite = Sprite_BattleCharacter.new(@viewport1, character) @actor_sprites[actor.index].character_base = character @actor_sprites[actor.index].character_sprite = character_sprite actor.face_opposing_party end #-------------------------------------------------------------------------- # alias method: update_actors #-------------------------------------------------------------------------- alias spriteset_battle_update_actors_vb update_actors def update_actors for actor in $game_party.battle_members if $game_party.battle_members[actor.index].death_state? @actor_sprites[actor.index].character_sprite.angle = YEA::VISUAL_BATTLERS::DEAD_ANGLE @actor_sprites[actor.index].character_base.set_direction(Direction.opposite(YEA::VISUAL_BATTLERS::DEAD_DIRECTION)) @actor_sprites[actor.index].character_base.step_anime = false # #elsif @actor_sprites[actor.index].battler.moving? @actor_sprites[actor.index].character_sprite.angle = 0 @actor_sprites[actor.index].character_base.set_direction(Direction.opposite(YEA::VISUAL_BATTLERS::PARTY_DIRECTION)) @actor_sprites[actor.index].character_base.step_anime = true else # @actor_sprites[actor.index].character_sprite.angle = 0 # @actor_sprites[actor.index].character_base.set_direction(Direction.opposite(YEA::VISUAL_BATTLERS::PARTY_DIRECTION)) @actor_sprites[actor.index].character_base.step_anime = YEA::VISUAL_BATTLERS::ACTORS_WALK_WHEN_STILL end end if @current_party != $game_party.battle_members dispose_actors create_actors end spriteset_battle_update_actors_vb end #-------------------------------------------------------------------------- # new method: moving? #-------------------------------------------------------------------------- def moving? return battler_sprites.any? {|sprite| sprite.moving? } end end # Spriteset_Battle #============================================================================== # ? ¥ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :spriteset #-------------------------------------------------------------------------- # alias method: process_action_end #-------------------------------------------------------------------------- alias scene_battle_process_action_end_vb process_action_end def process_action_end start_battler_move_origin scene_battle_process_action_end_vb end #-------------------------------------------------------------------------- # alias method: execute_action #-------------------------------------------------------------------------- alias scene_battle_execute_action_vb execute_action def execute_action start_battler_move_forward scene_battle_execute_action_vb end #-------------------------------------------------------------------------- # new method: start_battler_move_forward #-------------------------------------------------------------------------- def start_battler_move_forward return if @subject.started_turn @subject.started_turn = true @subject.move_forward wait_for_moving end #-------------------------------------------------------------------------- # new method: start_battler_move_origin #-------------------------------------------------------------------------- def start_battler_move_origin @subject.started_turn = nil move_battlers_origin wait_for_moving @subject.face_opposing_party rescue 0 end #-------------------------------------------------------------------------- # new method: move_battlers_origin #-------------------------------------------------------------------------- def move_battlers_origin for member in all_battle_members next unless member.exist? next if member.dead? member.move_origin end end #-------------------------------------------------------------------------- # new method: wait_for_moving #-------------------------------------------------------------------------- def wait_for_moving update_for_wait update_for_wait while @spriteset.moving? end end # Scene_Battle #============================================================================== # # ¥ End of File # #==============================================================================
  9. Darkness Void

    So Pokemon For Ace

    So I wanted to mess around with a Pokemon game (have ideas but need the practice) but the best method I could fine is XP only with no way to use on VX Ace. But there is Pokemon For Ace, Crystal Engine. However it seems to be a dead project (and since one link the creator posted led to a Rick Roll video.....) but, the stuff is there. https://crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/ However upon messing with there are a few problems, such as.... #1 All sprites are downloaded separately, including the battlers #2It's riddled with bugs (for example attempting to save crashes, and the project refuses to be opened as long as that save file is there) #3There are zero tutorials (text or video) meaning I have no way of learning this without trail and error Now I do believe that, given enough time and effort, all of these bugs can be fixed but I'm very uncertain. After all I have nothing to tell me how to do anything. This really does feel like a massive troll (again he linked a Rick Roll video in a topic he posted elsewhere revealing this engine) but I could be wrong. But the most recent thing regarding this engine that I could fine was 2015. So chances are it's dead but if a really good scripter took the time all the problems could be fixed. I am not a scripter, I can't really tell what's wrong without trail and error but that's just with 3, 4 or maybe 5 scripts. Not a whole engine (meaning the custom scripts this guy built into the download, there are like +20 of these scripts). So before I even attempt this burden, is it really worth it? I want to put in effort but, if you guys look at the download he gave you'll see all the custom stuff he did. And everything is broken. Should I try to fix this engine or should I just save up the $25 to buy XP and use the still being updated project? The quick answer would be "Dude you're wanting to attempt to fix a projected when there's a better one that's still getting updated?" but again, there stuff is there and VX Ace is what I'm better suited at. But can I even save this? I shall leave it up to people who are way better suited and experienced. Projects are never finished, their abandoned. But this.....I just need somebody to look and with experience, can tell me if it'll be worth the time and effort to even attempt. Your floor experts. Should I attempt to fix this or should I just buy XP for the more advanced engine?
  10. I don't know how many of us have had the chance to play this game/use this software, whether via emulation or on original hardware, but I can safely say that the engine is pretty decent and feature-filled, some features even not appearing on the PC version of RM. Yes, let us go straight into those features. Take Over Events: this basically allowed the developer to initiate the event calls of another event, or of a different page on the same event. This is something that is not really needed in the PC version, since Move Route exists and that can move any event, whereas the Move Calls in RPG 3 are only for the player or the selected event. Snapshot: this takes a picture of the current running scene (the game flashes the screen white to indicate that it has taken the picture). These are used in the ending credits, with up to 20 unique pictures displayed. This event call also houses the Ending call, which ends the game. Taking snapshots of the game is not something I've seen implemented in the PC versions of RM. Sprite Flashing: this event call allows one to take any of the character or object sprites and make them flash. There are other options that come with this set of calls, such as invisibility, change graphic, and a couple more. Flashing sprites are not implemented in any PC version of RM to my knowledge. Food Items; EXP Gain: this is an item type that gives to the user, said amount of EXP (it doesn't invoke a level up though). The limit is +9999 (that is the limit for all items, and all stats except total EXP). This is something I've not seen implemented in any PC version of RM. Message Balloons: this event call is part of the Display Message event calls, and it can display a brief message balloon over the head of an event or the leader of the party. All I've seen implemented in any version of RM for PC, is emotion balloons. Magic Class: this system is a very simple magic class system, unique in that it has four different types, and the weaknesses/resistances are hardcoded. Can't really make an elemental system with this, but it ties in with the next item. Class Abilities; No Class: this is an odd ability. What this does is it consolidates all the magic class types into one. About the only useful thing this does is allows one to equip Magic Class resistance accessories and have those resist all magic classes. This can be done in any PC version of RM, sort of. In-Game Title Screen: this event call simply brings up the title screen, any time after the game starts. The PC versions of RM have this at the beginning, unless one uses an externally-sourced script. BGM Sound Modifiers: this event call changes the volume, pitch, and various effects of the BGM (such as making the BGM sound like it's reverberating off the walls of a castle or the like). On the PC version of RM, we just have volume and pitch implemented. Shop; Trade: this event call initiates a trading scene, which allows one to trade items in for other items. This works by taking in the sale price of the items to be traded, for the full price of the item up for trade. This is not directly implemented in any PC version of RM. Attack Type - Group: this is an attack type (one of three) that can be assigned to weapons or skills. It essentially attacks all enemies of a given group (i.e. in a formation of two bats, two goblins, and an imp it would target both bats, both goblins or the imp). If assigned to a healing skill, it will target the entire ally party, but for enemies it will only target a group (not sure how the AI handles this). In any PC version of RM, you have single, all or random targets, not a group. Skills; Special Attack: this is a skill type that uses HP rather than MP. In the PC versions of RM, this is not implemented. There are others, but these are the ones that I could think of, that are fairly significant. Let us discuss, shall we?
  11. For aesthetic reasons, I'd like to make it so that when selecting an option from the title screen, the game would fade to white rather than black. Any ideas?
  12. I don't know what 1/0/0/0 mean, i got this error when display both in menu and battle
  13. Hello! I'd like to thank you beforehand for at least passing by and reading this. I'm using this script by Vlue (Daimonious Tails) ---> Paper Dolls It's a simple and neat script that layers multiple sprites on actors to change their appearance based on their equipment. I love it and it works, BUUTTT... I found out that the script is only taking into account changing the actor's equipment through the Equipment Scene in the menu. My problem is that I evented a character creator, which changes an actor's equipment with the Change Equipment button. This made me notice that the actor's appearance doesn't change until I send it to another map or after I open the menu scene. If anyone could help me find a way to refresh the actor's sprite(s) without having to change maps or scenes that would be great. Once again, thank you for reading, have a good day!
  14. Hello, this question was sort of already asked in a previous thread called "How do I make choices based off of items I own?", but I want to make choices appear for an event. It will allow you to choose 1 of 4 items, based on what items you have in your inventory. Call the items A, B, C, and D. If you have all four items, it will give you the option to choose A, B, C or D. But if you have items A, B, and C, it will show choices A, B, or C. I have made nested conditional branches, with [Condition:A in inventory] followed by [Condition: B in inventory] followed by [Condition: C in inventory] followed by [Condition: D in inventory], all before the Else of [Condition: A in inventory]. I assume this means that A, B, C, AND D must be in the inventory for this event. So I have conditional branches as follows: ABCD Else ABC Else BCD Else ACD Else ABD Else AB Else BC Else CD Else AC Else AD Else BD Else A Else B Else C Else D What am I doing wrong?
  15. Hello there, I hope everything is going well for you all. I'm currently using Mr.Trivel's Animated Faces Script, and thankfully it works well and gives me no errors nor crashes. However, as neat as the script is by itself, it lacks the option to let us change an actor's face animation at all. You just setup an animation for each actor in the script editable section and that's it. The script is pretty old and Mr.Trivel posted a long time ago that he would leave the script as is, so I'm hesitant to ask him directly about adding the feature. It would be cool to be able to change an actor's face via a variable, or a switch, or a script call. Whatever method would be fine. Whichever is easier to make for the one who decides to give this a shot. ...if someone ever ecides to do it, of course. In my project it is possible to change the player character's gender in-game, so I thought it would be cool if the changes did show on the menus that display the character's face. That is all I'd like it for. I bet other people could give it more creative uses too. Either way, thank you very much, have a good day~
  16. Hello everybody, does somebody know how I can add an, per menue accessible, as an sub of the regular menue, stat page for my character which shows certain counters for different variables?? something like this: Thanks in advance
  17. So I wrote this commen event, which uses script calls to check which kind of weapon type hero1 has equipped on the main slot and depending on which weapon type that is and on the value of a certain variable the hero gains a certain buff and of course these buffs shall get removed if the hero has no weapon equipped or if a different weapon type is equipped. Right now I only have added the buffs for one weapon type, since I am just setting this up, but the part of receiving the buff works fine. The problem is, that if I remove the weapon entirely (changing weapon is no issue), the game crashes and I get the error I set all of this up by finding pieces via google search, so I only semi understand what these script calls are doing.
  18. I need someone to tell me how I can use a timer inside a battle. What I did was putting a control timer command and the a control switch command. On the next page where the switch was activated i put a control conditional branch command and put the timer to 0 minutes and 0 seconds. When the timer would reach that time I put to say Time is up. But instead it just exits the battle. What should I do?
  19. How to add existing (in database) monsters to the map?
  20. Hello! I wanted to make a state which turns incoming damage into HP. That is, if your actor had the state applied, and the enemy used an attack which deals 100 damage on that actor, instead of losing 100 HP your actor would gain HP (I wanted to make it to be 50% of the incoming damage, so he would gain 50 HP in this case). I tried to figure it out by myself, but to no avail. So if someone was kind enough to help me out with this, that would be really, greatly appreciated
  21. I decided to change my actor but problem is I need to change actor picture from all the texts. Is there any easy was to change them all at the same time or do I have to go every event and find actor talks and change them by one by?
  22. jamesdomus1861

    Return problem

    Okay, this is a frustrating problem. When the player levels up, I've created a skill tree, so the player can choose what skill they want. I want to take the player from say, for example, map A, where they are when they level up, to map B, where the skill tree is, then send them back to Map A, where they initially were. The Common Event I'm using for the Level ups: 1st line has Control Variables [0011: Elf Female level] = [Elf female]'s level Line 2 is a Conditional Branch Switch for Warrior chosen, so the Common Event knows to take the player to the Warrior tree. Line 3 is a Conditional Branch Variable [0011: Elf Female level] == 2 Line 4 is a Conditional Branch Switch [Level 2 reached] == Off. Line 5 is Control Variable [0017: return map ID] = [Map ID] Line 6 is Control Variable [0018: return x] = Player's Map x Line 7 is Control Variable [0019: return y] = Player's Map y Then I fadeout screen and Transfer Player to the Warrior tree map, flip a switch Return = On, and flip the Switch [Level 2 reached] On, then fadein screen. So, this should save the map and coordinates where the player was when they level up, right? Trouble is, it's not working correctly. The event in the skill the player selects, once they get to the Warrior tree, after the skill is granted, I have Transfer Player: Variable [0017][0018][0019] and the Return switch is set Off, but when the player is transferred, they are still on the Warrior tree, not where they were when they leveled up. So, to summarize, I use a Common Event to acknowledge the player has leveled up, it's supposed to remember where they were and on what map they were, then transfer them to the correct level up tree, then when they select a skill, they are supposed to go back to the map they started on. What am I doing wrong? Thank you, James
  23. Hey, I'm working on a state that increases the HP an ally regains from healing spells such as Heal, Greater Heal, etc. I've created state (36) Heal Buff, and now I'm trying to get the damage formula to work as it is supposed to. The formule i have in my Heal Skill right now is this: b.isStateAffected(36) ? (100 + a.mat*1.5)*1.5 : 100 + a.mat*1.5; I want the skill to check if an ally has the Heal Buff and then multiply the original formula by 1.5 Now, I can't seem to find the problem but whenever I heal in-game, 0 HP is healed, but mana is still subtracted. Why doesn't the game see target b is not affected with state 36 and heal with the original formula. Is it something I did Is there something else that could influence the 0 healing? It could be the fact that I created armor and gave it a state rate(36) of *100%. I just want the player to get healed more by healing spells when a certain piece of armor is worn without checking for every piece of armor in a skill formula PS: I have used the same formula in my fireball spells to check a different state and they also deal 0 damage.
  24. I set them to custom move route and marked repeat so even will go back and foward all the time but problem is they start moving when I see the event. I want them to move even when Im far away from them.
  25. Hi! I was wondering if I could make an event move between several other events. In the game I'm working on, there's a part where you have to stealth around. If the guards see you, they'll stop doing their typical routine and actively search for you. However, this is difficult to do since they'll actively chase you down if they see you, resulting in move routes breaking. A lot. Is there a way I could have them move by event locations? Maybe by, like, a script call or something? Thanks in advance!
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