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Found 1,759 results

  1. minth

    Battle Window Script

    Good evening, you all. I am working in a Battle Window script and it's almost completed. But I have a problem, I want make a movable Actor Command window. Like that:. Although I have the video's script, it doesn't worked. Here the script:. After that, I also tried to use Moghunter's script, but I failed... Here the script:. Then, can you guys help me with my script? Because, I tried to modify my script countless times, but it isn't working... Here my script (I am modifying Ventwig's script):.
  2. Hey, I'm currently using a script which just points to a x,y location on the map. But I want to be able to use it in a more complex way. The script is only able to point to a location on the current map you're on. I want it to be able to point to a location a different map. How it should/might work: Events used as doors/transfers can be tagged with a exit door tag to read their location(x , y) this is used for caves and in door maps Events used as doors/transfers can be tagged with a specific door tag to read their location(x , y) this is used for world maps, towns, open areas. if the player is on the same map as location then script works normally if the player is on a map with only 1 exit and its not the same map as location then the location will be set to the exit if the player is on a map like a town where there's no exits then the script will look for a specific door tag to use that as the location script call will be like 3,4,6,"tag" (mapid, x, y, specific tag) calling this again should overwrite the old call (so if i was going to the market then changing it to the blacksmith will then lead me to the black smith) so scenarios: you are in a house and you get a quest to go to the market the script will set final destination to (*market map*, 33, 20) (map, x, y) user will assign which specific tag is used for the current final destination the script will then scan for a tag on the events if it reads exit tag (which it will since we're in a house) then it will set temporary destination to the location of the exit tag. the player then follows the compass the the exit the next map is the town where there should be no exit tags, the the script will then scan for the specific tag that matches the one the user assigned for final destination and set temporary destination to the location of the exit tag finally the player walking in the door of the market now the script sees its now on the same map the final destination and then works normal. So basically how the compass works in skyrim where if you're inside but the quest is in a different map it will show that. there can also be indication changes to let the player know if they are on a different map. I would love to thank you for read though to this far and really apricate the facts you are interested in helping. The Script In Question:
  3. ♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
  4. Is there a way to check the current actor displayed in the equip menu?
  5. I'm using Yanfly's equip engine. Is there a way to remove equipment from the custom slots above the default 4 through an event? Perhaps through a simple script? I'd appreciate any help, thanks.
  6. Salutations! I've begun using Yanfly's Ace Status Menu script to add more visibility to in-game parameters. https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-status-menu/ I've added functionality to display elemental and state resistances. For elements, I was able to use @actor.element_rate(n), and, with a little math, displayed them as positive integers. For states, I tried @actor.state_rate(n) but it returned their chance to inflict states on attack, rather than their resistances. Question then, what variable stores state resistances? I'm assuming there would be two per state, since items allow both a state rate and a state resist; and if I'm correct, would the latter also be stored as a boolean? I'm also trying to figure out how to add an icon from the icon file before the name of each element and state, if anyone can help with that too. EDIT: ADDED The state thing is what I'm most concerned with, but as far as adding icons, in keeping format with the rest of the script, the strings placed into the slots above are set up like: ELEMENTS_COLUMN1 =[ [:firZ, "Fire Resistance"], [:iceZ, "Ice Resistance"], [:thuZ, "Thunder Resistance"], [:watZ, "Water Resistance"], [:earZ, "Earth Resistance"], [:winZ, "Wind Resistance"], [:ligZ, "Light Resistance"], [:shaZ, "Shadow Resistance"], ] # Do not remove this. And the part that displays this and the value is like: when :firZ value = sprintf(fmt, @actor.element_rate(3) * -100 + 100) I'm not sure if I simply can't add an icon before the string, or if I am just doing the syntax incorrectly. The entire section (and what I'm trying to do with states) is set up like the parameters section in the base script, with some tweaks to column number, and display width. I aped the setup of the menu options by duplicating what was in the base script as well.
  7. Slowcelot

    Windows Resize problem

    Hello , I am developping a game on RPG Maker vx Ace for quite a moment by now. Today when I was fixing Event issues and testing my game , a big problem with my window resize scripts occured. When I lunch my game , this is what I get. Instead of resizing the game AND the window , it just resizes the window so 3/4 of the screen is black. I am using the Fullscreen++ v2.2 for VX and VXace by Zeus81 & Yanfly Engine Ace - Ace Core Engine v1.09 Both scripts that resize the window , and there was no issue before today , I don't uderstand where is the issue because I didn't even touch the script section , It just randomly occured while testing my game. Does anybody knows where the issue could be ?
  8. minth

    Help me with my script.

    Good evening, that's my first time writing a script, then i don't know advanced scripts. That is my script: class Window_TitleCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List --> ADD #-------------------------------------------------------------------------- alias new_make_command_list make_command_list def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Start Processing --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:credits, method(:command_credits)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # * Create Background --> creation #-------------------------------------------------------------------------- def create_story_contents super @background_text = Sprite.new end #------------------------------------------------------------------- # * [Credits] Command #-------------------------------------------------------------------------- def command_credits close_command_window SceneManager.call(Scene_Credits) end end class Scene_Credits < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing --> START* VERY IMPORTANT #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Pre-Termination Processing --> COMMAND CLOSE #-------------------------------------------------------------------------- def pre_terminate super @command_window.close end def make_command_list add_command(Vocab::to_title, :to_title) end #-------------------------------------------------------------------------- # * Create Background --> call #-------------------------------------------------------------------------- def create_background super @background_sprite.bitmap = Cache.picture("video-credits-hero") end #-------------------------------------------------------------------------- # * Create Command Window in the Credits --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) end #-------------------------------------------------------------------------- # * [Go to Title] Command in the Credits #-------------------------------------------------------------------------- def command_to_title @command_window.close fadeout_all SceneManager.goto(Scene_Title) end end class Window_GameEnd < Window_Command #-------------------------------------------------------------------------- # * GO BACK TO THE TITLE --> ADD #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::to_title, :to_title) end end I did a script to add a Credits Option. I made its option in the menu and its destination. When i play the game, it works like that: The script is working smoothly, but i would want a scrolling image and change the window position. Can you guys help me with my script? Thanks for hearing me.
  9. Hello, so I'm making an SMT-styled game and if you've ever played SMT, you know about the press turn battle system and switching in demons during battle. So I have the Press Turn plugin in my game for obviously the press turn battle system and the Command Party plugin by Yanfly in order to emulate switching in demons. However, it seems like I'm unable to access it, as the command only shows up in the Party Command Window and the Press Turn plugin instantly skips that window. Even setting the "SKIP_PARTY_COMMAND" to false in the Yanfly Battle Engine Core doesn't work, as it only appears at the start of the battle and never appears again. So is there a way to make party command accessible by other means or at least a way to not let it ever skip over the party command window?
  10. Hi everyone. I'm using sprites for long grass in my game that obscures the players legs. I'd like the sprites to line up closely on the y axis to give the impression that they're bunched together but can't figure out how to do it right. I tried altering the distances between each 'layer' of grass on the sprite sheet but then the player isn't obscured properly. I was hoping there might be a way to offset the graphics through scripting?
  11. Hi. I'm having an issue where a few maps are not visible in the map list on the left-hand side of the editor (the thing below). The game still loads all of the content within these maps perfectly fine, but they don't exist within the editor (I have compressed the list here for brevity's sake). When I say they don't exist within the editor, I mean that I cannot reference them in anyway, or see them. Events which were placed before this and transferred the player to these maps do not show a map gui when attempting to change the transfer location. Looking through the data files, I can see the hidden maps in question; is there some way that I can make these maps visible within the editor? The only script I'm using is a data file backup script, but this should only duplicate the files, it doesn't modify them in any way (this also means that the backup files do not fix the issue). Thanks very much!
  12. Hello I'm using the Peral ABS for my game, and for some reason when ever i equip weapon or amor using the quick tool, the items are duplicated. I'm hoping someone is willing to help me resolve this issue. Thank you in advance. edit* When using the quick tool every time i equip a wep or arm it stays in the inventory side, so i can keep equipping new versions of that items so for example if i equip a short sword, a new graphic noting that i equipped it will appear on the tool bar, but the original short sword still shows up on the inventory side. so when i selet the short sword again from the inventory side it will let me equip the short sword again and again. Here are the scripts that might be casing this issue. Custom DataManager Perfect Equip Refine System Falcao Pearl ABS Liquid v3
  13. Im Currently Making a Game in RPG Maker VX Ace Thats Set in an Alternate Reality where 9/11 and the JFK Assassination never happened With Zeppelins, Anthro Characters, Mythical Beings, Magic, UFOs and Space Stations Exist and Want Something like a Script that Can Show Off The Scale and Size of the Zeppelins and Space Stations Similar to How the Super FX Chip Works in Yoshis Island or How the 3D Acceleration Works in DS Games like Pokemon Black and White i want a script to show off the scope of things like zeppelins, space shuttles, ufos, space stations, satellites, or simple things like the brooklyn bridge, statue of liberty and the twin towers of the alternate ny skyline heres the current progress on my game im making i dont want anything with too much polygons i just want something simple to use in cutscenes or while the level is loading or to give people motion sickness /j kinda like this scene from sonic heroes https://www.youtube.com/watch?v=zYkyUT0ZTIg=0m12s or this or even this
  14. Hi. How do I make an event run away from the character, but not into the edge of the map? Do I need a script for this? Thank you.
  15. Termskii

    Script Bugs I've been having.

    As I'm very new to RPG Maker VX Ace, I'm not sure what possible error has happened. Looking at the source code, I've found nothing misplaced or wrong. What could possibly be making this happen? Whenever my actor makes one step it brings up the first image. The 2nd was from an earlier bug I got with an event.
  16. 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
  17. 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?
  18. 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?
  19. 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.
  20. Is this possible to set an variable to ID of a skill when actor uses it?
  21. 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
  22. I was wandering, is there a script of plug in that makes certain spells (like Healing) animate on the screen that effects the party?
  23. 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
  24. 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!)
  25. 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.
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