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Found 1,385 results

  1. So, I found that with DoctorTodd's script, if one wanted to have it so that the autosave function didn't work if there were like battle cutscenes going on or if one has a menu tutorial that uses the menu call, or if a cutscene is stretched across several maps, one couldn't really do this unless if one compromised and only used the Autosave.call script command, which would only work with evented battles. So, I decided to make an add-on script that can further bind these features to switches, if one desires, and I've run into a snag I don't know how to troubleshoot. What I am going to do is post both the Autosave script and my add-on here, and I'll also post the error I've been getting. ... DT's Autosave: ... My Add-On: ... Error Code: ... Any assistance I can get with this, much appreciated, merci beaucoup.
  2. So it was working fine until today, and I keep getting this error now. I even copied and pasted the entire script again.
  3. I can't find a script or method that makes it so that when you take a hit, instead of HP just going down by x, it goes down by 1 x amount of times and while its going down, you can still do things and potentially save your party member if you're fast enough like it is in Mother 3. If its possible, I want it to drain from an HP bar instead of the Odometer, be able to change drain speed, NOT show text when you take damage or take mortal damage, and display a special effect when taking mortal damage. These functions are not required, but i would like them. I'll be incredibly grateful if someone can make this or has this.
  4. I couldn't find a working or running script that does this and any solutions that don't require scripts haven't worked. If anybody has a script for this, i need it. The reason i need it is because i just like that sorta thing, and there's a certain character in my game with abysmal stats (45 MHP, 3 ATK, 5 DEF, etc.) but a low target rate and 3 actions.
  5. Bigger sprites: So I have 2 characters that should take up one space as one character. I already use a script that makes XP characters usable in VX Ace (Created by Melosx and translated by ShinGamix) I think if I modified the script a little, I would get the desired results. I know to change the check for $xp but I don't exactly know how to make the sprite set bigger. I am not contacting Melosx because of inactivity since 2017. Not contacting ShinGamix either because he seems to just translate, and inactive since August 2018. Sprite animations: How can I make my sprites use an animation? Something like a dancer dancing, or a UFO bobbing. Can't I just use .gif sprite set?
  6. Spent most of my time in Unity and Gamemaker but wanted something nice and simple so I can focus more on my story lines and actions instead of coding 95% and 5% actually going anywhere... So, I saw that RPG VX was on sale for $12...so, I figured why not... no sense messing with trial restrictions like most other types of software. I started watching a tutorial channel but it seems that literally EVERY SINGLE tutorial is based on RPG VX ACE... I know they are essentially the same but the one thing I seem to be missing that is very important to my game idea are the random encounters (like a FF1 style of play)... I noticed that the "regions" icon is missing from my VX. I ran a search in help for region and do not see any results. I have also not found any info on whether or not this is a feature only in Ace? Again, I am new to RPG Maker and already stopped until I figure out whether or not I have wasted $12.
  7. Simply, the topic. This looks interesting, but there's no info on how to do it.
  8. Vis_Mage

    Don't Show Damage if Damage = 0

    Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
  9. Gravemaster

    Files Corrupted

    While VX Ace was open, some idiot pulled the cable from my computer, and now every single data file has been corrupted. I don't know what to do. I've uploaded the data folder here. There is at least a month of work here that hasn't been backed up, probably 2-3. I'm at my wit's end. Windows 10 for some reason does not keep restoration points at its folders like it's supposed to. Please help. Alternatively, I had uploaded a much more recent version for a friend, but I had checked the "encryption" box, and the data folder isn't visible when I open the downloaded file. If someone can somehow extract them from there, I will only lose a week's worth. https://drive.google.com/open?id=1ZasZQZbnoNLooSPI4PA7PBh4PRJ_oNUZ Corrupted Data folder: Data.rar
  10. Lucas22

    JPS Pathfinding script issue

    Hello everyone, I created this topic about a script that has been around for a while and that can be found here : Here is the problem : this script seems to be the best in its field and available, but it turns out that its programming completely prevents to save in game. I'm surprised that no solution has been provided since then. The author no longer seems active, but I find it a pity that his work can not really benefit anyone in the future, because a rpg without the ability to save is not an acceptable option. I am not a script programmer, and I ask if there is a programmer in the community who would take a look at this script to see if a fix is feasible ? If not, I would like to know more about the possible solution mentioned by Sixth : Concretely, how to clear these variables in a script ? For example, we could do a common event with a script call (which clears the variables, then saves and finally returns the variables in their original form) ? Thanks to those who bothered to read me.
  11. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.
  12. (I'm new and I'm not sure where everything goes and it looks like a couple other posts here are about help with scripts so I apologize if this is posted in the wrong section) I added Calestian's Multiple Currency script to my game and when I tested it everything worked fine But then I added some more scripts and the currencies option no longer appears in the menu I am using several Yanfly scripts including the Ace Menu Engine as well as the Class System (it adds a class option to the menu so I'm wondering if maybe that interfered with the currency menu option) I would appreciate it if someone could help me get the currency option to appear in the menu again Edit: Someone gave an answer elsewhere but I'm unable to see if it works as my computer doesn't want to load right now. I'm marking this as solved for now but may change it again if the suggestion doesn't work Edit 2: The answer that the person gave me worked so I no longer need this topic solved
  13. AeghtyAteKees

    Simple Message Feature

    Hello! I'm using MA's Advanced Text System (extensively!) in my project. It's just missing one feature. Displaying pictures in the message window. I need to add this option. Yanfly even has a very similar script that HAS this feature, and it looks to me like it should be as simple as copying the code and adding it to MA's. Maybe I wasn't adding it in the right spot? At line 556 in MA's script is the section for processing escape characters. Yanfly has a very similar section in his script at line 436. I'm unsure why it doesn't work to copy when 'PIC' text.sub!(/\[(.*?)\]/, "") bmp = Cache.picture($1.to_s) rect = Rect.new(0, 0, bmp.width, bmp.height) contents.blt(pos[:x], pos[:y], bmp, rect) and add it to MA's script. There's clearly something I don't understand. I'm not a coder. Thank you guys for the help, as always.
  14. This is not a video game! This is Sprite Anime with voice actors! Check it out! Also be sure to like, share, and most importantly subscribe!! I will post new episodes on here! Be sure to check it out!!! - KOC - 316
  15. Hi guys, I'm using Yami's Pop Messages script on RPG Maker VX Ace to have background chatter in my game, so when the main character walks nearby a conversation starts between two or more NPCs. I've got other aspects of the idea working fine (such as continual player movement during these conversations) but one thing I cannot figure out is keeping the text window 'stationary' as it were - whenever the camera moves with my character the text box does too - From this || To this Is there a way to stop the text window from moving with my character and keep it above the head of the talking NPC? Hopefully it's something simple but I can't figure it out. Any help would be greatly appreciated. *edit* I figured it out I'd tried it before but couldn't get it working, but for anyone who may stumble upon this while having the same problem you need to download the Chatter Messages Addon alongside the original Pop Messages script, and make sure to start a new game when testing otherwise it'll throw an error message at you. You'll also need Yami's Basic Module which is a core script, that part isn't mentioned in the instructions which is partially why I couldn't work it out.
  16. Triacular

    Virtual tile size?

    I am attempting to make a battle system similar to Deltarune's battles. I asked what things to change in the code to remove the walking grid. I was told that I should reduce the size of the virtual tile size. I'm wondering where the code for the virtual tile size is. I know that Game Maker is a thing, but I can't afford it.
  17. MultiMouths

    Variable display on Menu screen

    Well hello... I'll be brief, I have been looking for a script to vx ace, but I had no luck, what I'm looking for is: - A bar, or anything that displays a variable in the main menu screen below the command window - That could display more than one variable, but only one per time (switchable, with switches, like "Show variable 1 switch 1" and "Show variable 2 switch 2"), like when changing groups or something, showing that group or party collective stats (e.g: Fear, regret or anything related to it), so it could affect the outcome of certain events or reactions - Can be a bar or anything else, maybe even a number display, I'm not picky about it, I just would want an information display in the menu to variables in the main menu And yes, I have been looking up and down for it, I'm not a scripter, but I had dealt with it trying to figure it out if anyone could help me I would be extremely thankful Anyway, from brief this had nothing, anyway, sorry for bother, I would appreciate any help, thank you very much
  18. If I lay down certain tiles it'll have this brown ground box around it so it blends into the ground. Other ones have the light blue around it to blend into the water. I want to be able to control what terrain surrounds each tile, cause I have these ice tiles I made but every time they go into the game they get those brown boxes around them that make them look like ground and not floating ice. Help would be appreciated.
  19. I am currently making a game and using the rgslll something somthing mod and the hacked .dll. What will happen if i publish it. What would i have to do?
  20. Hello there! I'm using Yami'sBattle Engine Symphony and Vlue's Paper Dolls. Paper Dolls is a visual equipment script. It overlays equipment sprites on top of the sprites of the party members I noticed that it doesn't work when the character enters the battle scene. It seems Paperl Dolls is only taking into account the on-map display of the sprite, or maybe Symphony is not allowing it to display the overlays in the battle scene. So I'm sure either of those two scripts needs patching or modification. Could anyone please help me make it show up? Or tell me if it cannot be done or if it's not simple to do. There's another visual equip script that does work in battle, but complicates other aspects of the game I'm making so I'd rather not use it if I can help it. Thank you in advance!
  21. Heyo! I'm currently working on a game that is based around duels and training. It's rare for any enemies you fight to actually die, so I'm looking for a way to change the "__ has been slain" message to "__ has been defeated" after you ko an enemy in battle.
  22. So iv'e come across a problem. My battle log gets stuck sometimes when enemies are defeated. I demonstrated this problem here: If i could get some advice on how to fix this i'd really appreciate it!
  23. Kargan3033

    Permanent Death Mod?

    I was wondering if there is a permanent death mod for the secondary active party members as well as the main character? Meaning if an active secondary party member died in battle the player can not simply reload a save slot before the death of the active secondary party member and the dead secondary party member will be alive. In the case of the main character if the main character dies then the game is over and you have to restart the game from the beginning and you can simply reload a saved game from before the mian character's death and continue on from there. Also would the perma death mod be optional like the hardcore mode in some games so it can be activated from the game's option menu?
  24. Mods please delete this post, made it in the wrong section.
  25. Hello guys, when I set the "show hud" in the script to false. The hotkeys are not working anymore. I want to make my game look simple by removing the HUD but it just wont work.
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