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Found 1,478 results

  1. I eventually found one (on this site, actually) but after inserting it under materials and placing the notetag, it didn't work. I proceeded to scrap the idea and just test out damage on some skills. I then started to get an error about the script I had just deleted! I'm very new to vx ace and rpg maker in general, so i'm kind of freaking out with this error. I've tried using different actors, giving them different skills; even inserting the script again and I still get an error. Can anyone help me with my problem? (here's the script in case anyone was wondering)
  2. Trying to use VE Passive States to apply states based on if an actor's equipment currently has X armor type (light armor, hat, etc.). I feel like I'm close to getting it to work (no longer getting game crashes), but the effect isn't doing anything. Would anyone be able to tell me the proper syntax to check using this script? VE - Passive States <passive state: 77> actor.equips.include?($data_armors[304...324]) ? true : false; </passive state> Currently, this isn't causing a crash, but it isn't working (and this one is meant to directly check an actor's equipment, rather than it's type, which would be better). Anyone know where I'm going wrong here?
  3. Would anyone be able to assist me in modding Yanfly's Party System to make it so when a characer is taken out of the party via the "Remove" command, their equipment is also removed? #-------------------------------------------------------------------------- # * Remove All Equipment #-------------------------------------------------------------------------- def clear_equipments equip_slots.size.times do |i| change_equip(i, nil) if equip_change_ok?(i) end end This is from Game_Actor, which does exactly what I need, I'm just having some trouble getting it to run this when a party member is removed in Yanfly's Party System. I'm not getting crashes, but I don't seem to be able to get it to actually clear out the equipment. #-------------------------------------------------------------------------- # alias method: remove_actor #-------------------------------------------------------------------------- alias game_party_remove_actor_ps remove_actor def remove_actor(actor_id) game_party_remove_actor_ps(actor_id) return unless @battle_members_array.include?(actor_id) index = @battle_members_array.index(actor_id) @battle_members_array[index] = 0 $game_player.refresh $game_map.need_refresh = true rearrange_actors end Here is the aliased method from Yanfly's Party System which handles removing an actor, which is in Game_Party.
  4. I want to make a skill that makes enemies who attack an actor get debuffs Ex: Fire Shield I cast the Skill to Actor A > All enemies who attack Actor A will get Burn Debuff I tried to add an effect on Skill Effect Database, but instead the target cast in the ability is affected How to give a debuff when enemies attack an actor, without give a debuff to the actor?
  5. roguewildchild

    Skill Set Effect Error Line 37

    During the Tutorial we are given a script to copy: #=============================================================================== # Skill Self Effects # By Jet10985 (Jet) # Requested by Touchfuzzy #=============================================================================== # This script will allow you to specify a skill's effects tot arget the user # instead of the target, on skills that don't already effect the user. # This script has: 0 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Game_Battler: item_effect_apply #=============================================================================== =begin To specify the effects, use this notetag in the skill's notebox: <self effect: 1> or <self effect: 1, 2, 3> to specify more than 1 effect -------------------------------------------------------------------------------- Use of this script could be as the following. You make a "Berserk Strike" skill, which does 200% damage to an enemy. You make the 2nd effect "Defense Down 50%" and want it applied to the user. You'd use this notetag: <self effect: 2> =end class RPG::Skill def self_effects if @self_effects.nil? @self_effects = [] self.note.each_line {|a| scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i) scan[0][0].scan(/\d+/).each {|b| @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1 } } end @self_effects end end class Game_Battler alias jet3745_item_effect_apply item_effect_apply def item_effect_apply(user, item, effect, reffed = false) if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed user.item_effect_apply(user, item, effect, true) return end jet3745_item_effect_apply(user, item, effect) end end .... What do I change so my basic attack won't read this script and get an error?
  6. WCouillard

    Kread-EX Vampiric Damage Mod?

    OK, so, kinda stuck on another mod... I have a script by Kread-EX that let's you assign a notetag to a state, and users with that state will absorb a certain amount of HP as designated by the notetag. What I want to do is also allow this notetag to apply to certain skills, rather than just states. I've successfully modified it to also be able to drain a portion on MP, but getting it to work with skills... not so much. Here is the original script... # :=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Put <vampire: x%> in the state's notebox. #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vamp = user.states.select {|state| state.vampire != nil} if vamp && !vamp.empty? @result.hp_drain = (@result.hp_damage * vamp.first.vampire.fdiv(100)).round end end end And here is the modified one that also allows MP draining (for States). If anyone could help me to get this to work for specific skills as well as states, I'd love you forever. NOTE: I also added a way to eliminate certain skill IDs from utilizing the vampiric state. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ▼ Vampire State # Author: Kread-EX # # For Nessy. # # Some additional functionality added by WCouillard #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Instructions # # Put <vampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as HP. # # Put <mpvampire: x%> in a state's notebox to allow the actor to absorb x% of # the damage dealt as MP. #=========================================================================== # ■ Module VAMP #=========================================================================== module VAMP #-------------------------------------------------------------------------- # ● List Skill ID's that ignore vampiric effects, even with state applied #-------------------------------------------------------------------------- # ● NOTE: Important to include all HEALING abilities here #-------------------------------------------------------------------------- IGNORE_SKILLS = [89, 90, 91, 286, 288, 290, 291] end #=========================================================================== # ■ RPG::Skill #=========================================================================== class RPG::Skill < RPG::UsableItem #-------------------------------------------------------------------------- # ● Determine if vampire skill #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire skill #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::State #=========================================================================== class RPG::State < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire state #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire state #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ RPG::UsableItem #=========================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ● Determine if vampire #-------------------------------------------------------------------------- def vampire @vampire ||= @note.match(/<vampire:\s*(\d+)%>/i) {$1.to_i} @vampire end #-------------------------------------------------------------------------- # ● Determine if mp vampire #-------------------------------------------------------------------------- def mpvampire @mpvampire ||= @note.match(/<mpvampire:\s*(\d+)%>/i) {$1.to_i} @mpvampire end end #=========================================================================== # ■ Game_Battler #=========================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Calculate damage #-------------------------------------------------------------------------- alias_method(:krx_vs_gb_mdv, :make_damage_value) def make_damage_value(user, item) krx_vs_gb_mdv(user, item) vampskill = user.skills.select {|skill| skill.vampire != nil} mpvampskill = user.skills.select {|skill| skill.mpvampire != nil} vampstate = user.states.select {|state| state.vampire != nil} mpvampstate = user.states.select {|state| state.mpvampire != nil} if item.is_a?(RPG::Skill) for i in 0..VAMP::IGNORE_SKILLS.length if item.id.to_s == VAMP::IGNORE_SKILLS[i].to_s return end end end if vampskill && !vampskill.empty? @result.hp_drain = (@result.hp_damage * vampskill.first.vampire.fdiv(100)).round end if mpvampskill && !mpvampskill.empty? @result.mp_drain = (@result.hp_damage * mpvampskill.first.mpvampire.fdiv(100)).round end if vampstate && !vampstate.empty? @result.hp_drain = (@result.hp_damage * vampstate.first.vampire.fdiv(100)).round end if mpvampstate && !mpvampstate.empty? @result.mp_drain = (@result.hp_damage * mpvampstate.first.mpvampire.fdiv(100)).round end end end So, what happens is that any skill now drains, rather than only those with the notetag. Notetagging is something very new to me, despite using VX Ace for like a decade. I never really messed with it. Any assistance greatly appreciated. :D
  7. Hello Everyone, So I was able to fix my original issue myself by messing around with the X and Y coordinates a bit. However, I still have 1 question and that's because of the resource manager. From everything I have seen online it says that all photos have to have a resolution of 554 X 416 or 640 X 480 with a script. However, In the resource manager it says that a graphic/picture is a file containing the images to display using in-game events and the images can be any size. When add my photo into my game with the correct resolution its still outside of the "frame" as in the sides of the photo almost seem like they are being cut off by boarders. Is there a way to expand the actual game screen so that the game screen is the size of the laptop screen automatically?
  8. OK, so I made a script a long time ago, to only show the members of your battle party in the menu. By default, RPG Maker VX Ace shows every single member of your party in the menu, and simply grays out the ones who are not in the battle party. The issue here is that players can still use those characters' abilities, etc. while they aren't in the party, which is sort of stupid. So, the script I wrote was to limit that, only give the player access to the members of their party who were active in battle, and generally work more like a traditional JRPG. Clearly, an external party swap system was necessary when using this script. YEA Party System is the one I (and I'm sure many others) am using. So here's the bug: when you use the Abilities/Equip/Status command in the menu, and select a party member, then change your party to remove that member, the cursor will still try to select the party member you removed, even if they aren't in the battle party. Confirming on this empty space leads to a game crash. So, pretty serious bug. Here is the script, if anyone can tell me what to add to prevent this issue from occurring (ideally, choosing Abilities/Equip/Status from the main menu would always reset to selecting the first actor in the party), I'd be eternally grateful. Not being able to figure out this issue is actually holding up an imminent release of my project, lol. # ╔══════════════════════════════════════════════════════╤═══════╤════════════╗ # ║ Menu Battle Members Restriction │ v1.01 │ (03/11/15) ║ # ╠══════════════════════════════════════════════════════╧═══════╧════════════╣ # ║ Author : William Couillard ║ # ║ Thanks : Traverse ║ # ║ E-Mail : cooliebk18@yahoo.com ║ # ║ Website : ??? ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ABOUT ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script forces the default menus to only allow the player access to ║ # ║ party members who are in the current battle party. By default, all party ║ # ║ members are accessible, so even party members who aren't in battle can ║ # ║ use their skills or change their equipment. This script is intended to be ║ # ║ used alongside a Party Change script, such as Yanfly's Party System. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ TERMS OF USE ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Do not edit the script's header or comments. ║ # ║ ► Free to use in commercial projects as long as proper credit is given to ║ # ║ ALL the names in the above header. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ FEATURES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► Restricts default menus to only allow access to party members who are ║ # ║ in the active battle party. Custom menus for other scenes are not ║ # ║ affected. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ KNOWN ISSUES ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ ► None. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ CHANGE LOG ║ # ╠═════════════════════════════════════════════════════════════════╤═════════╣ # ║ ■ March 11, 2015 : Bugfixes. │ (v1.01) ║ # ╟─────────────────────────────────────────────────────────────────┼─────────╢ # ║ ■ December 04, 2014 : Initial release. │ (v1.00) ║ # ╠═════════════════════════════════════════════════════════════════╧═════════╣ # ║ OVERWRITTEN METHODS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ This script overwrites a few methods in various default scripts. ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Game_Party < Game_Unit ║ # ║ ► def menu_actor_next ║ # ║ ► def menu_actor_prev ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ ■ class Window_MenuStatus < Window_Selectable ║ # ║ ► def item_max ║ # ║ ► def draw_item ║ # ║ ► def process_ok ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ INSTRUCTIONS ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ Simply paste this script anywhere BELOW Window_MenuStatus. If you are ║ # ║ using this script alongside Yanfly's Party System, place this script ║ # ║ below it. ║ # ╠═══════════════════════════════════════════════════════════════════════════╣ # ║ IMPORT SETTING ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ $imported = {} if $imported.nil? # Do not edit $imported["WC-BattleMemberRestriction_1.01"] = true # Do not edit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Game_Party ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This class handles parties. Information such as gold and items is ║ # ║ included. Instances of this class are referenced by $game_party. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Game_Party < Game_Unit # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT NEXT ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_next index = battle_members.index(menu_actor) || -1 index = (index + 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ SELECT PREVIOUS ACTOR ON MENU SCREEN ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def menu_actor_prev index = battle_members.index(menu_actor) || 1 index = (index + battle_members.size - 1) % battle_members.size self.menu_actor = battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Game_Party ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** Window_MenuStatus ║ # ╟───────────────────────────────────────────────────────────────────────────╢ # ║ This window displays party member status on the menu screen. ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ class Window_MenuStatus < Window_Selectable # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ GET NUMBER OF ITEMS ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def item_max $game_party.battle_members.size end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ DRAW ITEM ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def draw_item(index) actor = $game_party.battle_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) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ PROCESSING WHEN OK BUTTON IS PRESSED ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ def process_ok super $game_party.menu_actor = $game_party.battle_members[index] end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ ** End of Window_MenuStatus ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ end # ╔═══════════════════════════════════════════════════════════════════════════╗ # ║ END OF SCRIPT ║ # ╚═══════════════════════════════════════════════════════════════════════════╝ Thanks for taking the time!
  9. Chaos Krux

    Thunder Spirit Battler

    Hi, might I ask for the assistance of the general populous once more? RPG Maker VX Ace has Battlers for a Fire, Ice, Water, Earth, and Wind Spirit type Enemy by default, and I can also use other battlers in the base resources for Light and Dark. The problem is Thunder. In my project, summons can be fought and subsequently obtained throughout the game that are linked to certain elements, and Thunder is the only one I don't have a battler for. If anyone has any idea of where I can find something that might work as a Thunder Spirit Battler, I'd appreciate the help. It would also be nice if the battler matched the style of the ones from VX Ace, so it doesn't look out of place. Thanks! Edit: I realise Programming probably isn't the best place to post this, but I didn't realise it was under Programming until after I posted it, and I'm not sure if there's a way to move it... Sorry!
  10. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  11. I'm working on a project in VX Ace, using Yanfly's Menu Cursor script. When trying to back out of the Game End window and return to the menu, I receive this error: The scripts I have installed are: Yanfly Core Engine Yanfly Save System Yanfly Menu Cursor Modern Algebra Quest Journal I tried removing the quest script and that didn't change anything, so I'm sure that's not the problem. I also tried moving the cursor script around, to the bottom or between the core engine and save system, but those didn't change anything either. I'm not sure what the issue is, as I don't have much programming knowledge. Can anybody help? I saw that somebody has asked about this before but they didn't receive a working solution and the thread is closed.
  12. Hi! I don't see an official request board here any longer, where there used to be, so I hope I'm posting this in the appropriate area. If not, I apologize! So, I'd like to make an official request for an add-on to Yanfly's Equip Engine for Ace. I have some items with, let's say, LOTS of effects on them. So many, that it becomes impossible to include all of them on two lines of text in the Ace editor. I'd love to see an add-on where players can press a key (let's say the A key on the keyboard) while their cursor is on an item in the equip menu (either an item already equipped, or while selecting an item to equip) that would bring up a window with all of the item's effects listed (although not generic things like "MCR * 140", I'd actually want to be able to write a notetag that would return the exact texts I've input). Text coloring and icons should also be able to be included. The help window at the top should still retain whatever text was put into the editor. So let's say I'm going to equip an item, and I see it is increasing tons of different stats. The item's help text in the editor would say something like, "Press the A key to see special effects" and after doing so, a window would show, with all of the different lines I've input to explain the item's effects. Eight possible lines ought to be enough. If anyone knows of a script that already does this, please let me know. Otherwise, I thank you for reading, and hope someone takes on this request. :D Be well!
  13. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  14. Hey guys, 2nd post, having another issue, seems to be a problem with the engine. Any support will help. The Problem: The playtest, (or running the game) crashes when unloading pictures. I am doing a data collection screen, with 17 buttons that record names with name input. After each field is completed, I replace the button with a picture of the button in a different color. All 17 images display just fine, however the crash occurs when trying to erase said pictures. I have cut it down to just 7 pictures being cleared and it works just fine, so I have determined that clearing the pictures is what is causing the problem. The Fixes I Have Tried: I have turned the pictures transparent, and cleared them slowly over several events. Causes Crashes I have the images switch to smaller transparent images, and clear them later. Causes Crashes I have substituted the files, to make sure none of the images are causing the problem, Still Crashes. The only work around that works at this point is just making the images transparent and leaving them alone, but I am concerned it may cause issues later on in the game if I dont clear the images. Sorry for the long post. To recreate the issue, one could just display 17 pictures one by one, and then clear them one by one, or all at once. Also I am not sure if it helps at all, but the crash is not immediate. The game functions for a few seconds, freezes and crashes. No error messages. Sorry for the long post, any help would be great! Thanks guys!
  15. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  16. If anyone has mastered how to use Caspergaming's Currency System, can I ask your input? script is For instance, this script call "discover_currency(currency[, boolean])" What part should I overwrite to make it so that the currency will be enabled? (Yes, it was set to true in the config part but 2nd currency won't show in the menu) I tried to write the following and always got a syntax error ( Out of frustration, I deleted the test game project which I pasted it so I will try to replicate the error and SS it later) discover_currency(:s[, boolean]) #":s" is the symbol for the second currency btw discover_:s(currency[,boolean]) discover_currency(s[,boolean]) Those scriptcalls don't work and crashes the game. Hurrah. Note, I pasted the script on a new project without other scripts* Long question short "How to type in the script call to reference the currencies correctly?" Love, Frustration, and Thanks, Pandadodod
  17. it keeps saying unidentified method for actor
  18. Hi there, hopefully this is the right place to make a topic like this. I'm working on a game that includes a thief-like ability to steal stats and stuff from enemies, rather than items. This ranges from stealing new abilities (like Blue Magic), to permanent health/strength/etc bonuses. However, I've been trying to figure out some way to also also gain permanent resistances through this method too. Eg, a fire elemental may give you a permanent +1% defense against fire, or a slime might give you +1% resistance to poison. Other than instead being able to steal equipment that does these things, I can't think of any way to do it. Any ideas (even a script recommendation that could do this) would be greatly appreciated. Thank ya!
  19. Recently I started using Victor Light Effects Script. I found one issue with it: when there is a light on player and he transfers to the other map the light is gone. Is there a way to fix this? I tried putting the light comment in item comment box (because light only shows when player uses item e.g flashlight) but it didn't help. Any ideas?
  20. So I've got a puzzle in my game wherein you place four cards in four picture frames (plus a fifth frame in the room over), and if you press a button in the next room and all the right cards are in the right picture frames, the door opens. Else, you die. Problem is, I'm doing...SOMETHING wrong, obviously, between my events and my common events and the scripts I've got. When facing a picture frame, you should be able to select any card from your items to place it within, but for some of the cards you can't, while with one of the cards you can. In addition, when you slip a card into a frame and then examine a frame you're supposed to receive a prompt asking if you want to remove the card again, and sometimes, uh, you don't get that prompt. In fact, you get the "this frame is empty" message instead. An exact rundown of my problems: Frame 1: Can't place any card except the Ace of Clubs Frame 2: Can't place any card except the Ace of Clubs Frame 3: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 4: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 5 (in next room): Frame 2: Can't place any card except the Ace of Clubs I don't know what I'm doing wrong, and I *definitely* don't know why it's the Clubs only that sometimes works. Any help would be appreciated. My game so far can be found at the following link, though I can't remember if in the save I've had the player character take the Ace of Hearts off of Frame 5 yet (that part works fine, at least). https://www.mediafire.com/file/qpt52dg6yjnj48t/French_Castle.zip/file
  21. I actually have two issues going on here. Firstly is that Calestian's Currency Script (needed) removes the gold window from the main menu, which makes it so that the window width of the gold window that Theoallen's Limited Inventory script (also needed) tries to reference is no longer there. What I've tried to do to no avail is replace that, but even though I know that the necessary width is 160, I can't get Ruby to interpret this properly, though I've tried in every single possible way I can think of. I've tried adding a new class, defining a new method, nothing. Aside from that issue, there's also the issue of the following with TheoAllen's script that also won't interpret an otherwise valid formula for actor notetag. In said notetag, I have the following: <inv formula> 6+((atk+agi)*0.5)+(1*(level-1)) </inv formula> Which somehow throws this odd error "Can't convert to Float" or "...Fixnum" if I change *0.5 to /2 which neither error makes sense; I've closed all soft brackets properly and made sure that the result is at least 6, so the end result is not nil in any way.
  22. Shock256

    vx ace zelda traps

    If anyone has ever played the original Legend of zelda there are sliding traps that, when the player steps in front of them, move swiftly toward them. If they hit them they do damage and if the player moves they do not. In either case they move slowly back to their corners and prepare to strike again. I need to get these in my game for my concept to work but have no idea how to make them. I saw a brief post about them but there was no guide to how to do them. Any help is appreciated!
  23. I'm working on programming a puzzle to use in this game I'm making, and while I think I know how to do the programming, what I have in mind seems somewhat complicated to the extent that I don't know if I actually know or if there's some much simpler way I'm missing entirely. The puzzle is this: The player character has four key items: Item A, Item B, Item C, and Item D. There are four receptacles in a room, Frame W, Frame X, Frame Y, and Frame Z. By facing Frame W and selecting Item A from the menu, the player is given the choice to place Item A in Frame W (I believe this particular part of the programming can be accomplished through common events, but I can't be sure if it's the best way to do it). If the player inspects Frame W with Item A in it, they are given the choice to remove Item A from Frame W, which will, of course, also return Item A to the player character's key items. Of course, this should work with any of the Items and any of the Frames. Nearby is a button. If the button is activated when the correct Items are in the correct Frames, a door will open. Otherwise, the player character will be damaged (frankly, this is the part I expect to be the easiest to program. I'm guessing I can just have a specific variable be set when an Item goes into a Frame, and the result of the button being pressed will depend on whether the combination of variables as they are currently set are the right ones, but again, I don't know if it's the best way to do it). Any tips or tricks? Thanks.
  24. so im using luna engine for vxa and im not quite sure how to get the horizontal menu option for the command window to work, i want all the commands at the top horizontally.. ive tried everything in the main menu config but i would really appreciate some help heres an example of what im talking about... all the commands are at the top and stuff! :0c
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