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Found 1,461 results

  1. 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!
  2. 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!
  3. 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
  4. it keeps saying unidentified method for actor
  5. 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!
  6. 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?
  7. 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
  8. 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.
  9. 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!
  10. 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.
  11. 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
  12. No matter what I do, RPG Maker cuts this image off and I have no clue what size the canvas should be.
  13. So I have this event that's supposed to chase me through different rooms, but every time I leave the piano room, the monster just appears in the corner of the hallway map and gets stuck.
  14. Hello! I am new to the forum, so I apologize if my post is out of place. I have been working with VX Ace for a while but still consider myself a novice. I am working on a project that will utilize name input quite a bit. I want to change a few things. I want the name input window to pop and and be located at the bottom left of the screen. Also when the window pops up, it blurs the background but I want the player to be able to read the text on my parallax, so I need to remove this effect. Finally If there is a way to remove the lines under the letters, that would be awesome. I am currently using a keyboard input script, that allows us to use the keyboard to enter text. (It also hides the keyboard portion of the window) I appreciate all your help! Thanks for taking the time to read my post!
  15. I'm new to RPG Maker VX Ace, but I'm making an FMA version of an Oni game and I have a question. I'm having trouble with figuring out how to get the event(the Oni) to chase the player throughout different maps (which needs to happen right after I leave the piano room). I've looked on several articles and youtube videos all of them bring up variables, but I don't understand how variables work at all or their purpose(because like I said, I'm completely new to this program). Can somebody explain in the simplest terms possible step by step how to get an event to chase you for a specific amount of time into different maps, specifically after you leave a certain map? More importantly, is it 100% necessary to use variables to successfully have event chase the player into different maps? I followed this tutorial, and Um... It's chasing me but it's not coming from the same spot the player enters the room at. And I don't know what I'm doing wrong.
  16. Hey! I have a big problem with this script; (sorry bad english :c ) [USING THE PEARL ABS LIQUID DEMO] When I'm "fighting" with two partners (pearl ABS liquid V3) and both die, this error appears. It only happens if there is more than one partner. Pearl ABS Liquid V3 post: ERROR IMAGE: another image of the error (LINE 463) if i == battler.id swap_dead_follower $game_player.reserved_swap.delete(i) end} thanks!!!
  17. OK first let me say that "animated enemies" is not what I am asking. Even tho 100% of searching gave me that.. I want to know how to have my customly made enemy, who has a still battle, to use the animation numbered 21, titled "Blow Ice" from the editor? From what I can see, those are player only attacks?
  18. Chucksaint

    LVL decimals

    Hi there! How can I put for instance LV 1 to LV 01? also how to change the color if the first case is 0 ? thanks in advance
  19. OK, so in one of my projects, I have two on-screen encounters, but I want them to act like this (below), how would I achieve this? The first one moves much like a Dr. Who Weeping Angel, where it can move, but only if you don't make eye contact. It cannot move when eye contact with the player is made. And the second is kind of the opposite, where it basically wonders at random, but the moment the player makes eye contact, it will basically charge at the player.
  20. Hello there, again sorry to be asking this, been stuck for awhile... I find Moghunter's Kekkai script really awesome. What it does is that it kind of changes battle background while at the same time implements a lot of cool effects like Reverse Damage, HP always = 1, etc that does not wear off after turns like status effects. I'm finding it a bit difficult to customize however. The script comes with 12 effects but they are all negative for the player. I wanted to 1) make copies of all those effects but make them damaging to the enemy rather than the player, 2) add more effects that Moghunter didn't include like "lower Fire Elemental damage while Kekkai in effect" etc. I'm having some trouble just adding effects however as the script would not pick up on any effects I added other than the given 12. Would someone know how to try to even add in a customized effect based on Moghunter's Kekkai script? (I thought about just finding another animated battle back script that adds in status, but I'm not sure if it'll turn out as cool as Moghuner's...plus I do want there to be only one 'Kekkai' in effect so it's not exactly the same as status). Thank you for reading! Here's the code and the demo. #============================================================================== # +++ MOG - Kekkai (Bounded Field) (v1.4) +++ #============================================================================== # By Moghunter # https://atelierrgss.wordpress.com/ #============================================================================== # Permite o inimigo invocar uma barreira mágica (Kekkai / Bounded Field) # onde serão adicionadas regras no campo de batalha. O sistema inclúi # efeitos animados simulando o Kekkai ativado. #============================================================================== #============================================================================== # ● UTILIZAÇÃO #============================================================================== # Modo 1 (Event) # Use o comando abaixo através do comando chamar script. # # kekkai(ID) # # ID do Kekkai # #============================================================================== # Modo 2 (Skill) # Coloque o comentário abaixo na caixa de notas de habilidades . # # <Kekkai = ID> # #============================================================================== # Para cancelar o Kekkai use o comando abaixo. # # kekkai_clear # #============================================================================== #============================================================================== # ● As imagens devem ser gravadas na pasta Graphics/Pictures/ #============================================================================== module MOG_KEKKAI BOUNDED_FIELD = [] # ☢CAUTION!!☢ Don't Touch.^_^ #BOUNDED_FIELD[A] = [B,C,D] # A = FIELD ID. # B = Description (Kekkai Title). # # C = Effect Type. # 0 - Enemy Power UP # 1 - Enemy Defense UP # 2 - Enemy Invulnerable. # 3 - Party Damage Reverse. # 4 - Party always 1 HP or 0 HP. # 5 - Party always 0 MP. # 6 - Party Power Down. # 7 - Party Defense Down. # 8 - Seal Skill & Guard Command. # 9 - Seal All Commands. (Except Guard Command) # 10 - Slip HP Damage. # 11 - Slip MP Damage. # # D = Background File Name. # E = Background Animation Type. # 0 - Scrolling # 1 - Wave # F = Scroll Speed X / Wave Power. (0 - 10) # G = Scroll Speed Y / Wave Speed. (0 - 10) # H = Opacity. (0,255) # I = Blend Type. (0- Normal / 1 - Add / 2 - Substract) BOUNDED_FIELD[1] = ["Curse of Dreams and Reality.", #Kekkai Name 3, # Effect Type "Background_1", # Picture file Name 1, # Animation Type 4, # Scroll Speed X 4, # Scroll Speed Y 150, # Opacity 0 # Blend Type ] BOUNDED_FIELD[2] = ["Balance of Motion and Stillness.",5, "Kekkai1", 0,1,1,255,0] BOUNDED_FIELD[3] = ["Mesh of Light and Darkness.",9, "Background_1", 1,4,10,250,2] BOUNDED_FIELD[4] = ["Boundary of Humans and Youkai",2, "Background_5", 1,4,4,155,0] BOUNDED_FIELD[5] = ["Boundary of Life and Death.",4, "Background_8", 0,0,0,255,0] BOUNDED_FIELD[6] = ["Boundary of Life and Death.",4, "Background_8", 1,1,1,255,0] BOUNDED_FIELD[7] = ["Hakurei Dai-Kekkai.", 3, # Effect Type "Reimu_Hakurei", # Picture file Name 1, # Animation Type 4, # Scroll Speed X 4, # Scroll Speed Y 150, # Opacity 1 # Blend Type ] #Definição do poder de ataque do campo. ATTACK_PERC = 100 #Definição do poder de defesa do campo. DEFENSE_PERC = 100 #Porcentagem de dano no efeito Slip. SLIP_DAMAGE_PERC = 20 #Posição do texto (Title). (x,y) TEXT_POSITION = [310,0] #Alinhamento do texto. (0..2) TEXT_ALIGN = 1 #Ativar o efeito de zoom no texto. TEXT_ZOOM_EFFECT = true #Definição da cor da fonte. FONT_COLOR = Color.new(255,255,255) #Apresentar os efeitos em danos. (*É preciso ter o script MOG_Damage_Popup) EFFECT_POPUP = true EFFECT_POPUP_WORD = "Kekkai Effect" EFFECT_POPUP_INVUNERABLE_WORD = "Invulnerable" EFFECT_POPUP_REVERSE_DAMAGE_WORD = "Reverse Effect" end #============================================================================== # ● Histórico (Version History) #============================================================================== # v 1.4 - Compatibilidade com MOG Battle Camera. # v 1.3 - Compatibilidade com o MOG ATB. # v 1.2 - Correção na compatibilidade com o script Advanced Battle Hud. # No efeito Drain. # v 1.1 - Melhoria na codificação. #============================================================================== #============================================================================== # ■ Game Temp #============================================================================== class Game_Temp attr_accessor :kekkai attr_accessor :battle_end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bounded_field_initialize initialize def initialize @kekkai = [false,nil,nil] @battle_end = false mog_bounded_field_initialize end end #============================================================================== # ■ Game Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # ● Bounded Field #-------------------------------------------------------------------------- def kekkai(id = nil) id = nil if id < 1 $game_temp.kekkai = [true,id] end #-------------------------------------------------------------------------- # ● Clear Kekkai #-------------------------------------------------------------------------- def kekkai_clear $game_temp.kekkai = [true,nil] end #-------------------------------------------------------------------------- # ● Clear Bounded Field #-------------------------------------------------------------------------- def clear_bounded_field $game_temp.kekkai = [true,nil] end end #============================================================================== # ■ Bounded Field #============================================================================== class Bounded_Field include MOG_KEKKAI #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil) $game_temp.kekkai = [false,nil] $game_temp.battle_end = false @effect = ["",0,"",0,0,0,0,0] @phase = 0 create_kekkai_text(viewport) end #-------------------------------------------------------------------------- # ● Create Kekkai Layer #-------------------------------------------------------------------------- def create_kekkai_layer if @effect[3] == 0 @kekkai_1 = Plane.new @kekkai_1.bitmap = Cache.picture(@effect[2].to_s) stretch_battleback(@kekkai_1) if $imported[:mog_battle_camera] @kekkai_1.ox = @kekkai_1.bitmap.width / 2 @kekkai_1.oy = @kekkai_1.bitmap.height / 2 else range = (@effect[4] + 1) * 10 ; range = 500 if range > 500 if $imported[:mog_battle_camera] camera_range = [[$game_system.battle_camera_range.abs, 100].min, 0].max rxy = [Graphics.width * camera_range / 100,Graphics.height * camera_range / 100] else rxy = [0,0] end speed = (@effect[5] + 1) * 100 speed = 1000 if speed > 1000 @kekkai_image = Cache.picture(@effect[2].to_s) @kekkai_1 = Sprite.new @kekkai_1.x = -range @kekkai_1.wave_amp = range @kekkai_1.wave_length = Graphics.width @kekkai_1.wave_speed = speed @kekkai_1.bitmap = Bitmap.new(Graphics.width + rxy[0] + (range * 2),Graphics.height + rxy[1]) @kekkai_1.bitmap.stretch_blt(@kekkai_1.bitmap.rect, @kekkai_image, @kekkai_image.rect) center_sprite(@kekkai_1) end end #-------------------------------------------------------------------------- # ● Stretch Battleback #-------------------------------------------------------------------------- def stretch_battleback(sprite) return if !$game_system.battle_camera return if !MOG_BATTLE_CAMERA::BATTLEBACK_STRETCH return if sprite == nil camera_range = [[$game_system.battle_camera_range.abs, 100].min, 0].max old_bitmap = sprite.bitmap ; perc_s = 105 + camera_range perc_w = Graphics.width * perc_s / 100 perc_h = Graphics.height * perc_s / 100 sprite.bitmap = Bitmap.new(perc_w,perc_h) sprite.bitmap.stretch_blt(sprite.bitmap.rect, old_bitmap, old_bitmap.rect) end #-------------------------------------------------------------------------- # ● Center Sprite #-------------------------------------------------------------------------- def center_sprite(sprite) sprite.ox = sprite.bitmap.width / 2 sprite.oy = sprite.bitmap.height / 2 sprite.x = Graphics.width / 2 sprite.y = Graphics.height / 2 end #-------------------------------------------------------------------------- # ● Refresh Kekkai Layer #-------------------------------------------------------------------------- def refresh_kekkai_layer dispose_kekkai_layer create_kekkai_layer @kekkai_1.viewport = @kekkai_text.viewport rescue nil @kekkai_1.z = 9 @kekkai_1.opacity = 0 @kekkai_1.blend_type = @effect[7] @kekkai_1.visible = true end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose dispose_kekkai_layer dispose_kekkai_text $game_temp.kekkai = [false,nil] end #-------------------------------------------------------------------------- # ● Dispose Kekkai Layer #-------------------------------------------------------------------------- def dispose_kekkai_layer return if @kekkai_1 == nil if @kekkai_1.bitmap != nil @kekkai_1.bitmap.dispose @kekkai_1.bitmap = nil end @kekkai_1.dispose @kekkai_1 = nil if @kekkai_image != nil @kekkai_image.dispose @kekkai_image = nil end end #-------------------------------------------------------------------------- # ● Dispose kekkai Text Bitmap #-------------------------------------------------------------------------- def dispose_kekkai_text_bitmap return if @kekkai_text == nil return if @kekkai_text.bitmap == nil @kekkai_text.bitmap.dispose @kekkai_text.bitmap = nil end #-------------------------------------------------------------------------- # ● Dispose Kekkai Text #-------------------------------------------------------------------------- def dispose_kekkai_text return if @kekkai_text == nil dispose_kekkai_text_bitmap @kekkai_text.dispose @kekkai_text = nil end #-------------------------------------------------------------------------- # ● Create Kekkai Text #-------------------------------------------------------------------------- def create_kekkai_text(viewport) @kekkai_text_duration = 0 @kekkai_text = Sprite.new @kekkai_text.viewport = viewport @kekkai_text.z = 160 @kekkai_text.ox = 120 @kekkai_text.oy = 16 @kekkai_text.x = @kekkai_text.ox + TEXT_POSITION[0] @kekkai_text.y = @kekkai_text.oy + TEXT_POSITION[1] @kekkai_text.visible = false refresh_kekkai_text end #-------------------------------------------------------------------------- # ● Refresh Kekkai Text #-------------------------------------------------------------------------- def refresh_kekkai_text dispose_kekkai_text_bitmap @kekkai_text_duration = 0 @kekkai_text.bitmap = Bitmap.new(240,32) text = @effect[0] @kekkai_text.bitmap.font.size = 22 @kekkai_text.bitmap.font.bold = true @kekkai_text.bitmap.font.color = Color.new(0,0,0) @kekkai_text.bitmap.draw_text(0,0,240,32,text.to_s, TEXT_ALIGN) @kekkai_text.bitmap.font.color = FONT_COLOR @kekkai_text.bitmap.draw_text(2,2,240,32,text.to_s, TEXT_ALIGN) @kekkai_text.zoom_x = 1.00 @kekkai_text.zoom_y = 1.00 @kekkai_text.opacity = 0 @kekkai_text.visible = true if $imported[:mog_battle_command_ex] $game_temp.refresh_battle_command = true #if [8,9].include?(@effect[1]) end end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update refresh_kekkai if can_refresh_kekkai? update_kekkai if can_update_kekkai? end #-------------------------------------------------------------------------- # ● Can Refresh Kekkain? #-------------------------------------------------------------------------- def can_refresh_kekkai? return false if !$game_temp.kekkai[0] return true end #-------------------------------------------------------------------------- # ● Can Update Kekkai? #-------------------------------------------------------------------------- def can_update_kekkai? return false if @phase == 0 return true end #-------------------------------------------------------------------------- # ● Refresh Kekkai #-------------------------------------------------------------------------- def refresh_kekkai $game_temp.kekkai[0] = false @effect = BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil if @effect != nil refresh_party_effects refresh_kekkai_layer refresh_kekkai_text @phase = 1 else @phase = 2 end end #-------------------------------------------------------------------------- # ● Refresh Party Effects #-------------------------------------------------------------------------- def refresh_party_effects if @effect[1] == 4 or @effect[1] == 5 index = 0 for i in $game_party.members i.hp = 1 if i.hp != 0 and @effect[1] == 4 i.mp = 0 if @effect[1] == 5 if $mog_rgss3_battle_hud != nil i.battler_face = [3,0,40] end if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP i.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"]) end index += 1 break if index >= $game_party.max_battle_members end end end #-------------------------------------------------------------------------- # ● Update Kekkai #-------------------------------------------------------------------------- def update_kekkai update_kekkai_layer update_kekkai_text if !$game_temp.battle_end if @phase == 1 if @kekkai_1.opacity < @effect[6] @kekkai_1.opacity += 5 @kekkai_1.opacity = @effect[6] if @kekkai_1.opacity > @effect[6] end @kekkai_text.opacity += 5 elsif @phase == 2 update_kekkai_clear end else update_fade_sprite end end #-------------------------------------------------------------------------- # ● Update Kekkai Layer #-------------------------------------------------------------------------- def update_kekkai_layer return if @kekkai_1 == nil return if @effect == nil if @effect[3] == 0 @kekkai_1.ox += @effect[4] @kekkai_1.oy += @effect[5] else @kekkai_1.update end end #-------------------------------------------------------------------------- # ● Update Kekkai Text #-------------------------------------------------------------------------- def update_kekkai_text return if @kekkai_text == nil return if !@kekkai_text.visible return if !TEXT_ZOOM_EFFECT if $imported[:mog_battle_camera] @kekkai_text.ox = -$game_temp.viewport_oxy[0] + 120 @kekkai_text.oy = -$game_temp.viewport_oxy[1] + 16 end @kekkai_text_duration += 1 case @kekkai_text_duration when 1..20 @kekkai_text.zoom_x += 0.005 @kekkai_text.zoom_y += 0.005 when 21..40 @kekkai_text.zoom_x -= 0.005 @kekkai_text.zoom_y -= 0.005 else @kekkai_text.zoom_x = 1.00 @kekkai_text.zoom_y = 1.00 @kekkai_text_duration = 0 end end #-------------------------------------------------------------------------- # ● Update Kekkai Clear #-------------------------------------------------------------------------- def update_kekkai_clear return if @phase == 0 return if @kekkai_1 == nil @kekkai_1.opacity -= 5 @kekkai_text.opacity -= 5 if @kekkai_1.opacity == 0 dispose_kekkai_layer dispose_kekkai_text_bitmap @kekkai_text.visible = false @phase = 0 end end #-------------------------------------------------------------------------- # ● Update Fade Sprite #-------------------------------------------------------------------------- def update_fade_sprite if @kekkai_1 != nil @kekkai_1.opacity -= 5 end if @kekkai_text != nil @kekkai_text.opacity -= 5 end end end #============================================================================== # ■ Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bounded_field_initialize initialize def initialize mog_bounded_field_initialize create_bounded_field end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- alias mog_bounded_field_dispose dispose def dispose dispose_bounded_field mog_bounded_field_dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_bounded_field_update update def update mog_bounded_field_update update_bounded_field end #-------------------------------------------------------------------------- # ● Create Bounded Field #-------------------------------------------------------------------------- def create_bounded_field @bounded_field = Bounded_Field.new(@viewport1) end #-------------------------------------------------------------------------- # ● Dispose Bounded Field #-------------------------------------------------------------------------- def dispose_bounded_field return if @bounded_field == nil @bounded_field.dispose end #-------------------------------------------------------------------------- # ● Update Bounded Field #-------------------------------------------------------------------------- def update_bounded_field return if @bounded_field == nil @bounded_field.update end end #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # ● Bounded Effect #-------------------------------------------------------------------------- def bounded_effect MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil end #-------------------------------------------------------------------------- # ● Execute Damage #-------------------------------------------------------------------------- alias mog_bounded_field_execute_damage execute_damage def execute_damage(user) execute_bounded_field_effects_before(user,bounded_effect) if bounded_effect != nil mog_bounded_field_execute_damage(user) execute_bounded_field_effects_after(user,bounded_effect) if bounded_effect != nil end #-------------------------------------------------------------------------- # ● Item Apply #-------------------------------------------------------------------------- alias mog_bounded_field_item_apply item_apply def item_apply(user, item) return if bounded_nil_effect_enemy?(user) mog_bounded_field_item_apply(user, item) end #-------------------------------------------------------------------------- # ● Bounded Nil Effect Enemy? #-------------------------------------------------------------------------- def bounded_nil_effect_enemy?(user) return false if bounded_effect == nil return false if self.is_a?(Game_Actor) return false if user.is_a?(Game_Enemy) return false if bounded_effect[1] != 2 if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP self.damage.push([MOG_KEKKAI::EFFECT_POPUP_INVUNERABLE_WORD,"Invunerable"]) if bounded_effect[1] == 2 end @result.clear return true end #-------------------------------------------------------------------------- # ● Execute Bounded Field Effects Before #-------------------------------------------------------------------------- def execute_bounded_field_effects_before(user,bounded_effect) case bounded_effect[1] when 0; bounded_power_effect(user) when 1; bounded_defense_effect(user) when 2; bounded_invunerable_effect(user) when 3; bounded_reverse_damage_effect(user) when 4; bounded_nil_drain_hp(user) when 5; bounded_nil_drain_mp(user) when 6; bounded_power_effect_actor(user) when 7; bounded_defense_effect_actor(user) end end #-------------------------------------------------------------------------- # ● Execute Bounded Field Effects After #-------------------------------------------------------------------------- def execute_bounded_field_effects_after(user,bounded_effect) case bounded_effect[1] when 4; bounded_nil_actor_recover_hp(user) when 5; bounded_nil_actor_recover_mp(user) end end #-------------------------------------------------------------------------- # ● Bounded Power Effect #-------------------------------------------------------------------------- def bounded_power_effect(user) return if self.is_a?(Game_Enemy) return if user.is_a?(Game_Actor) dam = @result.hp_damage * MOG_KEKKAI::ATTACK_PERC / 100 dam = 0 if dam < 0 @result.hp_damage += dam end #-------------------------------------------------------------------------- # ● Bounded Power Effect User #-------------------------------------------------------------------------- def bounded_power_effect_actor(user) return if user.is_a?(Game_Enemy) return if @result.hp_damage < 0 dam = @result.hp_damage * MOG_KEKKAI::ATTACK_PERC / 100 dam = 0 if dam < 0 @result.hp_damage -= dam @result.hp_damage = 0 if @result.hp_damage < 0 end #-------------------------------------------------------------------------- # ● Bounded Defense Effect #-------------------------------------------------------------------------- def bounded_defense_effect(user) return if self.is_a?(Game_Actor) return if user.is_a?(Game_Enemy) dam = @result.hp_damage * MOG_KEKKAI::DEFENSE_PERC / 100 dam2 = @result.hp_damage - dam dam2 = 0 if dam2 < 0 @result.hp_damage = dam2 end #-------------------------------------------------------------------------- # ● Bounded Defense Effect Actor #-------------------------------------------------------------------------- def bounded_defense_effect_actor(user) return if self.is_a?(Game_Enemy) dam = @result.hp_damage * MOG_KEKKAI::DEFENSE_PERC / 100 dam2 = @result.hp_damage + dam dam2 = 0 if dam2 < 0 @result.hp_damage = dam2 end #-------------------------------------------------------------------------- # ● Bounded Invunerable Effect #-------------------------------------------------------------------------- def bounded_invunerable_effect(user) return if self.is_a?(Game_Actor) return if user.is_a?(Game_Enemy) @result.hp_damage = 0 end #-------------------------------------------------------------------------- # ● Bounded Reverse Damage Effect #-------------------------------------------------------------------------- def bounded_reverse_damage_effect(user) return if @result.hp_damage == 0 return if user.is_a?(Game_Enemy) if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP self.damage.push([MOG_KEKKAI::EFFECT_POPUP_REVERSE_DAMAGE_WORD,"Reverse Effect"]) end @result.hp_damage = -@result.hp_damage if @result.hp_drain != nil and @result.hp_drain != 0 @result.hp_drain = -@result.hp_drain if $mog_rgss3_battle_hud != nil user.battler_face = [3,0,40] end end end #-------------------------------------------------------------------------- # ● Bounded Nil Drain HP #-------------------------------------------------------------------------- def bounded_nil_drain_hp(user) return if self.is_a?(Game_Actor) @result.hp_drain = 0 end #-------------------------------------------------------------------------- # ● Bounded Nil Actor Recover HP #-------------------------------------------------------------------------- def bounded_nil_actor_recover_hp(user) return if self.is_a?(Game_Enemy) @result.hp_drain = 0 self.hp = 1 if self.hp > 1 end #-------------------------------------------------------------------------- # ● Bounded Nil Drain MP #-------------------------------------------------------------------------- def bounded_nil_drain_mp(user) return if self.is_a?(Game_Actor) @result.mp_drain = 0 end #-------------------------------------------------------------------------- # ● Bounded Nil Actor Recover MP #-------------------------------------------------------------------------- def bounded_nil_actor_recover_mp(user) return if self.is_a?(Game_Enemy) self.mp = 0 end #-------------------------------------------------------------------------- # ● Item Effect Recover HP #-------------------------------------------------------------------------- alias mog_bounded_field_item_effect_recover_hp item_effect_recover_hp def item_effect_recover_hp(user, item, effect) if bounded_effect != nil and bounded_effect[1] == 3 execute_bounded_reverse_item_hp(user, item, effect) return end mog_bounded_field_item_effect_recover_hp(user, item, effect) if bounded_effect != nil and self.is_a?(Game_Actor) execute_bounded_seal_hp end end #-------------------------------------------------------------------------- # ● Execute Bounded Reverse Item HP #-------------------------------------------------------------------------- def execute_bounded_reverse_item_hp(user, item, effect) if $mog_rgss3_damage_pop != nil and MOG_KEKKAI::EFFECT_POPUP self.damage.push(["Reverse Effect","Reverse Effect"]) end value = (mhp * effect.value1 + effect.value2) * rec value *= user.pha if item.is_a?(RPG::Item) value = -value.to_i @result.hp_damage -= value @result.success = true self.hp += value end #-------------------------------------------------------------------------- # ● Execute Bounded seal HP #-------------------------------------------------------------------------- def execute_bounded_seal_hp return if bounded_effect[1] != 4 self.hp = 1 if self.hp > 0 end #-------------------------------------------------------------------------- # ● Item Effect Recover MP #-------------------------------------------------------------------------- alias mog_bounded_field_item_effect_recover_mp item_effect_recover_mp def item_effect_recover_mp(user, item, effect) mog_bounded_field_item_effect_recover_mp(user, item, effect) if bounded_effect != nil and self.is_a?(Game_Actor) execute_bounded_seal_mp end end #-------------------------------------------------------------------------- # ● Execute Bounded seal MP #-------------------------------------------------------------------------- def execute_bounded_seal_mp return if bounded_effect[1] != 5 self.mp = 0 if self.mp > 0 end #-------------------------------------------------------------------------- # ● Regenerate HP #-------------------------------------------------------------------------- alias mog_bounded_field_regenerate_hp regenerate_hp def regenerate_hp mog_bounded_field_regenerate_hp if bounded_effect != nil and self.is_a?(Game_Actor) execute_bounded_slip_hp execute_bounded_seal_hp end end #-------------------------------------------------------------------------- # ● Regenerate mp #-------------------------------------------------------------------------- alias mog_bounded_field_regenerate_mp regenerate_mp def regenerate_mp mog_bounded_field_regenerate_mp if bounded_effect != nil and self.is_a?(Game_Actor) execute_bounded_slip_mp execute_bounded_seal_mp end end #-------------------------------------------------------------------------- # ● Execute Bounded Slip HP #-------------------------------------------------------------------------- def execute_bounded_slip_hp return if bounded_effect[1] != 10 return if self.hp <= 1 dmg = self.mhp * MOG_KEKKAI::SLIP_DAMAGE_PERC / 100 dmg = 1 if dmg < 1 dmg = self.hp - 1 if dmg > self.hp self.hp -= dmg if self.hp > 0 if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP self.damage.push([dmg,"HP"]) self.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"]) end end #-------------------------------------------------------------------------- # ● Execute Bounded Slip MP #-------------------------------------------------------------------------- def execute_bounded_slip_mp return if bounded_effect[1] != 11 return if self.mp == 0 dmg = self.mmp * MOG_KEKKAI::SLIP_DAMAGE_PERC / 100 self.mp -= dmg if $imported[:mog_damage_popup] != nil and MOG_KEKKAI::EFFECT_POPUP self.damage.push([dmg,"MP"]) self.damage.push([MOG_KEKKAI::EFFECT_POPUP_WORD,"Kekkai Effect"]) end end end #============================================================================== # ■ Game_Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # ● Bounded Effect #-------------------------------------------------------------------------- def bounded_effect MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil end #-------------------------------------------------------------------------- # ● Kekkai Effect #-------------------------------------------------------------------------- def kekkai_effect return if !SceneManager.scene_is?(Scene_Battle) return if bounded_effect == nil index = 0 for i in $game_party.members break if index >= $game_party.max_battle_members i.hp = 1 if bounded_effect[1] == 4 and i.hp > 1 i.mp = 0 if bounded_effect[1] == 5 index += 1 end end #-------------------------------------------------------------------------- # ● Command 311 #-------------------------------------------------------------------------- alias mog_kekkai_command_311 command_311 def command_311 mog_kekkai_command_311 kekkai_effect end #-------------------------------------------------------------------------- # ● Command 312 #-------------------------------------------------------------------------- alias mog_kekkai_command_312 command_312 def command_312 mog_kekkai_command_312 kekkai_effect end #-------------------------------------------------------------------------- # ● Command 314 #-------------------------------------------------------------------------- alias mog_kekkai_command_314 command_314 def command_314 mog_kekkai_command_314 kekkai_effect end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Use Item #-------------------------------------------------------------------------- alias mog_kekkai_use_item use_item def use_item check_kekkai_effect mog_kekkai_use_item end #-------------------------------------------------------------------------- # ● Check Kekkai Effect #-------------------------------------------------------------------------- def check_kekkai_effect return if @subject.is_a?(Game_Actor) skill = @subject.current_action.item if skill.note =~ /<Kekkai = (\d+)>/i id = $1.to_i id = nil if id < 1 $game_temp.kekkai = [true,id] end end end #============================================================================== # ■ BattleManager #============================================================================== class << BattleManager #-------------------------------------------------------------------------- # ● Init Members #-------------------------------------------------------------------------- alias mog_kekkai_init_members init_members def init_members $game_temp.battle_end = false mog_kekkai_init_members end #-------------------------------------------------------------------------- # ● Process Victory #-------------------------------------------------------------------------- alias mog_kekkai_process_victory process_victory def process_victory $game_temp.battle_end = true mog_kekkai_process_victory end #-------------------------------------------------------------------------- # ● Process Abort #-------------------------------------------------------------------------- alias mog_kekkai_process_abort process_abort def process_abort $game_temp.battle_end = true mog_kekkai_process_abort end #-------------------------------------------------------------------------- # ● Process Defeat #-------------------------------------------------------------------------- alias mog_kekkai_process_defeat process_defeat def process_defeat $game_temp.battle_end = true mog_kekkai_process_defeat end end #============================================================================== # ■ Window Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● Bounded Effect #-------------------------------------------------------------------------- def bounded_effect MOG_KEKKAI::BOUNDED_FIELD[$game_temp.kekkai[1]] rescue nil end end #============================================================================== # ■ Window ActorCommand #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # ● Make Command List #-------------------------------------------------------------------------- alias mog_kekkai_make_command_list make_command_list def make_command_list return if kekkai_enabled? mog_kekkai_make_command_list end #-------------------------------------------------------------------------- # ● Kekkai Enabled? #-------------------------------------------------------------------------- def kekkai_enabled? if bounded_effect != nil and (bounded_effect[1] == 8 or bounded_effect[1] == 9) if @actor != nil if bounded_effect[1] == 8 add_attack_command add_item_command else add_guard_command end end return true end return false end end It can be found in the demo here: https://atelierrgss.wordpress.com/download-page-1/
  21. Hello there, sorry to be asking this, but I was stuck on this issue for awhile... I'm using Moghunter's Actor Picture CM script, and it creates an actor image in the format of (Actor+Battler.id.png) in battles. I was wondering if there's someone kind enough to help me out by adding a function which can CHANGE the actor image mid-battle by, for example, flipping a switch. So for example normally I'd use Actor1.png for Actor1 which is Eric, but Eric casts a spell called "Transform" which will change his actor image to Actor2.png instead. (I initially wanted to add a swapping actor functionality to achieve this effect, but this seems incompatible with Moghunter scripts overall). Thank you for reading! Here's the code and the demo. #============================================================================== # +++ MOG - ACTOR PICTURE CM (v2.1) +++ #============================================================================== # By Moghunter # https://atelierrgss.wordpress.com/ #============================================================================== # Apresenta a imagem do personagem durante a seleção de comandos, com efeitos # animados. #============================================================================== # ● Definindo o nome das imagens dos battlers. #============================================================================== # 1 - As imagens devem ser gravadas na pasta # # GRAPHICS/PICTURES # # 2 - Nomeie os arquivos de imagens da seguinte forma. # # # ACTOR + ID # # EG # # ACTOR1.png # #============================================================================== # ● Histórico (Version History) #============================================================================== # v2.1 - Melhoria na codificação. # v2.0 - Correção de não atualizar as imagens dos battlers quando se # adiciona ou remove um battler no meio da batalha. #============================================================================== module MOG_ACTOR_PICTURE_CM #Posição da imagem do battler. (Para fazer ajustes) PICTURE_POSITION = [0, 0] #Definição da opacidade da imagem. PICTURE_OPACITY = 255 #Velocidade de deslize SLIDE_SPEED = 40 #Ativar o efeito da imagem respirando. BREATH_EFFECT = true #Definição da prioridade da imagem na tela. PICTURE_PRIORITY_Z = 101 end $imported = {} if $imported.nil? $imported[:actor_picture_cm] = true #=============================================================================== # ■ Game Temp #=============================================================================== class Game_Temp attr_accessor :bpicture_cm_need_refresh #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_battler_cm_initialize initialize def initialize @bpicture_cm_need_refresh = false mog_battler_cm_initialize end end #=============================================================================== # ■ Sprite_Battler_CM #=============================================================================== class Sprite_Battler_CM < Sprite include MOG_ACTOR_PICTURE_CM #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil,battler_id = -1) super(viewport) filename = "Actor" + battler_id.to_s self.bitmap = Cache.picture(filename) rescue nil self.bitmap = Cache.picture("") if self.bitmap == nil sc = (Graphics.width / 2) - (self.bitmap.width / 2) + PICTURE_POSITION[0] @size = [self.bitmap.width + PICTURE_POSITION[0] ,sc] self.visible = false ; self.opacity = 0 ; self.z = PICTURE_PRIORITY_Z self.ox = 0 ; self.oy = self.bitmap.height ; self.x = -@size[0] self.y = (Graphics.height + 10) + PICTURE_POSITION[1] ; @cm_visible = false @breach_effect = [1.0,0] ; @battler_id = battler_id ; @active = false end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose super self.bitmap.dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update super update_slide end #-------------------------------------------------------------------------- # ● Active Battler #-------------------------------------------------------------------------- def active_battler(battler_id) @active = @battler_id == battler_id ? true : false self.visible = true if @active ; @cm_visible = false if !@active end #-------------------------------------------------------------------------- # ● Refresh Battler CM #-------------------------------------------------------------------------- def refresh_battler(cm_visible, battler_index) @cm_visible = cm_visible active_battler(battler_index) end #-------------------------------------------------------------------------- # ● Update Slide #-------------------------------------------------------------------------- def update_slide if !@cm_visible self.x -= SLIDE_SPEED if self.x > -@size[0] self.opacity -= 25 if self.x <= -@size[0] or self.opacity == 0 self.visible = false ; self.opacity = 0 ; self.x = -@size[0] end else self.x += SLIDE_SPEED if self.x < @size[1] self.x = @size[1] if self.x > @size[1] self.opacity += 10 if self.opacity < PICTURE_OPACITY self.opacity = PICTURE_OPACITY if self.opacity > PICTURE_OPACITY update_breath_effect end self.visible = false if can_force_hide? end #-------------------------------------------------------------------------- # ● Can Force Hide #-------------------------------------------------------------------------- def can_force_hide? return true if $game_temp.blitz_commands_phase if $imported[:mog_blitz_commands] return true if $game_temp.chain_action_phase if $imported[:mog_active_chain] return false end #-------------------------------------------------------------------------- # ● Update Breath Effect #-------------------------------------------------------------------------- def update_breath_effect return if !BREATH_EFFECT @breach_effect[1] += 1 case @breach_effect[1] when 0..30 ; @breach_effect[0] += 0.0004 when 31..50 ; @breach_effect[0] -= 0.0004 else ; @breach_effect[1] = 0 ; @breach_effect[0] = 1.truncate end self.zoom_y = @breach_effect[0] end #-------------------------------------------------------------------------- # ● Force Hide #-------------------------------------------------------------------------- def force_hide @cm_visible = false ; self.visible = false ; self.x = -@size[0] self.opacity = 0 end end #=============================================================================== # ■ Spriteset_Battle #=============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Create Actors #-------------------------------------------------------------------------- alias mog_battler_cm_create_actors create_actors def create_actors mog_battler_cm_create_actors create_battler_pictures end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- alias mog_battler_cm_dispose dispose def dispose mog_battler_cm_dispose dispose_battler_cm end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_battler_cm_update update def update mog_battler_cm_update update_battler_cm end #-------------------------------------------------------------------------- # ● Create Battler Pictures #-------------------------------------------------------------------------- def create_battler_pictures @battler_pictures = [] for i in $game_party.battle_members @battler_pictures.push(Sprite_Battler_CM.new(nil,i.id)) end end #-------------------------------------------------------------------------- # ● Dispose Battler CM #-------------------------------------------------------------------------- def dispose_battler_cm return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.dispose if sprite != nil } end #-------------------------------------------------------------------------- # ● Update Battler CM #-------------------------------------------------------------------------- def update_battler_cm refresh_battler_cm if $game_temp.bpicture_cm_need_refresh return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.update } end #-------------------------------------------------------------------------- # ● Update CM Pictures #-------------------------------------------------------------------------- def update_cm_picture(cm_visible, battler_index) return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.refresh_battler(cm_visible, battler_index) } end #-------------------------------------------------------------------------- # ● CM Force Hide #-------------------------------------------------------------------------- def cm_force_hide return if @battler_pictures == nil @battler_pictures.each {|sprite| sprite.force_hide } end #-------------------------------------------------------------------------- # ● Refresh Battler CM #-------------------------------------------------------------------------- def refresh_battler_cm $game_temp.bpicture_cm_need_refresh = false dispose_battler_cm ; create_battler_pictures end end #=============================================================================== # ■ Scene_Battle #=============================================================================== class Scene_Battle < Scene_Base if $imported["YEA-CommandEquip"] #-------------------------------------------------------------------------- # * Command Equip #-------------------------------------------------------------------------- alias mog_yfcm_command_equip command_equip def command_equip @spriteset.cm_force_hide mog_yfcm_command_equip end end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_cm_picture_update_basic update_basic def update_basic mog_cm_picture_update_basic update_picture_visible end #-------------------------------------------------------------------------- # ● Update Battler CM Active #-------------------------------------------------------------------------- def update_picture_visible return if @actor_command_window.nil? cm_visible = can_cm_picture_visible? cm_id = BattleManager.actor.id rescue -1 @spriteset.update_cm_picture(cm_visible, cm_id) end #-------------------------------------------------------------------------- # ● Can CM Picture Visible #-------------------------------------------------------------------------- def can_cm_picture_visible? if $imported[:mog_atb_system] return false if $game_system.atb_type != 0 return false if $game_message.visible return false if $game_temp.battle_end return false if $game_temp.end_phase_duration[1] > 0 end return false if $imported[:mog_active_chain] and $game_temp.active_chain return false if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase return false if @party_command_window.active return false if BattleManager.actor.nil? return false if @actor_window.active return false if @enemy_window.active return true if @actor_command_window.active return true if @item_window.active return true if @skill_window.active return false end end #============================================================================== # ** Game Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # ● Command_129 #-------------------------------------------------------------------------- alias mog_bpic_cm_command_129 command_129 def command_129 mog_bpic_cm_command_129 $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end #-------------------------------------------------------------------------- # ● Command 335 #-------------------------------------------------------------------------- alias mog_bpic_cm_command_335 command_335 def command_335 mog_bpic_cm_command_335 $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end end #============================================================================== # ** Game Party #============================================================================== class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ● Swap Order #-------------------------------------------------------------------------- alias mog_bpic_cm_swap_order swap_order def swap_order(index1, index2) mog_bpic_cm_swap_order(index1, index2) $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle) end end It can be found in the demo here: https://atelierrgss.wordpress.com/download-page-1/
  22. First of all, apologies if this isn't the right forum for this. I've been trying to set something up in my game where you go to the menu, go to your items, use a specific item in a specific place, facing a specific direction, and this causes something to happen. It's that "in a specific place, facing a specific direction" part I'm having trouble with, though. I've heard tell you can set this up with common events, but I haven't been able to find any good tutorials that set up what I'm looking for - the closest ones I found have the player activate an event, which calls up the item menu, when I want the player to call up the item menu themselves. Can anyone explain how I can accomplish what I'm trying to do? (One more thing - the item I want my player to use is currently a key item, but that doesn't have to be necessarily so. I'm perfectly willing to just have it be a regular item, albeit one that doesn't disappear from the inventory until it's used in the right place.)
  23. Hello. First post, so if I make any faux pas, please be light on me. I decided to use SoulPour777's menu script designed to change the menu to something the style of Witch's House. At first glance, the script seemed to work - the game began, et cetera. I could go to the items submenu from the menu, even. However, if I attempted to do such after collecting an item, I get the error in the attachment. Maybe I'm missing something. I don't know. Any help would be appreciated, even if it's just to point me toward a different script. Below is the script as I have it in the script editor. =begin #============================================================================== # ** Menu á la Majo no Ie # ** By: SoulPour777 #------------------------------------------------------------------------------ # This script configures the menu and the item to be compatible for making # good horror games. # # Features: - Item Numbers have been ommited in the Key Items. - The Menu is designed a la Witch's House / Majo no Ie - Only contains Items and Load - The item description has been fixed. #============================================================================== =end class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- alias start_new_command start def start super create_command_window create_status_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- alias create_command_window_majo_no_ie create_command_window def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:cancel, method(:return_scene)) end def command_load SceneManager.call(Scene_Load) end end class Window_MenuCommand < Window_Command alias majo_no_ie_initialize initialize def initialize super(18, 310) select_last end #-------------------------------------------------------------------------- def make_command_list add_main_commands add_original_commands end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command("Load", :load, main_commands_enabled) end end class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(160, 280, window_width, window_height) @pending_index = -1 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- alias soul_window_width window_width def window_width return 340 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- alias soul_window_height window_height def window_height return 130 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max return 1 end end class Window_Base < Window alias majo_no_ie_draw_actor_level draw_actor_level def draw_actor_level(actor, x, y) change_color(system_color) draw_text(x, y, 32, line_height, "Age") change_color(normal_color) draw_text(x + 32, y, 24, line_height, actor.level, 2) end alias majo_no_ie_draw_actor_simple_status draw_actor_simple_status def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) draw_actor_hp(actor, 60 + 120, y + line_height * 1) end end #------------------------------------------------ # Removes the Item Number or Count #------------------------------------------------ class Window_ItemList < Window_Selectable def draw_item(index) item = @data if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) end end end class Window_Command < Window_Selectable def initialize(x, y) clear_command_list make_command_list super(x, y + 10, 130, window_height) refresh select(0) activate end end class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window end def create_item_window @help_window.x = 68 @help_window.width = 415 wy = @help_window.height wh = Graphics.height - wy item_position = 67 @item_window = Window_ItemList.new(item_position, wy, Graphics.height, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:return_scene)) @item_window.category = :item # ^ change to :key_item if you want to use key items instead @item_window.select_last @item_window.activate end end
  24. I am wanting to include a Power Bracelet like skill to Falcao's ABS system (https://www.rpgmakercentral.com/topic/8809-falcao-pearl-abs-liquid-v3-update/), and I found Mog made a Pickup and Throw event (https://atelierrgss.wordpress.com/rgss3-pickup-and-throw/) script, but it is on at all times. I want it so that the player can only throw an event if they have the Pickup and Throw skill equipped in the skill bar. Can someone please help me modify Mog's script to work like this?
  25. Hello! I was hoping someone could help me a small change to MOG's Battle Result script. By default, when you level up and learn skills, it will cycle through all the new skills you've just learned. The issue I'm running into through is that I actually give characters a bunch of skills upon level up, but only access to certain skills, based on their class. What I'm hoping is to tweak the script to instead of going through all the unlocked skills, to instead just say "New Skills Learned" once (as opposed to giving the message for each individual skill). I hope this makes sense. By all means, let me know if you have any questions. Thank you!
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