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Found 1,421 results

  1. 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!
  2. This is RBS for those that haven't heard of it. I have been using this script paired with Yanfly Engine, battle system, and character switching for a year. Battles have been testing fine and the scripts are perfectly compatible... until now. It's something I never bothered to test before because everything was working fine. As you may known, Yanfly's character switching allows ROSTER sizes larger than 4 (not party size; my battle parties are limited to 4). However, when a 5th character joins, and I attempt to run a battle, I get the following error. The relevant bit of the script looks like this (bolded is the line that's called out in the error) I am not a scripter and don't really have a handle on what I'm looking at. To me this module is pretty clear about what it DOES, but I don't know what's producing an error. I looked through the manual on Ramiro's blog (linked above) but couldn't figure it out. Again, this error ONLY occurs when 5 or more characters have joined the team. So my only guess is that RBS is trying to call info for the other members even though they are not actually in battle. What really confuses me is that, this isn't a new feature with Yanfly, is it? VX Ace could always have (unlimited?) characters join the team, but no more than 4 active battlers. So would RBS also break without Yanfly? I will gladly provide more script, as I'm guessing the error is happening earlier in the script. Thanks to anyone who takes the time to help me problem-solve! I tried contacting the author directly, but it's been many months with no reply.
  3. Hey, so i would like to make an accessory that boost your defense but only when you have low hp. I would like the item to have high stats, but those stats would only be active while having low hp, when the user's hp are not let's say below 25% the accessory doesn't provide any stats bonuses. How would i go about that?
  4. (Not sure where to post this, hope this is the right place. Sorry if it's not.) Is it possible to change the color of the font shadow? I saw it was possible for the outline, but i can't see any way to change the shadow. Thanks for your help.
  5. Chaos Krux

    Zombie Regeneration Functionality?

    Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
  6. Like, let us be fair here. I've got it about halfway there, but there are some parts that confuse me, like the <buyable> tag, where does it go? @Seriel was helping me on this earlier, but with the parent script, Shop Manager, and kinda dropped off after I got that figured out. Also, how do I set level restrictions on spells? This part really confuses me as there's no clear instructions on this at all. It's like getting a midi keyboard with an instruction manual that doesn't tell you how to reset the factory settings after changing the SRAM battery. I have the classes setup to be able to learn the skills, so that isn't the issue. I just don't know what is. I mean, I could do a bunch of event commands for this, but there comes a point where troubleshooting that is not worth it. For reference, this here is the script in question. And Shop Manager too. Edit: Thanks to @Kayzee for assisting me with the vague instruction on where the <buyable> tag is supposed to go. The notetag box for skill learning by level is where it goes, and the vague instructions don't make that clear at all. Way to go! lol Anyway, this is taken care of. I will revise the script in question and make those instructions more clear.
  7. Okay, so I've been working with this for a bit and I love that I finally have a way to customize face and sprite graphics in such a way (even if it is resource-heavy); having (finally!) the ability to add/remove adornments without having to have a massive library of pre-rendered images on hand and a lot of eventing and such, like the application of cosmetics for one instance (there's no script I've found that allows this!), or changing hairstyles, among other things, this script does wonders. Now, onto the locked gate. That locked gate comes with the name, 'emotion sets'. Now, I have already, every single possible face graphic to have a four by four array of different possible emotions with every variation that these apply to. That part is fairly easy to reproduce en mass on the graphics end, but the issue I'm having is the following: If I tell the engine to change the face graphic of any given composite actor from index 0 to any other index, it does NOT LOAD PROPERLY, and the result is that only one or two pieces are displayed, and this IS NOT FIXED by changing the face graphic back to index 0. This really blew the whole story line I had in mind out of the water, until I figured out that having the standard face graphics with the '$' in the filename is the culprit. Removing that from all the standard graphics for composite sprites and faces and editing the script proper to use those instead, emotion sets work properly, but then, it completely destroys the composite sprite image...leaving a blocky mess in its' wake. That is where I am shelving-level stuck and frustrated. @Kayzee also uses this script, but I actually question how helpful she could be in this regard because what I am doing is far more complex and robust in comparison, though to the end user it wouldn't necessarily appear so, so I dunno. Am I screwed here? Or am I missing something so overtly simple that I'll be banging my head against the wall ('STUPID! STUPID! STUPID!') later for? For reference, this here is the script in question, and yes I have version 2.1. As you'll be able to see, the author has completely abandoned their script for reasons unknown. Thanks in advance for a swift reply. (or since it seems everyone think I deserve it - a swift kick to my arse lol)
  8. I implemented a multi-currency script for my game and it works just fine. The only issue I have ran into is not knowing how to create conditional branches to check for different currencies as to allow or not allow actions. Is there a way to run the currency through a conditional branch? Im using the multi currency script for a "casino". You exchange gold for a different currency just for the casino and That money is used to play games and exchange for prizes. Think like the old Pokemon Red and Blue casino. However, I cant see a way to run a check against the amount of the second currency to confirm whether or not you can play. Without that check, you can just play all the games for free. Hopefully, what I wrote makes sense and someone has an answer for me. I tried to run "if currency(1) >=1" as part of the conditional branch thinking it would work and it crashed my game. lol.
  9. Chucksaint

    Theo TSBS + Ao no kiseki

    Hi Guys, so I've managed to make TSBS work with Ao no Kiseki almost in perfection, but sadly the <slow> and <cancel> doesn't work... I think they have similiar methods hence the "incompatibility"(?) Any one knows how to fix this ? Thank youu
  10. Hey everyone, Okay, so I've been fumbling around with this particular script and scouring the internet for an answer regarding this issue, before coming to the professionals here in the community. This may be a HUGE noob question to be asking, but I can't seem to find a fix, or anything online relating to it. The script does seem to run as it will scan the map. It just doesn't push any further when it completes its scan. When I was attempting to scan a map shot of one of my maps, it offered me the error message: "Script ' Game_Interpreter' line 1411: TypeError occurred. can't convert Array into Bitmap" I don't know if anyone here has run into this before, of if anyone has found a fix before, but I would really appreciate you help. I assumed it was User Error from the beginning, and it still might be, but it seems the script was implemented properly. The map isn't too large, I don't think; it is 70 x 40, if that helps. Is there a specific extension I should use to make the "Blank" file? I used Bitmap/PBMP, JPEG, PNG, and they all seem to bring the same response. Or honestly, what would cause the script to not be able to convert? I'll post a screenshot of the error message. Thank you for your time!
  11. Hey guys, I need some help please So I'm using the awesome "Large Sprite ☆" script by Neon Black you can find here: https://forums.rpgmakerweb.com/index.php?threads/large-sprite-☆-display-fix.22243/ It is required for larger sprites being shown correctly with ☆ tiles. The Problem: As you can see it works as it should for standing beside, in front and behind the pillar. But whiIe walking diagonally between the side tiles of the pillar and the tile right behind it it won't work and the player appears above the pillar until he stops moving. I tested it on vanilla ace without diagonal movement scripts and used move route to let the player walk diagonally between these tiles but got the same result so it is definitely an issue with Neon Blacks script. I tried to contact Neon Black but it seems he isn't active anymore. So.. can anyone please help me fix this? Greetings Kias
  12. Hey all. I have been using Effectus to great...uh...effect, but I ran into a snag. The script works great but there are some passability issues on the world map the ship hits an invisible barrier when it reaches the edge of the map instead of looping. if you switch the top true/false to true, the barrier disappears but you can walk off the edges of the other maps. I would like to make it so the ship can loop around the world map while also having the game recognize barriers on the other maps. The ship and boat are the only ones i've seen that hit the imaginary barrier. Any help at all would be so helpful.
  13. Chucksaint

    Level up & Enemy drops in battle

    Hi there, So I've been thinking, is there any way to show in battle after killing an Enemy an actor level up? Or is just processed after the battle? And enemy dropped items on death mid battle ? thank you
  14. Hello, me, a complete noob in scripting, want to get some help. I want to create an enemy that's able to counterattack if they are in a certain state or 'stance'. The game does have the 'counterattack' state that has the general idea, but I want to make it slightly more complex. First, I want to try to make a state of counterattack that will only counter magic attacks. Normal attacks will still do damage, but it will evade magic attack sort of case. Second, the game's normal counterattack state only counters with a normal attack. Is there a way to make the enemy counter with, say, a spell instead? Of course, they will only attack the player that attacks them last. Can anyone help me?
  15. Hey everyone. My final boss has a spell that is very powerful. So much so that I only want him to be able to use it once. How would I go about this?
  16. Chucksaint

    Image animations

    Hello,here I am again lol I would like to know how to make animations with images ( frames?) thank you
  17. I've acquired a little skill in RGSS code, so I've decided to share the fruits of this with you! And without further adoobie (lolz)... 1. System Options Modded (original - Yanfly; mods made by myself and a fellow game dev) Modifications made: Added the ability to change the Music Effects volume (originally attached to BGM for whatever reason); this was done by the game dev and chose to remain anonymous. Added :bar as an option which displays a long line of ASCII/10-key text that is reminiscent of a border bar (depending on your font choices this might look weird); I added this one. Implemented @Ninjamida's Jukeboxy-box feature so that one can go straight to that from the system menu. It won't be arsed to access it if you don't have the script installed either. Modified the control bars; holding combinations of buttons will increase the multiplier (holding down A and Y would increase the multiplier to 50 for example). Now, onto the script! ... Next, my little Set Level scriptlet. All this one does is allow the dev to directly set the level of any given actor. It will set the earned EXP to that of the minimum required EXP to attain that level. One can set the level using a static value, or the value of a variable, or really, whatever. Scriptlet: ... Last is my Set Gold scriptlet, as well as the companion for @Calestian's Currencies script. With both of these, the functions are basically the same as my Set Level scriptlet, though with my add-on script for @Calestian's Currencies script, one can do a little bit more with it. Now, onto the scripts. ... Pretty straightforward. ... And that's about it. It's mainly just rewriting what has already been written but it's a start.
  18. hello guys, here I am ...again! ( Sorry but I have too much questions?!) Does anyone know how to animate windows and elements? I know that there are scripts to do that, the closest that I found to what I wanted was with the script Khas smooth sliding, but only applies to windows (and I managed to work with it) for what i understood lolz 1) Is there any way for example slide each actor index in Main menu instead of all window_menustatus? (SEE IMAGE) 2) Also each index in Menu_command? 3) for instance, If cursor is in index Party > in main menu can add padding in the next index? (see image example) If is on index "Items" No padding I had more questions but I forgotzz lol Thank you
  19. I'm testing out the Theolized Sideview Battle System, fun script, learning the basics. but when my characters are about to do a critical hit, I get the error shown above. idk if others have had this problem and they've been answered as well, but I'm having trouble finding answers. I saw ONE on another forum that suggested putting this line into datamanager: BattleManager.setup($data_system.test_troop_id, true, false) which I did, but it looks like that didn't work. i HATE asking for help with errors that are probably VERY simple to fix, (I feel like an annoying customer service client...) but google hasn't provided me with any answers. so if anyone knows how to fix this or at least has an idea that COULD work, please help!!
  20. Chucksaint

    fullscreen

    So I have the script Σ Fullscreen and for me it's great! at least not in fullscreen! Don't get me wrong, in terms of screensize it's great but In fullscreen it gets images/text resized and it looks pixelated (as the image shows) Normal Screen: Full screen: Is there any script that I should know to make it look better? At the very least least to look the original RMVXA, I prefer blurry than pixelates lols Thankss
  21. Chucksaint

    Battle Guests

    Hi againn, I don't know if already exists (I found nothing at least) So I have theo - TSBS battle system right now, is there any way to implement a system of guests? (Like ffXII?|?) For instance, in battle we can see/heal the guest and the guest takes actions such like attack/heal/skills but the player cannot control him
  22. Hi guys, I have 2 questions: 1) I'm using vlue formation bonus and yanfly party system, I was wondering if it's possible to combine them into one scene OR If after actor index in formation bonus could be added a new command to yanfly party system scene. As for a command in party system to formation. 2) Is there any way to change battle formation via actor command in battle? (it can pass turn or not) I hope you can help thanks in advance
  23. Chucksaint

    members faces

    Hi all, can you help me please? how to show next_actor face? Is it possible? thank youu
  24. Finally done it! I can't find any more bugs! ITS FUNCTIONALLY PERFECT! NOW UPDATED TO BE MORE USER-FRIENDLY! This allows the player to steal items from any shop in your game. The player has a 47% success chance, but the other 53% is up to you to decide! How stealing works: You select the new steal tab in the shop, select the item you want, then hope to god that you got that item. How to make the consequence: If the player fails the dice roll, then switch 21 is set to true. I will let you figure out what to do with that switch in the events; I usually make Parallel Processes that swap 21 with the other switch. How to change values: Just change the values under preferences. Contact me about any problems Warning: May not work with other shop scripts Terms Please give credit to me if you're using this, even if you modify this or merged it with another shop script, give credit to all those who were involved. If you got questions or small modification request regarding this, let me know. Also let me know if you want to use this in your own shop script. Paste this under materials, but above main
  25. AeghtyAteKees

    Adjust Loading Time

    Hello! I'm using Galv's Variable Instance Bars script, and at line 73: ACTIVE_TIME = 100 # How long the bar takes to fill/change. I'm wanting to change the fixed value (100) to a variable I can adjust ($game_variables[160]). However, I can't simply replace the number with the variable. Can someone explain to me why not? (I get an undefined method '[]' for nil: NilClass.) Thank you!
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