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Found 1,660 results

  1. jammythebirb

    Issue with Fhizban's Party HUD

    I'm using Fhizban's party HUD script in my game to display the player's HP in the corner of the screen, and up until now it's been working perfectly. A couple of times in the game I've swapped which party member is active, but it's only now I've reached a section with two party members at once I'm getting problems. When I try to remove one of them, I get the following error: Script 'FHIZBAN'S PARTY HUD' line 58: NoMethodError occurred. undefined method 'hp' for nil:NilClass I feel pretty sure it has something to do with having more than one party member, but I'm no scripter, so I don't really know how to solve this. If I can't find a way to make it work and allow me to remove party members, the only way I'm going to be able to make this game is to not have party members, which will make the lategame much less interesting. Here's what seems to be the relevant part of the script, I would really appreciate any help with this! def fhiz_hud i = 0 while i < @party_size @actor = $game_party.members @actor_hp = @actor.hp @actor_mp = @actor.mp i += 1 end i = 0 while i < @party_size @actor = $game_party.members @x = OFFSET_X + (WIN_WIDTH + OFFSET_X)*i + (PADDING*i) @y = OFFSET_Y if DRAW_FACE if @actor_hp > 0 draw_actor_face(@actor, @x, @y, true) else draw_actor_face(@actor, @x, @y, true) end end if DRAW_NAME draw_actor_name(@actor, @x, @y) end if DRAW_STATES draw_actor_icons(@actor, @x, @y+(WIN_HEIGHT-line_height*4), WIN_WIDTH) end if DRAW_HP draw_actor_hp(@actor, @x, @y+(WIN_HEIGHT-line_height*3), WIN_WIDTH) end if DRAW_MP draw_actor_mp(@actor, @x, @y+(WIN_HEIGHT-line_height*2), WIN_WIDTH) end i += 1 end end
  2. I recently began working on a horror game with a couple of friends. We're still in the process of planning things out. I have an idea for a mechanic I want to use in the game, where the player can bring up a cell phone menu. Here they could have access to a flashlight, and maybe messaging and call features (these would not necessarily be functional, but would be something the player could TRY to use). I also want them to be able to receive messages and voicemails, even if they cannot send any. I'm pretty new to rpg maker, and was wondering if something like this was at all possible? If it isn't I'll just find some other solution, but I wanted to find out before I got too far into writing.
  3. I am trying to add a notetag to Actors (and only Actors), in this format... <notetag: 3> The notetag's function would be to read the integer (3) and return the icon and name of the armor (and only armor) associated with that ID number. That information would then be displayed in a draw_icon and draw_text call in a method that can tell which actor it is on. For the life of me, I can't seem to get this to work. Now, I should note, I have avoided ever learning anything about making my own notetags in the 800 years since RPG Maker VX Ace came out, so I understand very little about how they work (but I do love that so many of you do know how they work, because scripts are pretty rad when we can just notetag stuff). I have tried to learn a little from looking at other scripts code, but I am sort of lost when a lot of the things in notetags that parse things looks like gibberish, and note tag code friendly seem to be written differently on a per-author basis. So, please help another would-be scripter learn how to do this, and maybe I can apply that knowledge to updating some of my older scripts, too. :D EDIT: I actually got the effect I wanted to work (with notetags!), so this issue is solved, but if we wanna use this thread to discuss note tag stuff I am all for that.
  4. Alright, I have an issue, I have a boss in my game that does not use the conventional RPG fight style in the game; It uses events as attacks. I am trying to make an attack that will travel in a straight line, and if it hits the player, it will do damage and disappear when it touches the player, But here's the catch; if it DOESN'T hit the player, it NEEDS to disappear after a while, then reappear in it's original starting location, it also needs to be able to be used multiple times. I've been scratching my head, trying to figure out how to make it work within ONE event, because if I try to do multiple parallel process EVENTS, it could seriously lag the game. So recap: I need to make an attack that moves a certain distance before disappearing, it needs to disappear upon TOUCHING the player, it needs to be all stored within ONE event, and finally, it needs to teleport back to it's starting position AFTER it either hits the player or has gone for a certain distance or time. Please help, I would really appreciate it. If you need pictures of what I've tried to do, then just ask, I'll be more than happy to get them for you.
  5. Hey! So I have this event in my game: A flower with an eye that randomly opens and closes When the eye is open you're supposed to turn around/to the side to not match its gaze, and the code for that works! The Top conditional branch here is what determines where the player is in range and looking, however it will only do this for a split second before turning switch 0004 on and self switch D off, which is what transfers it to the closed eye state. I've tried using Timer and Wait commands but they tend to only check if the player is looking when first activated but not continuously run it, meaning a player can walk up to already open eye without consequence. Is there any way I could have the eye stay checking if the player is looking for (Lets say 5 seconds) before running the switch and self switch commands? Thank you!
  6. Hey all, hoping to get some help with Victor's Animated Battles script in my VX Ace project. My goal is just to remove the 90 degree sprite rotation from the enemy collapse effect. I've combed through the script as well as his Actors Battlers script but I can't seem to find where the actual animation is broken down. Any help would be much appreciated. Thanks!
  7. Hey everyone. Anyone aware of a script that can implement a visual turn tracker (Hero 1, Monster 1, Hero 2, Monster 3, etc) to the battle screen? From what I understand, VX Ace doesn't compute turns in advance during battles, so this might be a big ask. That said, any help or advice would be much appreciated. Thanks!
  8. Using VE Passive States script ( https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/passive-states/ ), I am able to accomplish a few things I want to do when characters equip certain pieces of gear. What I am now looking to do is also look into how to check which TYPE of gear is equipped in the script tags as well. <passive state: 3> !@equips[1].is_nil? && @equips[2].is_nil?; </passive state> The above code works fine as it is checking whether or not the actor is a) equipped with something in slot 1 and b) NOT equipped with anything in slot 2. This is great for states that increase ATK or some other stat when wearing, let's say, a body armor but also no shield. However, if I wanted to check if the actor was 1) equipped with something in slot 1 and 2) that the item equipped in slot 1 is a shield (from armor types in the system tab), that is where I run into issues with the syntax. I cannot seem to get it to work unless I use something like this: <passive state: 3> !@equips[1].is_nil? && self.armors.any?{ |eq| eq.atype_id == 2 }; </passive state> This will tell the script "There must be an item equipped in slot 1 (etype_id) and ANY item the character has equipped in ANY slot has to be id 52 (atype_id). As you can guess, this creates a lot of lag in menus when the game has to check every single piece of gear the character has equipped in order to return true or false. It gets even worse if a character has multiple passive states for different types of gear. I would like it to only check that specific slot (etype_id 1) for that type of armor (atype_id 2). I expect that the lag will be reduced significantly if I can get this written out correctly. Thanks in advance for any assistance! EDIT: It appears this works, figured out by searching through some other calls dealing with equips. <passive state: 3> !@equips[1].is_nil? && self.equips[2].atype_id == 2; </passive state> So, no need for the help, but I hope this can help anyone else using this script who may have been wondering about how to check for specific gear slots/types.
  9. Hello everyone. I am not strong enough to create a script so I appeal to you since I have not been able to do what I am looking for with the vx ace events. I have a character choice menu at the start of my project and I would like when the cursor is on the personal choice 1n that it is the appearance of the character that is displayed on the image... And that when the cursor is on the personal choice 2 that it is the appearance of the character 2 which is displayed on the image. Sorry if my english is bad I use google translate... Thanks for your help PS : I hope not to have the wrong section in the forum
  10. rstudios

    change opacity of options

    Hi everyone. I am using a script that allows to change the opacity of the message boxes so it doesn't look dark when player is on a dark map that uses shadows and highlights. example: I use Khas Awesome Light Effects. Script to change opacity of message box (window skin): https://rpgmaker.net/scripts/208/code/ The message boxes look bright, (opacity 255) but the choices looks dark. Look this image: How can I change the opacity of the choices? thanks.
  11. So I recently have been able to play around with rpg maker vx ace due to college and I wanted to know if it is both possible and how to make a spell that does damage based on current mana and cost all of the characters current mana, without the use of any plugs in.
  12. Face Frames - YEA Victory Aftermath Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0 (2020-10-03) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Victory Aftermath. Adds Face Frames to Actor Faces in the Victory Aftermath Screen. Uses the same settings as the main script. Instructions SCRIPT DIFFICULTY: Plug & Play, no configuration at all. -=> Place script(s) below ▼ Materials; above ▼ Main Process Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Victory Aftermath Addon.txt
  13. Face Frames - YEA Ace Battle Engine Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0.1 (2020-10-04) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Ace Battle Engine. Adds Face Frames to Actor Statuses in the Battle Screen. + Allows some additional customization in Actor Statuses there. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play, but some minor configuration might be required. -=> Place script(s) below ▼ Materials; above ▼ Main Process Customize offsets and display in the configuration. Due to the nature of varying status widths, only frames drawn from windowskin are supported. "frame" images are not supported. Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Ace Battle Engine Addon (v1.0.1).txt
  14. Rikifive

    Face Frames

    Face Frames Author: Rikifive Engine: RPG Maker VX Ace Version: 1.1 (2020-10-03) Introduction Personally I don't work with RM anymore, but I often get asked for help / get requests and this time, fellow devs asked for something, that would draw frames on top of faces, without having to modify every single image with faces. While modifying the facesets themselves is an absolutely valid strategy, there might be some hassle or imperfections involved with it in specific circumstances such as when wanting to support multiple windowskins and give players the option to select their preferred one in the game settings OR when simply deciding to switch to another windowskin at some point during development. ...Or perhaps someone can't afford GIMP, some may even not be able to run Paint on their hardware. Things happen, sad times. This script's goal is to help you save some time you'd spent on doing (potentially tons of) repetitive manual work. Description This script draws frames on top of faces displayed in message boxes, menus etc.. No work required, the frames are drawn using windowskin ("Window" image in the Graphics\System folder, that is). You can also make your own custom 96x96 frame images and switch between these on the fly by adjusting in-game variable. Also, by adding this script you'll be able to draw window frames wherever you want. To draw a frame in window contents, use this draw method: draw_window_frame(x, y, width, height) This will draw window frame in specified coordinates and dimensions, using current windowskin. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play if you intend to use the windowskin. -=> Place script(s) below ▼ Materials; above ▼ Main Process If you want to use custom images for frames: - Draw a frame with the same dimensions as a single face (96x96) - Name the file: "frame" OR "frame0", "frame1", "frame2"...(see configuration) - Put it/these in PROJECT_NAME\Graphics\Faces - Configure the script to your needs Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames (RPG Maker VX Ace).txt Addons Face Frames - YEA Ace Battle Engine Addon Face Frames - YEA Victory Aftermath Addon Certificates This script was tested by Eric. He didn't complain.
  15. I am interested in what I can do with scripting. I was wondering how, if I put in the time to learn Ruby, I could add mouse support for my games and have a Quick Save hotkey built into them. Mouse Support: I like the games where all I have to do is press where I want my character to go and they begin moving in that direction. I am often annoyed when I am sprinting and it leads to bumping into walls and obstacles that would have been avoidable if I were walking. And it often happens when I am walking. It is really upsetting when I am trying to move to my destination as fast as I can trying to steer clear of monster encounters. Quick Saving: I think it would be convenient to have a built-in Quick Save hotkey so I, and those who will play them, don't have to go through the multiple menus just to save a game. Like in the example above, when trying to avoid conflict I would like the option to press a key that would automatically save my game to the last save file used and continue on until I need to quickly save again. Load/Load Game: A load option would be very nice. When I am faced with powerful monsters that I am trying to avoid on my way to a boss battle, and I am trying to conserve Mana and HP, it would be nice to have a quicker option of loading the most recent save file instead of quitting the game and have to reload the game through the start menu. I may find other ways to add more to my games that I feel would really improve them, for saving time and the general player experience. If anyone could help me figure out how to accomplish these things or give me advice on where to start and how to go about it, I would be a very happy camper. Any help, however little you feel you could give, is welcome and much needed ^_^
  16. Nitroxone

    Simple Level Up Window ?

    Hello, First of all I'm not sure where I should post this thread exactly, so I apologize in advance if I'm doing something wrong. I have been looking for a simple script that could display a window onscreen when a character levels up. Nothing about skill points to spend or character stats to increase. Just a simple message, a little "fancier" than what the game uses originally. I use an ABS for my game, so all I need is (on field) a level up sound to be played and a simple window (possibly centered on the screen) that notifies the player level up. Nothing about stats display ! Has anyone heard of a similar script ? Thanks in advance !
  17. lavalord96

    Invisible face glitch??

    Alright I've used this forum to help me fix a glitch once, so I hope this will work again. So here is the problem, I have been making my game and I have just completed the alpha version for it and am now working on it's second part of the story. I have ran into a fairly annoying glitch where one of my actors doesn't have their face displayed in the in-game menu, I should also note, its JUST for this one specific actor (her name is Solar) I have replaced Solar with other actors and their faces shown up just fine, I'm not sure if this has to do with one of my scripts that I've installed, or just as simple as not making the actor face sheet the correct dimensions. It's not game breaking, but it certainly is annoying to deal with! Here is a picture of my issue (Funnily enough, her sprite is working for some reason...) I have also included my event that effects this situation. I can't seem to find this problem any where else, and yes, I am using ONLY Yanfly scripts for the aspects of the game, I have two other scripts that specifically effect the title ONLY.
  18. Hi, all! I am using a script by Neon Black that allows the user to input notes on items, skills, gear, etc. to give more detailed information about the particular items. However, it seems the script is not functioning the way the author intended. What is happening is that all of the item's note contents are being displayed, rather than just what is between the specified tag that the script should be reading. What this is doing is causing an extreme amount of lag when it is loading every single note box from every single item, even ones that do not have notes in the tag from the script. As the player gains more items, gear and skills, the lag gets increasingly worse, until even scrolling through windows is nearly impossible. Can anyone help me fix this script by making it... - Only load the information inside the tags - Only load the information the item in question has the tag to begin with? - Only load the information of the item being viewed (you press a button to bring up the effects box window) ##----------------------------------------------------------------------------## ## Effects Box Script v1.0 ## Created by Neon Black ## ## For both commercial and non-commercial use as long as credit is given to ## Neon Black and any additional authors. Licensed under Creative Commons ## CC BY 3.0 - http://creativecommons.org/licenses/by/3.0/. ##----------------------------------------------------------------------------## ## ##----------------------------------------------------------------------------## ## Revision Info: ## v1.0 - 3.3.2013 ## Wrote and debugged main script ##----------------------------------------------------------------------------## ## $imported ||= {} ## $imported["EFFECTS_BOX"] = 1.0 ## ## ##----------------------------------------------------------------------------## ## Instructions: ## Place this script in the script editor below "Materials" and above "Main". ## This script requires Neon Black's Features and Effects name module. You can ## obtain it from http://cphouseset.wordpress.com/modules/. If you do not ## import it, you will get errors. ## ## This script is plug and play. It allows a pop-up boxes to display on equips, ## items, and skills. You can choose to have these pop-ups be constant, toggle ## with a button press, or only appear while a key is held down. These display ## 3 bits of information. First an added note, second all the stats equipping ## the item will provide, and finally all the effects or features of the item. ## A note can be added using <effect note> and </effect note> and placing your ## note in between those tags, like so: ## ## <effect note> ## This will display line 1 ## This will display line 2 ## </effect note> ## ##----------------------------------------------------------------------------## ## module CP # Do not touch ## module EFFECTS_WINDOW # these lines. ## ##----------------------------------------------------------------------------## ## Config: ## The config options are below. You can set these depending on the flavour of ## your game. Each option is explained in a bit more detail above it. ## ##------ # This is the padding around the edges of the box. Increasing this number will # increase the size of the box without increasing the size of it's contents. EDGES = 6 # This is the font size of the pop up's text. Adjusting this affects the entire # box's size. FONT_SIZE = 20 # Choose to use font shadow or outlines. SHADOW = false OUTLINE = false # If this value is set to false, stats will not be shown on equips. SHOW_STATS = false # The key to press to toggle or show the box. BOX_KEY = :Z # The show type for the pop-up box. Any value other than these three will # prevent the box from being show. # 0 = Hold button to display the box. # 1 = Press button to toggle the box. # 2 = The box is constantly show. SHOW_TYPE = 0 # If type 2 was selected above, this is the default state of the box. Set it to # true to show the box or false to hide the box until the key is pressed. @show = false ##----------------------------------------------------------------------------## ## ## ##----------------------------------------------------------------------------## ## The following lines are the actual core code of the script. While you are ## certainly invited to look, modifying it may result in undesirable results. ## Modify at your own risk! ###---------------------------------------------------------------------------- def self.toggle_effects @show = !@show if Input.trigger?(BOX_KEY) return @show end end end module SceneManager class << self alias :cp_rshp_run :run unless method_defined?(:cp_rshp_run) end def self.run cp_module_check_features cp_rshp_run end def self.cp_module_check_features return if $imported["CP_FEATURES_EFFECTS"] a1 = "One or more scripts require Neon Black's Features and Effects module." a2 = "This can be obtained at http://cphouseset.wordpress.com/modules/" a3 = "Please add this module and try again." a4 = "Please contact the creator of the game to resolve this issue." if $TEST || $BTEST msgbox "#{a1}/n#{a2}/n#{a3}" Thread.new{system("start http://cphouseset.wordpress.com/modules/#features")} else msgbox "#{a1}/n#{a4}" end end end class Window_Selectable < Window_Base def item return nil end alias :cp_itembox_update :update def update(*args) cp_itembox_update(*args) show_fet_window end def show_fet_window key = key_show_features_box show_feature_box if key && active && open? remove_feature_box unless key && active && open? end def key_show_features_box case CP::EFFECTS_WINDOW::SHOW_TYPE when 0 return Input.press?(CP::EFFECTS_WINDOW::BOX_KEY) when 1 return CP::EFFECTS_WINDOW.toggle_effects when 2 return true else return false end end def show_feature_box ## Creates the box if "A" key is held if item != @last_box_item if feature_box_item? @feature_box.dispose unless @feature_box.nil? rect = item_rect(@index) x = rect.x + self.x + padding + 24 - ox y = rect.y + line_height + self.y + padding - oy - 2 @feature_box = Window_FeaturesShow.new(item, x, y, self) @last_box_item = item else remove_feature_box end end end def feature_box_item? item.is_a?(RPG::EquipItem) || item.is_a?(RPG::UsableItem) end def remove_feature_box ## Dispose the box. @feature_box.dispose unless @feature_box.nil? @feature_box = nil @last_box_item = nil end end class Window_FeaturesShow < Window_Base def initialize(item, x, y, parent) @parent = parent @bx = x; @by = y @item = item super(0, 0, 500, 500) self.z = @parent.z + 500 self.windowskin = Cache.system(($game_system.windowskin)) self.opacity = 255 self.back_opacity = 255 self.tone = Tone.new make_width make_height make_position draw_all_items end def make_width contents.font.size = line_height contents.font.outline = CP::EFFECTS_WINDOW::OUTLINE contents.font.shadow = CP::EFFECTS_WINDOW::SHADOW i = 120 unless notes.empty? i = [i, notes.collect{|n| contents.text_size(n).width}.max + 2].max end self.width = i + standard_padding * 2 end def make_height sw = self.width - standard_padding * 2 i = standard_padding * 2 i += notes.size * line_height i += seps * line_height / 2 self.height = i self.visible = false if i == standard_padding * 2 create_contents contents.font.size = line_height contents.font.outline = false contents.font.shadow = false change_color(normal_color) end def make_position self.x = @bx + self.width > Graphics.width ? Graphics.width - self.width : @bx self.y = @by + self.height <= Graphics.height ? @by : @by - self.height - @parent.line_height + 4 > 0 ? @by - self.height - @parent.line_height + 4 : Graphics.height - self.height end def standard_padding CP::EFFECTS_WINDOW::EDGES end def line_height 24 end def seps i = -1 i += 1 unless notes.empty? return [i, 0].max end def stats return [] unless CP::EFFECTS_WINDOW::SHOW_STATS && @item.is_a?(RPG::EquipItem) r = [] 8.times do |i| next if @item.params[i] == 0 r.push("#{Vocab.param(i)} #{@item.params[i]}") end return r end def notes @item.effect_desc end def effects if @item.is_a?(RPG::EquipItem) @item.features elsif @item.is_a?(RPG::UsableItem) @item.effects end end def draw_all_items contents.clear y = 0 notes.each do |l| draw_text(1, y, contents.width, line_height, l) y += line_height end end end class RPG::BaseItem def effect_desc make_effect_desc if @effect_desc.nil? return @effect_desc end def make_effect_desc @effect_desc = [] noted = false self.note.split(/[\r\n]+/i).each do |line| case line when /<effect note>/i noted = true when /<\/effect note>/i break else @effect_desc.push("#{line}") end end end end ###--------------------------------------------------------------------------### # End of script. # ###--------------------------------------------------------------------------###
  19. NumbeRED39

    Clone actor level?

    I'm using Fomar's Clone Actor script, because EST was giving some issues. It's really great! But it doesn't allow me to generate a character with the level I want. I read the two scripts side to side, and while I think I sorta understand EST Clone Actor script, I don't get what Fomar's doing tbh... My knowledge of ruby is very minimal but how would I go about doing what I want? Edit: Nvm I found out I can change the initial level of actors in-game with: $data_actors[index].initial_level =+ n Then the script will generate a clone with the changed level. Is it safe to do so in the long run btw?
  20. ... Is there a way to check for which party member is currently changing equipment? I think if I could use that in a conditional branch, I wouldn't continue to run into this weird and otherwise nonsensical eval error that only occurs with more than one member in the party when changing equipment. Scripts involved: @Tsukihime's Common Event on Equip/Dequip. What's going on: With more than one party member, I have variables set up to check on specific equip setups of each party member, however, I think there's a hangup in that it considers equip checks as checks for nil if the party member in question is not being equipped or dequipped. There's nothing in @Tsukihime's script that could be interfering so it must be something else. I still think that if one could check to see who is currently changing equipment, that would be fantastic.
  21. Yugo Salkins

    English Dub switch in System Options

    Hello, I have a question in regards to Yanfly's System Option script for RPG Maker VX Ace. There is an option where you can create your own switches and variables in the game options menu, but there's not a whole lot I know about coding. However with what I want to do I think I can tackle this if I can get some ideas from you guys. I'm looking to create a switch option for the player to enable or disable English dub since I will be including English voice overs for my game. Any advice on how I can create an on/off switch for English Dub in the game's system options? You all have been a great big help, if anyone could help me with this I would be deeply appreciated. ~ Omar
  22. Some video games like to show the perspective of multiple groups of characters in order to create more story. Doing this in VX Ace doesn't really work, like when a group of characters have the items from the inventory of another group. With this script, you can create and save parties, each with their own assigned actors and inventories. The script is extremely easy to use and very compatible with practically any other script. The instructions are in the script. This script was written by Kayzee. As the script wasn't posted publicly I got confirmation to post it. If you notice any big issues or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/e956b56329b0b1f91e51df5fac6361b9 Thank you Kayzee!
  23. I've been looking for an ATB (Active Time Battle) script for such a long time now, and I recently discovered Yami's Classical Active Time Battle script. It does exactly what I need it to: making the player choose their skills quickly before the enemy kills the player first. However, the link to the script is dead. So my question is does anyone have this script or know where else I could find it? FYI, I tried some other ATB-like scripts, but they either don't do what I needed them to or they require Yami's script as a base. EDIT: I found the script, but it keeps crashing every time an enemy dies, and you can't use it when loading up an old save. So does anyone know where I can get a script that does the same thing as Yami's script (compatible with Yanfly's Ace Battle System) but works when loading up an old save?
  24. UncannyBoots

    Mirroring tiles via Tile Swap script

    I want to use as few tilesets as possible. So far I'm still at only 2 different tilesets for my entire game; one for indoors, and one for outdoors. I'm reaching the limit though, and I want to make some unique buildings, which are going to be pretty big. And here lies the problem: the buildings are symmetrical, so it uses double the tiles on my tileset, but it doesn't have to. If I could mirror the tiles that are symmetrical, which most retro games do, I could cut the tileset usage in half for these building tiles. Now, I found this script by Hime that allows for inserting tiles via script call. I know that it is possible to mirror bitmap images in RGSS3, because I have a script by Galv that has a mirror reflection in water that mirrors the character sprite on the y axis. So I think that, in theory, a modification could be made to Hime's script here that would insert tiles on the map, but mirrored on the x axis. I'm not a scripter though, so I came here to ask for your thoughts. Do you think this is feasible, and if it is, could you do it for me? It takes some humility to ask that lol, but I'm not just asking for "help" here because I don't know what to do at all when it comes to writing Ruby, so to be frank I am asking for someone to do it, if it's not too much of a hassle. It's a decently long script so I don't know how many variables would have to be edited. If it is too difficult, then I understand. Thank you EDIT: Looking into it, the way that Galv's Character Effects script mirrors the player sprite is by using "self.mirror". I wonder if that sort of code would work for tiles too. I kind of doubt it though Would something have to be added under Spriteset_Map?
  25. I've been trying to find a way to create multiple inventories for separate parties in VX Ace, but I can't find any scripts that perfect this function. Basically, I'm trying to create a battle scene that involves a character who isn't part of the main party. After some dialog, your party changes to the character and begins a battle. The problem is that the character is able to use all of the items the player has collected, which doesn't canonically make sense. What I want is for the character to be able to use his own collection of items and not the items the main party has collected. The simple thing to do would be to get a script for multiple inventories, but the only two options have some major issues. Fomar0153's script is horribly constructed and has a lot of bugs; plus, it isn't compatible with Yanfly's Ace Save Engine. Hime's Party Manager script would do the trick, but it is ALSO incompatible with Ace Save Engine. I've done a deep search on the internet, but these are the only two scripts I could find, so I'm wondering if anyone knows where I can get another alternative, whether it's a different inventory script or a way to get what I need accomplished. Actually, these scripts might be simple enough to make it compatible with Ace Save Engine; I just need it to be possible to load up an old save and have it work. If no alternatives are available and/or if anyone is willing to help, I'm willing to commission a compatible script. I'm not smart enough in programming to solve this problem... Fomar0153's script: Hime's Party Manager: https://forums.rpgmakerweb.com/index.php?threads/party-manager.17270/ Yanfly's Ace Save Engine: https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/