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Found 1,580 results

  1. Hello everyone! You see, I am creating a menu for the SaS IV (Or Saphire Action System) battle system, and the problem is that when creating the item window, these are not shown but the skill is. It is very problematic since I have tried to add the skills as an item in the categories, but I cannot get the skill to show next to the items in any way. I put the "item.is_a?(RPG:Skill) on the category Ruby: def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? or item.is_a?(RPG::Weapon) or item.is_a?(RPG::Skill) when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end This is the list created, the original is after the "Else". I have the problem that it shows me only the skills. Ruby: def make_item_list if skill = $game_party.members.any? { |actor| actor.skills.include?($data_skills[9]) } @data = $game_party.all_items.select {|item| include?(item) } @data = $data_skills.select {|skill| usable?(skill) } @data.push(nil) if include?(nil) else @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end end I would greatly appreciate if you could teach me a way to display Skills and Items within the same category. I've only made these changes to the menu, so I can't find anything else to clarify.
  2. I'm super new to RPG Maker and I'm having trouble with getting Galv's Message Busts script to work correctly. Every time the game tries to pull up a portrait, it'll say that it can't find the image. For example, the character whose portraits I was trying to test were called fira_portrait01, fira_portrait02, etc. When the error message is displayed for her, it would say it can't find it while citing the path Graphics/Pictures/fira_portrait01-1, so I changed the name to fira_portrait01-1, since the image is already in the Pictures and Faces folders. Then it gives me the same error message saying it can't find fira_portrait01-1-1. It does this with the Actor portraits as well, with my case saying it can't find Actor6-1. I may just be misunderstanding how this particular script works, but I read the guide in the script and looked at the demo provided. Additionally, is there any way to prevent Galv's script from conflicting with other scripts? I'm using a script to change the font in the event menu and Zeus81's Map Effects, and they both cause the game to crash when I interact with NPCs with portraits, saying something about line 151 = nil NoMethodError. Are there alternatives to this script? I want to use busts in my game instead of regular portraits. Is using plugins/scripts easier in MV?
  3. Hello! My name is Griml0ck! I am new to this page, however my involvement and experience with the RM community dates back to the year 2000 itself - the rise of rm2k! <3 I am once again back and am working on a new project, utilizing RPG Maker VX Ace, gathering resources and scripts to start creating. My issue is with Yanfly's Visual Battlers script, which I must add is an incredible script and exactly what I am looking for! Everytime I walk on map in a certain way (it seems pretty random), I get the same script error, attached below. When I Battle Test, everything works perfectly. I think its worth noting that I am also utilizing other scripts, the biggest ones being Victor Saint's Engine Module and his Damage PopUps scripts. Its also worth noting that when I do remove them, there doesn't seem to be any issues. I would love to be able to use them all - what is this script error and how can i fix it to work in tandem with these other scripts I am using? Thank you for your time and I hope to see you all much more :)
  4. Lune Smooth Camera Slide Introduction This script will add a much smoother camera slide, making more professional the game, and the move. Portuguese user? Link Here Videos How to Use Put it above main and configure the script as necessary Script FAQ Why my character is not showing on the screen? Don't use values way lower then 0.001, or way higher, the lower the cam moves slower, so to catch up is really hard. Why are the animations moving? The animation is not programed as most people think, they follow the screen and not the map, so to correct this, if you wish, just get a "animation map bug fix" on any community , google it. Credit and Thanks - Raizen
  5. Hey guys, in the middle of developing a game right now and I've got a decent question, I understand VX Ace quite well but this has me fairly stuck. I want the player to be able to hire, and use armies in my game world. Much like what is seen in Mount and Blade One forum mentioned the idea of using a leader to represent the army on the battlefield below: https://www.rpgmakercentral.com/topic/25688-buildingleading-an-army/ However this doesn't answer how damage is handled, I want to make it so when the army takes damage, the player needs to hire new soldiers to replace the dead ones. I would also like it so that any injured soldiers can be healed and don't need to be replaced. For example: A commander has 10HP He equips a group of 9 soldiers each with 10HP He now has 100HP We get into a fight and he takes damage, after the fight he only has 85HP The player NEEDS to buy 1 soldier and heal the other for the commander to get back up to 100HP. One method I can think of is maybe having an equipment durability script tho I'm not sure one is available and have the commander have an infinite amount of equip slots so you equip each individual soldier onto him. After each set of 10damage, one of the soldiers equips break and then you use a special potion to heal the damaged one. I'm not a fan of having to learn how to script the software myself, so if anyone has any ideas on how best to handle this I'm all ears. Thanks so much for any help you can provide. :)
  6. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
  7. Chaos Krux

    Advanced Confusion State?

    Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
  8. I don't know where to start. I am currently using RPG maker and I could have sworn I have posted about this a thousand times, but I seem to keep losing the thread I've made in regards to this. I'm sure this has been asked a thousand times anyway because I had done a search for this on and off for about a year or so and end up with the same results. Though I did manage to find a way around it, but because I am using scripts I am receiving script errors. Well, one in particular. There's a script error for Galv's region effects. As it is shown here it has something to do with the PadConfig. Right where is highlighted is what the error is showing me and so I don't know what sort of changes I need to make to get this script working again. Galv's Region effects is there for tile special effects on character movements like the splashing in water or the dust trail on the road. I would like to be able to keep these effects in the game if at all possible. Help in this would very much appreciate it.
  9. Final Fantasy Styled Battle Log v2.05 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt (Kayzee), for some coding help.
  10. Hey there, I'm developing a game in RPG Maker VX Ace where you play as a sentient slime monster and a reanimated skeleton knight working together to stop an unknowing villain who thinks he's saving the world, but will actually seal its fate should he succeed. Here's my issue. I'm trying to make two revive items: Slime Jelly and Bone-meal I want these items to be usable by both party members, but have Slime Jelly only work on the slime monster, and the Bone-meal only work on the skeleton. I've tried using Hime's Custom Use Conditions and a few other things I forgot the names of, but my level of coding expertise is extremely low. All I know how to do is make educated guesses when I get an error message. Whenever I've tried to use Hime's Custom Use Conditions, I've only accomplished making the item completely unusable. I tried using Common Event conditional branches to make a message appear + refunding the item when using a revive item incorrectly, but all of the code executes together and every message appears one by one. This is immersion breaking for obvious reasons. Here's what I attempted: https://imgur.com/a/HyC8RD3 If I can't make any of this work, I'll eventually give up and make a revive item that revives both party members, but makes sense lore-wise. I hope I've explained my issue in a way that's easy enough to understand. Thanks.
  11. I need a little help with adding more weapons to the database on a project using Falcao ABS pearl liquid v3, and when I want to add a new weapon and I use it the game crashes. I have read some posts but nothing helps me. It says that the error occurs on pearl kernel. here is a photo of the problem
  12. Salutations! Tsukihime provided a wonderful script that would allow a skill to replace another at level up with very minimal work, designer-side. It can be found here: There's also a script included that provides compatibility with Yanfly's Victory Aftermath, which can be found here: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ The issue is, when a skill is replaced, it WILL show up in the aftermath level up display, but "New Skill" is missing. If the level up does not have a skill that replaces another, or has a skill of both types, "New Skill" will appear. I was wondering if anyone could take a look at this and see if there's a fix so that "New Skill" will appear in both situations (honestly, I wouldn't mind it if it always appears at level up, even when nothing new is learned.)
  13. In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
  14. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  15. I would like to permanently remove the option for the player to move up for the whole game (for everything/always: Menus, gameplay, etc.) Is this possible? Thanks
  16. Nirwanda

    Pathway: Desire Resources

    I made some grayscale resources for my indie in a week game Pathway Desire and while they are somewhat limited and i'm no expert spriter... I thought: why not share them? This is how they look (if you're too lazy to click on my signature): These tiles are formated for RM VX/ACE. As for terms of use: you're free to use them both commercially and non comercially credit would be appreciated. Also, since I'm kind of free these days so if you want me to add a little something to the tileset (except maybe water, I have no clue how to do it) I'm taking requests. NOTE: This will contain some small spoilers about the game (bosses, mostly). So, if you ever want to play it, consider giving it a whirl before checking these out. Tiles: Characters: Faceset The character with the hat is inspired by RMW's Scinaya's female healer from Restaff june 2012 Icons: For icons I used mostly Crazy_Leen's http://forums.rpgmakerweb.com/index.php?/topic/31274-crazy_leens-crazy-resources-retro-resources/ (Turned to grayscale of course) But her iconset lacks armor and a few other icons I needed, so I had to create those myself. Though they're not on the same level as hers: Battlers: They're for sideview and are sort of inspired by Milano cat's battlers: http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html Well I hope someone finds this useful and thanks for checking out my thread. If you don't like anything about the sprites, advice is also appreciated.
  17. Author: Valentine Version: 2.0.4 (launched in 05/01/2020) About VXA-OS is the most complete and secure free tool for creating 2D online games from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall and Mystical Hunter. Features Current: » 5 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 monitor commands; » Global real-time battle system on the server; » Passwords protected with the MD5 cryptographic function; » 99% of the event commands on the server; » Common server events; » Configurable resolution; » Global switches; » EventMachine network library; » Friends system; » Quests; » VIP system; » Account Editor; » Teleportation; » Paperdolls; » Guild; » Party; » Minimap; » PvP; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection and Move Event; » Customized movement of events; » Condition of automatic start of events on the server; » Editor of players, global switches etc. Images » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Download With DirectX: Mega 4shared Without DirectX: 1) After downloading the version with DirectX, download the executable Game.exe below and replace it with the one in the folder Client Download Game.exe 2) Open the Script Editor (F11) 3) Search for the script [VS] Mouse: 4) Replace ALL script [VS] Mouse with: #============================================================================== # ** Mouse #------------------------------------------------------------------------------ # Autor: Cidiomar #============================================================================== module Mouse typedef 'unsigned long HCURSOR' dll = 'System/VXAOS.dll' Mouse__setup = c_function(dll, 'void Mouse__setup(struct RArray*, struct RArray*, struct RArray*, void *)') Mouse__update = c_function(dll, 'void Mouse__update()') Mouse__getPos = c_function(dll, 'void Mouse__getPos(long *)') Mouse__getOldPos = c_function(dll, 'void Mouse__getOldPos(long *)') @triggered = Input.triggered @pressed = Input.pressed @released = Input.released @repeated = Input.repeated @last_lclick = Time.now @last_rclick = Time.now @dbl_lclick = false @dbl_rclick = false @pos = Array.new(2, 0) Mouse__setup.call(@triggered, @pressed, @released, @repeated) def self.click?(button) return @triggered[1] if button == :L return @triggered[2] if button == :R end def self.press?(button) return @pressed[1] if button == :L return @pressed[2] if button == :R end def self.release?(button) return @released[1] if button == :L return @released[2] if button == :R end def self.repeat?(button) return @repeated[1] if button == :L return @repeated[2] if button == :R end def self.dbl_clk?(button) return @dbl_lclick if button == :L return @dbl_rclick if button == :R end def self.tile_x # Corrige o display_x, já que a tela pode se mover #16 em vez de 32 pixel na horizontal se a largura da #resolução for superior a 1000 x = $game_map.display_x > 0 && $game_map.display_x > $game_map.display_x.to_i ? self.x + 16 : self.x (x / 32 + $game_map.display_x).to_i end def self.tile_y (($game_map.display_y * 32 + self.y) / 32).to_i end def self.in_tile?(object) object.x == tile_x && object.y == tile_y end def self.update Mouse__update.call() @pos = [0, 0].pack('l2') @old_pos = [0, 0].pack('l2') Mouse__getPos.call(@pos) Mouse__getOldPos.call(@old_pos) @pos = @pos.unpack('l2') @old_pos = @old_pos.unpack('l2') @dbl_lclick = double_left_click? @dbl_rclick = double_right_click? end def self.double_left_click? return false unless click?(:L) result = false t_diff = Time.now - @last_lclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_lclick = Time.now @last_pos = @pos end result end def self.double_right_click? return false unless click?(:R) result = false t_diff = Time.now - @last_rclick if t_diff < 0.5 && @last_pos == @pos result = true else @last_rclick = Time.now @last_pos = @pos end result end def self.x; @pos[0]; end def self.y; @pos[1]; end def self.pos; @pos.dup; end def self.old_x; @old_pos[0]; end def self.old_y; @old_pos[1]; end def self.old_pos; @old_pos.dup; end def self.moved?; @pos != @old_pos; end end #============================================================================== # ** Graphics #============================================================================== module Graphics def self.is_fullscreen? false end def self.toggle_fullscreen end def self.vsync=(vsync) end def self.vsync end end Tips How to attack or talk to event: Press Ctrl. How to open the administration panel: Press F9. English vocabulary: Open the script editor (F11) and replace the [VS] Vocab script with: #============================================================================== # ** Vocab #------------------------------------------------------------------------------ # Este módulo lida com o vocabulário. Todos os textos # exibidos no jogo ficam aqui. #------------------------------------------------------------------------------ # Autor: Valentine #============================================================================== module Vocab # Login and account creation Username = 'Username' Password = 'Password' RepeatPass = 'Repeat password:' Email = 'Email:' Remember = 'Remember?' Register = 'Register' Connect = 'Connect' NewAcc = 'Register' Login = 'Log in' # Character creation and selection NotVIP = 'You are not VIP' VIP = 'You have %s VIP days.' Name = 'Name' Sex = 'Sex:' Class = 'Class:' Graphic = 'Graphic:' Points = 'Points:' Male = 'Male' Female = 'Female' Empty = 'Empty' Play = 'Play' # Chat SecondaryText = 'Press Enter to talk...' Map = 'Map' All = 'All' Party = 'Party' Guild = 'Guild' Private = 'Private' # Menu alert ServerOffline = 'The server is offline!' ServerFull = 'The server is full. Try again later!' ConnectionFailed = 'The connection failed!' Insufficient = '%s must be at least %d characters!' ForbiddenCharacter = 'The name can only contain letters, numbers and space!' Kicked = 'You got kicked out!' IPBanned = 'Your IP is banned!' OldVersion = 'This version is old. Please update!' AccBanned = 'Your account is banned!' InvalidUser = 'Invalid user!' InvalidPass = 'Invalid password!' InvalidName = 'Invalid name!' InvalidEmail = 'Invalid email!' InvalidCommand = 'Invalid command!' PasswordsNotMatch = 'Passwords do not match!' IPBlocked = 'You missed the data 5 times. Your IP was blocked for 3 minutes!' MultiAccount = 'User logged in!' Inactivity = 'You have exceeded the maximum downtime!' EnterPass = 'The character will be permanently deleted and cannot be recovered. Please enter your password to confirm the deletion.' AccExist = 'This user already exists!' Successful = 'Account registered successfully!' CharExist = 'This name is already in use!' # Game alert Teleported = 'You have been teleported.' Pulled = 'You were pulled.' Muted = 'You have been muted for 30 seconds.' NonPvP = 'You can not attack here.' AttackAdmin = 'You cannot attack an administrator.' NotEnoughMoney = 'Insufficient money.' NotSellItem = 'This shop does not buy items.' NotTarget = 'You have no target.' NotSeeTarget = 'You are not seeing the target.' TargetNotInRange = 'Target out of range!' InsufficientLevel = 'You do not have enough level to use this item.' InsufficientMP = 'You do not have enough MP.' GlobalSpawning = 'Wait 1 second to speak again in the global chat.' NotAmmunition = 'You have no ammo.' NotPickUpDrop = 'You still can not get this item.' RequestDeclined = 'Your request was declined.' FullInventory = 'Your inventory is full.' FullTrade = 'The trade is full.' FullBank = 'The bank is full.' FullDrops = 'You cannot discard item now.' ProtectionLevel = 'You or your target does not have enough level to duel.' EquipVIP = 'Only VIP players can use this equipment.' SoulboundItem = 'This item is linked to your soul and cannot be traded, dropped or deposited in the bank.' Blocked = 'was blocked.' Unlocked = 'has been unlocked.' Busy = 'This player is busy.' Ask = 'Are you sure?' # Skills Attack = 'Attack' Support = 'Support' # Friends FullFriends = 'Your friends list is full.' FriendAdded = 'has been added to your friends list.' FriendExist = 'This player is already your friend.' FriendRequest = 'wants to be your friend. Accept?' Friend = 'Friend' # Trade TradeRequest = 'invited you for an trade. Accept?' TradeComplete = 'wants to complete the trade. Accept?' TradeDeclined = 'The trade was declined.' PlayerNotInRange = 'Player out of range.' InTrade = 'You are already in an trade.' Trade = 'Trade' # Bank Items = 'Items' Weapons = 'Weapons' Armors = 'Armors' # Party InParty = 'This player is already in a party.' PartyRequest = 'invited you to a party. Accept?' PartyMemberJoined = 'joined the party.' PartyMemberLeave = 'left the party.' DissolvedParty = 'Party dissolved.' FullParty = 'Your party is full.' NotParty = 'You are not in a party.' # Guild NewGuild = 'Guild creation' YouInGuild = 'You are already in a guild.' PlayerInGuild = 'is already in the guild' GuildExist = 'This guild already exists.' EmptyFlag = 'You did not draw the flag.' NotGuildLeader = 'You are not the leader of the guild.' FullGuild = 'Your guild is full.' GuildRequest = 'invited you to the %s guild. Accept?' NotGuild = 'You are not in a guild.' Leader = 'Leader' Member = 'Member' NewLeader = 'New leader:' Notice = 'Notice:' Main = 'Main' Manage = 'Manage' # Help Equipable = 'Equipable by' NotEquipable = 'Not equipable by' Consumable = 'Consumable:' BaseDamage = 'Base damage:' Soulbound = 'Soulbound' TwoHanded = 'Two-handed weapon' OneHanded = 'One-handed weapon' ItemType = 'Type:' Normal = 'Normal' MPCost = 'MP cost:' Hit = 'Hit:' # Menu Configs = 'Settings' BackLogin = 'Back to login' BackSelection = 'Back to selection' Quit = 'Leave game' Music = 'Music:' Sound = 'Sound:' Resolution = 'Resolution:' FullScreen = 'Full screen:' FPS = 'FPS:' Vsync = 'V-sync' NoLimit = 'No limit' # Titles Teleport = 'Teleport' Bank = 'Bank' Amount = 'Amount' Shop = 'Shop' Alert = 'Alert' NewChar = 'Character creation' UseChar = 'Selection of characters' # Quests Information = 'Information' InProgress = 'In progress' Completed = 'Completed' StartQuest = 'You started the quest' FinishQuest = 'You have completed the quest' Rewards = 'Rewards:' Item = 'Item' Exp = 'Exp' # Admin panel SecondaryPanelText = "Enter the name or 'all'" AdmPanel = 'Admin panel' AlertMessage = 'Alert message:' Motd = 'Motd:' Banishment = 'Banishment:' GlobalSwitch = 'Global switch:' Days = 'Days' ID = 'ID:' Kick = 'Kick' Mute = 'Mute' Pull = 'Pull' GoTo = 'Go to' Change = 'Change' BanAcc = 'Ban account' BanIP = 'Ban IP' Unban = 'Unban' On = 'On' Off = 'Off' Teleport = 'Teleport' GiveItem = 'Give item' Send = 'Send' # Buttons Ok = 'Ok' Go = 'Go' Cancel = 'Cancel' Yes = 'Yes' No = 'No' Create = 'Create' Delete = 'Delete' Accept = 'Accept' Block = 'Block' Unlock = 'Unlock' Activated = 'Activated' Disabled = 'Disabled' # Icons Quests = 'Quests' Menu = 'Menu' # Battle and HUD Critical = 'Critical!' NoHit = 'Miss!' LevelUp = 'Level up!' MaxLevel = 'Max level' end Discord Keep in touch with us and report any errors you find also in our Discord group. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Monsters do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Independence from RTP Parallax System Additional utilities MySQL database Simple launcher Auto Update Credits Creator: Valentine Thanks: Cidiomar Soreto LeonM² Komuro zh99998 Gallighan invwindy
  18. Hello, I am currently working on a project using RPG Maker VX ace, in which would be an MMO-type game. I've seen the various MMO scripts like Forjeum and VXA-OS but both have their servers offline and unable to be fixed, I'm looking for scripts with a stable connection (and-or made earlier this year). Thank you for your help.
  19. aircompressor

    Publish on STEAM

    I plan on eventually putting a game on the STEAM store. I need a good tutorial, video, hand puppets (etc) on how to do this. Any help is appreciated. Be Safe.
  20. So, this is something I thought I could figure out, but my skill in RGSS is a bit lacking. What this individual seeks is to use the method that checks for if any allies are 'dead', from Yanfly's Battle Engine without using said script, and modifying that to do the following: Emulate Persona's revival skills so that if no allies are dead then the skill does nothing, but can still heal living allies if at least one ally is 'dead'. I've no experience with the Persona series, so maybe someone else can aid me here. @Rikifive? @Kayzee? @roninator2? Someone? Anyone?
  21. iderplikeapro

    Buff enemies based on a variable

    All i need is a script or method to set all enemy hp/atk/def/other based on a variable. Ideally, they would use seperate variables. Like, you can talk to an npc, he asks if you want to supercharge the next boss or something, and you can say yes and variable 80 is set to 150%, 81 is 125% 82 is 120%, and 83 is 200% and that changes all enemy stats by that amount. Or just ask for a number input and let the player decide the numbers. Thanks!
  22. Hi all, fresh newbie here, made an account just to reach out for help! Experimenting with all these awesome scripts, trying to create a unique rpg. While testing I found that three scripts I use, Yanfly's Weapon Attack Replace, Vlue's Pet's and Summon's (Compatibility Version), and lastly (my personal Favorite) Yanfly's Free Turn Battle seem to clash in some way. Here's my issue. When actor A summons actor B, and actor B kills the enemy and is left with no more Action Points from Yanfly's Free Turn Battle, it crashes the game with an error box stating: "Script 'Weapon Attack Replace' line 301: NoMethodError occurred. Undefined method 'actor?' for nil:NilClass" Line 301 and its neighbors are: 300 def status_redraw_target(target) 301 return unless target.actor? 302 @status_window.draw_item($game_party.battle_members.index(target)) 303 end 304 305end This is the only way it crashes the game that I've discovered. I've tried re-arranging the scripts, editing the attack (it previously used the Weapon Attack Replace), summoning different actors, but the outcome remains the same, a cold, cold, crash followed by that error. It ONLY happens when the Summoned Actor lands the killing blow on the LAST enemy. I've tested for hours on end to make sure that's correct! My theory is that it tries to check if there's any change in MP or HP as a result of the attack, but the actor is removed at the end of the battle, resulting in the crash, how ever, I have no idea how in the world I would fix that, nor where to even start. A simple "fix" is to straight up delete "Unless target.actor?" but that brings up graphical errors with the Free Turn Battle Script, resulting in any changes to MP/HP/TP/Stat symbols not being properly shown until the NEXT turn. (Example just in case it doesn't make sense, Actor A, who has 100MP uses a weapon that costs 10 MP, they would use it, but their MP Gauge wouldn't change to show the proper amount (which should be 90MP) until next turn, after the enemy has acted.) If there's any questions or any other clarifications you need please let me know! This isn't for any serious project, but I'd be lying if I said I didn't want to make it work! (Side note, I have all the necessary scripts for Yanflys Free turn battle script. Those being "Ace Core Modifications" and Ace Battle Engine) Apologies for any newbie Mistakes!
  23. Shadowmaster9000

    Fantasy Bestiary

    Script Version 3.7: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryV3-7.txt Add-Ons New Game Plus (V1.5): http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryNGPAddOnV1-5.txt ***Requires Bestiary version 3.7 or higher!!*** Scan Skill: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryScanAddOn.txt ***Requires Bestiary version 3.7 or higher!!*** View Bestiary in Battle: http://www.crimson-castle.co.uk/rpgmakerscripts/FantasyBestiaryBattleAddOn.txt ***Requires Bestiary version 3.7 or higher!!*** Why is this called the Fantasy Bestiary? Because it's greatly inspired by the styles of Bestiary used in majority of Final Fantasy remakes! Much like the Bestiary in the Final Fantasy games, the Fantasy Bestiary is split across two screens. The first screen showing a vertical listing of the enemies found, along with a completion tracker (which can be turned off). The second screen shows detailed information about the enemy, including their sprite, a battleback and battle music to go along with it. There are 3 status pages available (newer versions let you add any number of pages you want) to toggle between, and you can still scroll through the enemies while on this second screen. There are a whole ton of different options you can customize, and notetags and script calls you can use to your liking which are listed in the script itself. Although I must warn you that the script itself is very massive (over 2000 lines of text).
  24. Greetings~ It is I, here to annoy you all once again with another question~ Sorry~ I while ago I made an item in my game that allows the player to disable random encounters for a limited number of steps, much like a repel item in a Pokémon game. The item, along with the common event it calls, work perfectly fine as they are. The problem I'm having is that the item also works in areas that would ordinarily have encounters disabled by default. As an example, there are some locations in my project in which encounters are disabled at first, but troops are still set to appear. This is because these areas will be revisited later with encounters turned on. However, if a player was to use the repel item in one of these locations before reaching a trigger that activates the encounters, then the encounters would be turned on automatically once the repel's effect wore off, meaning that enemies would be able to appear when they shouldn't. To remedy this, I would like to add a conditional branch to my repel common event that uses the script tab to check whether or not encounters are currently turned on. This way, I will be able to prevent the item from working at all if encounters are already turned off. The problem is that I have absolutely no idea what I need to type into the script tab in order to accomplish this. I have briefly checked through all of the sections in VX Ace's script editor that I thought might be connected to encounters, but I have been unable to find any sort of command I could use for a conditional branch. And so I have decided to ask if any of you lovely people might have a solution~ It's not necessarily a huge issue, but I'd imagine it would be rather confusing for the player if enemies suddenly started popping up in previously safe areas with no clear explanation given as to why. Any and all help any of you can give would be most appreciated~ Thank you~
  25. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
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