Jump to content

Search the Community

Showing results for tags 'rpg maker vx ace'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Central
    • Introductions & Farewells
    • Forum Announcements
    • Forum Feedback and Support
    • The Competition Zone
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Editor Support and Discussion
    • Programming
    • Tutorials
    • Workshop
  • Game Production
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater
  • Off-topic
    • General Discussion
    • Role Playing And Forum Games

Blogs

  • Loki's Blog
  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Blood Boundary Development
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Brualrosian Empire
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • E. Rin's Blog
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • COOL TELOCH BLOG
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Utajärvi
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Realms of Eternity
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • Project Shotgun
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • RuinLight's Blog
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tutorial Drafts
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • Writing Competition
  • OtaEnt Studios
  • Totori's Blog
  • The Kokonut Tree
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Remains: Dream Paradise
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Cecillia's Blog
  • Liphidain Development Blog
  • Pixelated
  • animeforfun's Blog
  • Purogurama Project
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Constellation
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • JamTam Universe
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • Post-apocalytpic Simulation
  • Tweaksource's Blog
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • OFFICAL HIREING LIST
  • UnDead Studios Archive
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • insomnioid
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • Seriel's Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Equestria
  • Private Cave
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Raymi's Blog
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • The Eddsworld Fangame(s?)
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Fleshport Development Blog
  • Amyrakunejo's Game Cabinet
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish
  • Delve into the Digital Embrace
  • Nira, the Experiment
  • Testing Blog
  • Loco's Loose Leaf Odyssey
  • CH2 - Afterword

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Skype


Location


Interests

Found 1,461 results

  1. 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
  2. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  3. CSCA Save File Plus By: Casper Gaming (Casper667) Last Update: March 5, 2013 Latest version: 1.0.0 Introduction Changes the way the save file selection screen looks. Also has a (very basic) new game + system. Screenshots Basic view of the changes. How to Use Place in your materials section. Plug n Play. Optional New Game + options require setup. Instructions for that in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Notes One of my very first scripts that I never released outside of my website. If you got it off my website before this post, please re-download it to get the newest version. Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  4. [LDS] Save Screen Version: 1.0 Creator ~Levi Stepp~ History Introduction This is just a basic Save Screen that draws a few things. Features Actor Faces Location Name Playtime 6 Party Member Save File Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. There is no config at the moment. Demo No demo is needed, Plug N' Play. Script Get it Here FAQ No Questions asked yet. If you have suggestions, let me know. I am still learning RGSS3, I don't know how to make custom configures for people yet.
  5. Hey guys, 2nd post, having another issue, seems to be a problem with the engine. Any support will help. The Problem: The playtest, (or running the game) crashes when unloading pictures. I am doing a data collection screen, with 17 buttons that record names with name input. After each field is completed, I replace the button with a picture of the button in a different color. All 17 images display just fine, however the crash occurs when trying to erase said pictures. I have cut it down to just 7 pictures being cleared and it works just fine, so I have determined that clearing the pictures is what is causing the problem. The Fixes I Have Tried: I have turned the pictures transparent, and cleared them slowly over several events. Causes Crashes I have the images switch to smaller transparent images, and clear them later. Causes Crashes I have substituted the files, to make sure none of the images are causing the problem, Still Crashes. The only work around that works at this point is just making the images transparent and leaving them alone, but I am concerned it may cause issues later on in the game if I dont clear the images. Sorry for the long post. To recreate the issue, one could just display 17 pictures one by one, and then clear them one by one, or all at once. Also I am not sure if it helps at all, but the crash is not immediate. The game functions for a few seconds, freezes and crashes. No error messages. Sorry for the long post, any help would be great! Thanks guys!
  6. Mouse System by Jet Introduction Yes that's right, another iteration of my mouse. This time around I coded my own pathfinding (which does not freeze up like the previous one) and i completely recoded almost everything. It's highly optimized and works much better than any previous version. It has removed the scrolling with mouse wheel, but added a developers block. This is add a fully functioning mouse into your game. This can allow the character to move and interact with just a click and navigate menus with ease. Features - Quick, flexible pathfinding, via A* - Many configuration options - Even more compatible with custom systems with a recoded base - Just a click to do mostly anything - And more... Screenshots Script http://pastebin.com/raw.php?i=3KPTNr7z Credit Jet Note I have a license, it's in my signature. Use in commercial games, PM me and I'll lay out my very simple terms.
  7. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  8. Feature: Skill Power Modifier -Tsukihime This script allows you to increase the damage dealt by skills by some fixed percentage when you equip an item. For example, Flame Sword increases the power of "Flame Strike" skill by 20% when it is equipped, and so the base damage of "flame strike" is now increased by 20% whenever you have that sword on. Download Script: http://db.tt/25DmBCID Required: Feature Manager, Core: Damage Processing Usage Tag your equips with <ft: skill_power skill_id mod> Where skill_id is the ID of the skill that you want to modify mod is the damage modifier, as a float, treated as a percentage. eg: 0 is no increase 0.1 is a 10% increase -0.1 is a 10% decrease
  9. Reedo's Simple Side Battle System Ace Edition (RSSBSACE) Version 1.7b September 30, 2013 By Reedo References None. This is an original script by Reedo. Description This script is a recreation of the original RSSBS created for VX back at the end of 2009. The script has been completely reworked for ACE. RSSBSACE offers a simple, plug-and-play, side-view-battle-system with no additional resource requirements. This script is only a visual modification to the battle system and does not add any game-play mechanics. RSSBSACE is designed for a high-degree of compatibility with other scripts. Features This simple SBS provides a classic "FF"-style side-battle experience. This script will: Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout. Place a shadow on the ground beneath living actors. Show the actor's stepping animation on their turn and when acting, if able to take actions. Make the actor step toward the enemy when taking an action other than guarding. Show animations for all actor actions as defined in the database for the particular action being performed. Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack) Flash the actor red when they successfully receive a hostile action. Show dead actors as faded, whitened, and rotated to lay on their back. Make living actors perform a "victory dance" when the battle ends (they jump and spin). Optionally "mirror" enemy images to make them face to the right. Version 1.2 Make actors step back when guarding. Make actors start facing backward and jump when surprised. Make actors start facing down and flashing white on preemptive strike Version 1.6 Show weapon or skill icon as moving (swinging, punching, or pulsing) graphic during actions. (by popular demand!) Now compatible with "battle test" from within the database. Version 1.7 Additional options for weapon motion by weapon type. Ensures all animations play on RSSBSACE on-screen actors. As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set. Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps. Options There are a few options at the top of the script which can be modified to change the positioning and movement of the actors, specify the mirrored enemies, and disable the forced tile-based battle backgrounds. In most cases there will be no need to modify any of these options, other than the list of enemies to mirror. This option looks like: FLIP_ENEMY = [ 3, 4, 6, 7, 8, 10, 14, 16, 17, 18, 19, 21, 22, 24, 25, 27 ] And each number is simply the ID of the enemy to flip. This is the number preceding the enemy name in the Enemies tab of the database. Screen Shots (battle begins) (player attacks) (player is hit) (victory dance) Known Bugs None at this time. Please report any found. Requirements None. This is a stand-alone script. Installation Plug-and-Play Just insert a new script directly under Materials, name it RSSBSACE, and paste in the script code. For compatibility purposes it is typically best to insert RSSBSACE above all other scripts*. * If using Yanfly YEA Battle Engine, this script must be installed below the Yanfly script. Configuration The only configuration necessary will be to arrange the troops such that the enemies are on the left-hand side of the screen. Go into the Troops tab of the database, select each troop used in your game and drag the enemy images to arrange them to your liking on the left side of the screen. All other configuration is optional via the "User Options" section at the top of the script. Compatibility Should be compatible with most other scripts. Obviously any other script which also modifies the battle scene may not be compatible, but this should mostly relate to visuals such as the placement of animations. Any battle-addon which affect mechanics and not visuals should be compatible. The original RSSBS for VX was highly compatible with other scripts. This version follows a similar design pattern so I expect it to also be highly compatible with other scripts. A Note About YanFly Scripts I have not yet tried any of Miss YanFly's scripts for Ace, but I expect there may be some contention between our two scripts. Although I suppose it is equally likely that her script will simply overwrite mine and everything will occur with her settings while my actors appear on screen. We had a good deal of success between our scripts in the past so if this one turns out to have any issues I will do my best to set some time aside to correct my script and ensure as much compatibility with Miss YanFly's as possible. Update This script is now confirmed compatible with the Yanfly YEA Battle Engine. Script Here is the complete RSSBSACE script: Summary With this script you can quickly and easily show your party on screen during battle with animations and effects and no special configuration beyond rearranging the enemy layout in your troops. Comments and suggestions are welcome.
  10. If anyone has mastered how to use Caspergaming's Currency System, can I ask your input? script is For instance, this script call "discover_currency(currency[, boolean])" What part should I overwrite to make it so that the currency will be enabled? (Yes, it was set to true in the config part but 2nd currency won't show in the menu) I tried to write the following and always got a syntax error ( Out of frustration, I deleted the test game project which I pasted it so I will try to replicate the error and SS it later) discover_currency(:s[, boolean]) #":s" is the symbol for the second currency btw discover_:s(currency[,boolean]) discover_currency(s[,boolean]) Those scriptcalls don't work and crashes the game. Hurrah. Note, I pasted the script on a new project without other scripts* Long question short "How to type in the script call to reference the currencies correctly?" Love, Frustration, and Thanks, Pandadodod
  11. 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
  12. it keeps saying unidentified method for actor
  13. Hi there, hopefully this is the right place to make a topic like this. I'm working on a game that includes a thief-like ability to steal stats and stuff from enemies, rather than items. This ranges from stealing new abilities (like Blue Magic), to permanent health/strength/etc bonuses. However, I've been trying to figure out some way to also also gain permanent resistances through this method too. Eg, a fire elemental may give you a permanent +1% defense against fire, or a slime might give you +1% resistance to poison. Other than instead being able to steal equipment that does these things, I can't think of any way to do it. Any ideas (even a script recommendation that could do this) would be greatly appreciated. Thank ya!
  14. Tidloc's Lockpick Minigame v.1.1.2 by Tidloc Introduction Ever wanted to lock you doors a safe way so no unwanted guests come in? well, to bad that's not possible anymore, since the protagonist can now pick your locks! Features - lockpicking minigame without leaving the Map scene - result of the lockpicking is saved in a global switch, so in events it can be branched easily Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. All instructions of how to setup this script is in the top of the script. If you don't have graphics you can use, the script is adjusted to these at the moment, feel free to use the attached graphics (take care of the folder, defined in the constant images of the script or alter it so it matches). Anyway, if you use them, please credit Victor Maker for them. But also: if anyone is willing to improve upon the graphics that would be greatly appreciated! Demo Download this file. Script Downloads: Lockpick script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! Q: How does it work? A: You have to press :C when the pin is as far up as it goes to arrest it. as soon as all pins are arrested, the lock is considered opened Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog: LockPick.zip
  15. Recently I started using Victor Light Effects Script. I found one issue with it: when there is a light on player and he transfers to the other map the light is gone. Is there a way to fix this? I tried putting the light comment in item comment box (because light only shows when player uses item e.g flashlight) but it didn't help. Any ideas?
  16. So I've got a puzzle in my game wherein you place four cards in four picture frames (plus a fifth frame in the room over), and if you press a button in the next room and all the right cards are in the right picture frames, the door opens. Else, you die. Problem is, I'm doing...SOMETHING wrong, obviously, between my events and my common events and the scripts I've got. When facing a picture frame, you should be able to select any card from your items to place it within, but for some of the cards you can't, while with one of the cards you can. In addition, when you slip a card into a frame and then examine a frame you're supposed to receive a prompt asking if you want to remove the card again, and sometimes, uh, you don't get that prompt. In fact, you get the "this frame is empty" message instead. An exact rundown of my problems: Frame 1: Can't place any card except the Ace of Clubs Frame 2: Can't place any card except the Ace of Clubs Frame 3: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 4: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 5 (in next room): Frame 2: Can't place any card except the Ace of Clubs I don't know what I'm doing wrong, and I *definitely* don't know why it's the Clubs only that sometimes works. Any help would be appreciated. My game so far can be found at the following link, though I can't remember if in the save I've had the player character take the Ace of Hearts off of Frame 5 yet (that part works fine, at least). https://www.mediafire.com/file/qpt52dg6yjnj48t/French_Castle.zip/file
  17. I actually have two issues going on here. Firstly is that Calestian's Currency Script (needed) removes the gold window from the main menu, which makes it so that the window width of the gold window that Theoallen's Limited Inventory script (also needed) tries to reference is no longer there. What I've tried to do to no avail is replace that, but even though I know that the necessary width is 160, I can't get Ruby to interpret this properly, though I've tried in every single possible way I can think of. I've tried adding a new class, defining a new method, nothing. Aside from that issue, there's also the issue of the following with TheoAllen's script that also won't interpret an otherwise valid formula for actor notetag. In said notetag, I have the following: <inv formula> 6+((atk+agi)*0.5)+(1*(level-1)) </inv formula> Which somehow throws this odd error "Can't convert to Float" or "...Fixnum" if I change *0.5 to /2 which neither error makes sense; I've closed all soft brackets properly and made sure that the result is at least 6, so the end result is not nil in any way.
  18. Shock256

    vx ace zelda traps

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

    Actor Idle Animation Script

    Hello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animation​​​​​​​ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
  23. Tsukihime

    Skill Trees

    Skill Trees -Tsukihime This script adds skill tree functionality. It adds additional learning conditions that will require you to have certain levels of mastery for some other skills. Download Script: http://db.tt/HQSCLLpK Required: Core Learning, Skill Levels Usage So for example suppose Eric needs to have Fire level 10 to learn Flame. In the Classes tab, you would first create an entry for Flame. Then you would tag the learning object with <slv: skill_id level> In this case, Fire's ID is 51, so I would write Now when I go and level up Fire... You can have as many conditions as you want. Just tag them separately <slv: 1 5> <slv: 2 8> ...
  24. So I have this event that's supposed to chase me through different rooms, but every time I leave the piano room, the monster just appears in the corner of the hallway map and gets stuck.
  25. Hello! I am new to the forum, so I apologize if my post is out of place. I have been working with VX Ace for a while but still consider myself a novice. I am working on a project that will utilize name input quite a bit. I want to change a few things. I want the name input window to pop and and be located at the bottom left of the screen. Also when the window pops up, it blurs the background but I want the player to be able to read the text on my parallax, so I need to remove this effect. Finally If there is a way to remove the lines under the letters, that would be awesome. I am currently using a keyboard input script, that allows us to use the keyboard to enter text. (It also hides the keyboard portion of the window) I appreciate all your help! Thanks for taking the time to read my post!
×