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Found 1,660 results

  1. MistTibe's Ocarina Edit of Meph's Instrument Script. MephistoX MistTribe Introduction Well, nothing to say, a nice ocarina for VX, made from scratch. It allow you to play notes and if you match the correct notes, a trigger will be activated. Features - Easy to Configure and Use. - Include sample events when playing songs for show but you can add whatever you want. - Added Song List (Warning, Very very simple and rustic) - Added New Style of Background, like in Zelda. Screenshots Yes, even i included the fifth key from zelda. How to Use See the Script within the demo, all the instructions are there. Demo http://www.mediafire.com/?ds3ae3bgxnioiq1 Script You'd better get the demo. FAQ No Questions So Far. Credit and Thanks - MephistoX for Create the Script - Misttribe for editing it and re-creating a Ocarina of Time feel. Author's Notes Script Availiable for Free Projects.
  2. 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
  3. 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!
  4. 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?
  5. Copying and pasting duplicate map events can be a pain. With this script, you can duplicate an event by assigning it to a Region ID and then place the Region IDs without having to copy and paste each time; it's like the common event system but for map events. If you want to fix a mistake or make a change, you can simply edit the source event instead of going to every individual event and replacing it with the new one! The instructions are simple. First decide in the "GLOBAL_EVENT_MAP" line if you want your source events to be stored in a designated map or in every map that uses a Region ID. I recommend that you create a designated map, because then each Region ID will always replicate the same event no matter what map the Region ID is put on (do be warned that spawning a lot of Region events this way may cause lag, depending on the amount of them and the map size). In your designated map, name the event with a "#" and add a number from 1 to 63 (since there are 63 Region IDs). For example= "#10" will cause the event to be on top of every Region ID 10 tile. Make the source event any way you want and you're good to go! WARNING: This script removes the ability to assign map troops to Region IDs! This script may not be compatible with other Region ID scripts, like Yanfly's Spawn Event script. I also recommend getting an anti-lag script if your computer is old. This script was written by Kayzee as a commission for me. As the script wasn't posted publicly I got confirmation to post it. If you have any recommendations for fixes or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/1e2021ee724e907bfcf0d1ad96cf414f Thank you Kayzee!
  6. 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/
  7. Basic Options Menu v1.1 By Vlue Introduction Ever had people complain your sound effects were too loud? Or music maybe? If they have, or if they haven't, there's this script now. Provides your players with an options menu to do things like... change the volume of bgm and se and etc... woo. Compatible with Basic Window Resizer, Basic Message SE, and Basic Autosave just so I can have a cooler screenshot of an options menu! Features - It's an option menu. So you can option menuy things. Like change the volume of BGM or SE. Screenshots How to Use Plug and play! Or setup as needed in the script itself. Script Grab it on the pastebin here: http://pastebin.com/LjRsUGeH FAQ Nada Credit and Thanks - By Vlue - Free to use in any project with credit given, commercial or not! Author's Notes I wasn't kidding, Basic Autosave and Basic Message SE were just created to make that screenshot better.
  8. so i have been making a game in rpg maker vx ace lite then i ported it to rpg maker vx ace and i need more tilesets so i went to tilesets in database but im not sure how to get them in the tilesets tabs
  9. Sorry if "programming" is the wrong subforum, I don't really know where else to put it and I think the solution is going to be by editing a script anyway. I have a day and night system in my game and when the time of day changes, a parallax background of the sky, of which is reflected in water, changes. The issue I have is that when loading the game, the parallax takes a split second to load after the game already loads, which looks terrible and ruins immersion. So my question is, is it possible to load a map parallax before the map is fully loaded? Perhaps it would be in Scene_Load, right before the map appears, under "if DataManager.load_game(@index)", it will check if switch "x" is on, and if it is then "parallax x" will be the parallax that is displayed as the map loads. In theory this should be possible since you can set a parallax in the editor itself that loads before the map is shown, right? Thanks for any help
  10. XS - Teleport Version 1.0a Introduction A extensive teleport script fully customized filled with a few useful features. Read more below to find out more! Features The ability to change windowskin and font settings for the windows. Easy to add/delete a teleport id from the list. Simple to change the map id, x and y positions for each teleport id's. The option to enabling or disabling an id if it is already added. (i.e can be useful if you want to temporarily disable a location to be teleported to) Featuring a description window as well as a image of your choice for each teleport id's. A confirm window for the teleport. A animation to be played after the teleport has been complete. Icon support. And more... Upcoming features The option to limit the teleporting to an item of your choice. (i.e you need to have a teleport stone in order to teleport etc) And probably more! Screenshots How to Use To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save. Script Get the script here. Updates Version 1.0a up. Added the support for icons. Credit Do credit me, Nicke, if you are planning on using this script. Thanks. PM if you want to use this in a commercial project.
  11. Aslanemperor

    Progressive Event based skills

    Ok, so far I've figured out how to do almost everything I NEED to have happen in my game. Most of what I want can be done with the basic resources given. The one exception is the main character's special skills. Please let me explain: So, there is a "main arc" of the storyline. That main arc is based on certain choices the main character makes. Every time he chooses the "evil" option, he grows more powerful and gains a new skill. If he chooses the "evil" option every time, he unlocks his ultimate ability and a special character! He also changes the final boss and the ending! The problem is, I want the choice of which skill he gets to be based on the number of times he's taken the evil route, not which decision he's making currently. I'm REALLY hoping there's a script for this. The only other option I can think of is to set up 8 sets of maps with their own custom set of events (which not only would be a pain, it would make the game ridiculously huge!) Just thinking about trying to do things that way gives me a headache! Hopefully this is a script that has been developed already, seeing as I'm sure I'm not the only person to want to set up a system like this! Please help!
  12. I'm looking for a good script for recruiting defeated monsters, or a capture system. No I don't want to use the Crystal Engine as it's 99.9% Pokemon and doesn't fit my needs at all. Can someone help me out here? I want something like Dragon Quest 5's system. I looked at the old HIme's Monster Hunter script but it doesn't work at all, it keeps throwing an error when a monster is captured, plus she abandoned it a long time ago.
  13. Hi! I'm very sorry if this is in the wrong section. I was wondering if anyone had a copy of Yami's Charge Turn Battle Script: https://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/pctb/ Their dropbox link is down, thus it's impossible to get it here. I also can't seem to find it on their github. Does anyone perhaps have a copy that they are willing to share? I would love to use it for my current project. Thank you in advance!
  14. I have areas of my game inside a volcano and, currently, floor damage is only dealt when my character steps on a lava tile once per tile. Is it possible (I'm sure it is) to have floor damage be dealt over and over if the character does not move off the tile? It doesn't make much sense to stand on hot lava and it not continue to damage you :). I suppose this would involve setting up something that deals damage every, say, half a second or something, but I don't know if that would involve scripting, or if there's a nice Common Event workaround. Thanks in advance for any help you can give!
  15. kratoscar2008

    Scripts for my game.

    Hi. Want to make a game and I have a few ideas that dont seem possible with scripts online. 1-Im a fan of certain RPGs like growlanser/Langrisser. In those you have a character creation of sorts which determine your MCs stat growth, classes he will be able to learn, skills and some other stuff. Classes and skills seems posible already but influencing a character's growth seems impossible. So would like an script for that. 2-My game is about the cast joining a guild. I would like a system with equipable skills, the twist being that you only gain skill points by leveling up your guild level, this level also determines what equiment you can buy as well as the skills too. Those would be the main ones. Hope you guys can help.
  16. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  17. Does anybody knows how to check nearest Event ID from this Event(@event_id)? ex) This Event(1) -> Event(2) is nearest distance from event(1) need to know Event(2)'s ID with script down below or another script can run this. I use meawface's script but it is player based so wanna change "player" part to "this_event". but changing "$game_player" to "$game_map.events[@event_id]" doesn't seem to work. and nametag based searching event ID could be more helpful. attached meawface's full script and link below https://forums.rpgmakerweb.com/index.php?threads/enemy-distance-scanner-radar.46115/ ==================================================================== # ■ Meow Face Enemy Distance Scanner #---------------------------------------------------------------------------------------------------------------------- # Return the ID of the nearest Event (from player position) #=================================================================== # How to Use: # [1] Put this script below Material and above Main # [2] Put this name tag on events you want to scan: <enemy> # [3] Use this Script Call to get the closest enemy's id (in Control Variables Script box) # closest # eg. # Control Variables 1 = closest #=================================================================== class Game_Map def distance_from(id) $game_player.distance_x_from($game_map.events[id].x).abs + $game_player.distance_y_from($game_map.events[id].y).abs end def scan_target meowradar = {} @events.values.each do |meow| if meow.enemy? meowscan = distance_from(meow.id) meowtarget = (meow.id).to_s meowradar[meowtarget] = meowscan end end meowradar end def scan_nearest scan_target.min_by{|k,v| v}[0] if !scan_target.empty? end end class Game_Event < Game_Character def enemy? @event.name.include?('<enemy>') end end class Game_Interpreter def nearest_enemy $game_map.scan_nearest end end
  18. Im trying to implement into my game an animated shooting system where the character draws a gun, and shoots an enemy, it will do 3 different animations depending on where's the enemy located, up, right and down. It would go this way the player would push a key to first aim with their weapon and can rotate around to aim, then another key would be firing that gun triggering the firing animation. But as I said Im not sure how to implement this into RPG Maker I already had trouble trying to implement a 64x34 8 directional movement sprite script, and so on. All help is appreciated.
  19. 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!
  20. Introduction The base for a gardening/ farming system. Features - Plant seeds anywhere or specify where they can be planted with terrain tags. - Fertilize seeds - Water seeds - Cyclic plant behavior - Harvesting - Use skills to plant seeds - Plants can have up to 1 million growth stages - Erosion Screenshots How to Use Everything is explained in the documentation and the demo. This explains how to set up a very simple plant (for the full features you'll need to read the documentation or look at the demo) Script + Demo Get it from this site so I don't have to run around updating links everywhere when I'm fixing bugs. Credit and Thanks - Tsukihime - Celianna Author's Notes
  21. DexJ101

    Self referencing event

    Im looking for the script call for the following commands: Control variable > set > game data > This event's map X Control variable > set > game data > This event's map Y Control variable > set > game data > This event's direction I can do it with the regular event commands but ideally, I need it inside a set move route, hence the request for the script calls. I've looked everywhere I can think to look but I cannot find this particular call. Any help is greatly appreciated
  22. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  23. There are 2 parts of it. Plz help me.
  24. 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
  25. supportmovement.mp4 So right now, I'm working on a sidescroller RPG game, and I'm trying to make it so you can have multiple followers while exploring the map. When trying to execute the jump command, the follower goes through blocks and floats. How do I fix this? A bit of useful information is that I used the jump event to make the main player jump (Surprising, I know!), and I've tried using some follower scripts but had no success using them. Please help. Thanks in advance.
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