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Found 1,844 results

  1. SpuddyGoggles

    Removing Item Category List

    Once again I call upon the RPGMakerCentral forums for assistance in my (likely fruitless) endeavor to create a somewhat passable project. This time it concerns an aspect of the Item menu. I've already changed a few things to my liking, though now I still have the issue of the pesky category window which forces the user to redundantly press the action button twice. For clarity, I basically only have one item category with includes all item types (key items, weapons, armors, etc.) but it seems that the item list window and item scene are somewhat dependent on the category window's colon yellowtext variables (I have no clue what they're called) and I can't figure out how to tie the categories I already have to just the item list without the need of the category window output. (For context, this is what I put into Window_ItemList in case that is any help.) def include?(item) case @category when :item item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) else false end end
  2. Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
  3. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  4. Hello everyone, One of the worst things that could have possibly happened to me happened. I was using RPG Maker VX Ace and as soon as I saved it, my power went out about a second later, exactly at 7:26 on the 4th of February. When I tried to re-open my project, whether it was opened manually or through VX Ace, this message appeared: When I tried double-clicking the actual game application, this message appears three times in a row for some reason: Which is then followed by this error: I did some research on this topic and discovered that this happens to a lot of people, but my situation seems much more extreme. What most of the tutorials suggest to do is create a new project and move all of the audio, data, graphics, movies, and system files into the folders of the new project, which I did. The only files having issues were the data files. I learned that you can see if a data file (in "rvdata2" format) is corrupted by opening it up in Notepad and seeing if there is anything in it. Unfortunatly, these files were apparently corrupted: -animations, common events, map212, map214, mapinfos, scripts, states, system, tilesets, and troops. Usually, only 1 or 2 files are corrupted during an interrupted save, but this is quite a lot of damage. At this point, I went to go replace the empty corrupted files with the files from my backup in the "projects" folder within the RPGMVXAce folder located in the Steam folder. The problem though is that it's gone! I only have the external copy of my game's files, which has the corrupted files in it. All of my other projects are still there though, including the blank template I made to try and fix this error. I was able to replace all the other files properly, and replacing the DLL file in the systems folder stopped the above messages from appearing. Now these messages appear when I open the project or play the game: I also tried uninstalling and re-installing VX Ace, but the weird thing was that the desktop icon didn't disappear and neither did the app's local files, so I deleted them manually. When I re-installed VX Ace, my projects folder came back unchanged. VX Ace also isn't appearing in the windows search bar as an official app! Nothing changes if I enable/disable cloud saves on Steam! So my question is, is there any way I can recover literally any previous version of my project or patch-up the rvdata2 corrupted files? These data files are 5 years worth of work, and my project is practically blank at this point. Any help and advice is appreciated.
  5. SpuddyGoggles

    Actor Name On File Select

    I'm very new to scripting in Ace and Ruby in general (which I think is a given.) Currently I'm attempting to have it so the file select screen displays the first actor's name rather than the default file name. I thought that something along the lines of def draw_actorname(x, y, width, line_height) header = DataManager.load_header(@file_index) if header.nil? draw_text(x, y, width, line_height, "NEW") else draw_text(x, y, width, line_height, $game_party.members[0].name) end end would be sufficient. However the result is unfortunately a blank space where the name should be. Any help would be appreciated.
  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. Hi. I am trying to use a script called "Galv's Animated Battlers" created by Galv that allows the battlers to use battle charsets. The thing is when i try to use it on any battle (either on in game battles or while using the troops tab battle testing feature), an error always appear saying "Script 'Cache' line 88: NoMethodError occurred. undefined method `empty?' for nil:NilClass". The cache's 88 line says "if filename.empty?". I don't really know programming so i don't know how to solve this.
  8. Theo - Insane Anti Lag For those who insane enough to put a lot of events on map Version : 1.1 Introduction : As most of you already know, lag is common problem in RPG Maker games. You may think it was because you have many events on map. And so, to avoid lag, you split your map into part and limiting the event as well. It's not entirely wrong because when you have a lot of events, program need to checks all events. However, it wasn't done efficienly. This script increase the efficiency on how default script works and prevent unecessary update when it's not needed to gain speed. However, I can not guarantee that it will have high compatibility since I overwrite most of stuff. I will likely to make compatibility with my own scripts. But I'm not sure about someone's script. Screenshot : Features : Optimize Event XY. Registered all events into table for faster collision detection using default 32 x 32 grid movement Optimize Event Start. Registered any event that started to prevent check all event and see which is starting Optimize Sprite. Prevent update character sprites located on far away Insane - Table search. When you have insane number of events. It checked map table instead of iterating through all event. So, if you have 10.000 events you will have no worry about performance. Insane - Sprite dispose. When the sprite is off screen, it disposed immediately to prevent performance loss. Insane - Enhance page checking to prevent mini freeze when checking all event pages (*NEW) Testing : Tested using Core i3 @ 2.40 GHZ, 4GB of RAM, Windows 7 64-bit with no additional scripts, I got following results : 150 x 150 map with 250 events. I got 60 FPS while no antilag I got 49 FPS at the minimum 17 x 13 Full load of events. All events are on high frequency. I got 30 FPS while no antlag I got 10 FPS 150 x 150 map with 10.000 events, all events are off screen. I got perfect 60 FPS while no antilag I got 1 FPS 150 x 150 map with 10.000 events, and have around 190 events on screen, I got 55 FPS at the minimum. While no antilag, I got 0 FPS. Limitation : So far this will only works with default grid based movement, not intended to be used together with any pixel movement. Using insane mode antilag will only works if events on screen is around 250 despite of the total events on map. Using larger screen resolution may affect the performance as well Download : Click here Final Note : After all, these are just my attempt to speed up the game. Performance are still under influence by many factors. These include but may not limited to Your CPU speed Your laptop / PC temperature How much power do you give for your CPU Multi tasking Someone's scripts I once used RM in old computer. When I switched to more advanced laptop, I saw that 60 FPS is really smooth. If your CPU seems overheat, turn off your laptop / PC for a while for cooling. My laptop was once overheat due to broken fan. When I played my own game I got 10 FPS. I made my own antilag and no one of them worked until I realized my laptop was overheat. Power saver mode in laptop may affect performance. Try to go high performance instead and let see if the lag gone. Once my friend played my game using power saver mode, and he got 15 FPS. If you have many programs running at same time, it may cause a little lag in RPG Maker games. Something like the screen won't be updated for a while. Some scripts can affect performance if it's not done right. This antilag script is tested using default script without additional scripts which directly affect something on map. For scripter, feel free to modify my script to be better and better. You can edit and repost in your own version as long as you credit me, as TheoAllen or Theolized RGSS3. Special Thanks : Tsukihime for performance analisyst KilloZapit who helped me to brainstorm this concept Galv
  9. Author: Valentine Version: 2.1.6 (released 01/27/2022) About VXA-OS is the most complete and secure free 2D online game creation tool 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, Mystical Hunter and Hogwarts 2D. Features Current: » Global real-time battle system on the server; » 99% of the event commands on the server; » Common events on the server; » Configurable resolution; » Global switches; » SQL and MySQL databases; » EventMachine network library; » Friends system; » Quest system; » VIP system; » Website; » Account editor; » Teleportation; » Paperdolls; » Guild; » Group; » Minimap; » PvP; » Bank. Next: » Move Event event command; » Customized movement of events; » 8 directions; » Finalize states, buffs and debuffs with timer; » New account editor; » Day and night; » Climate; » Windows by image; » Multiple languages; » Cooldown specific to each skill and item. Images » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Website Download With standard DirectX (requires no installation): Mega 4shared With DirectX + SQL/MySQL database (requires installation): Mega 4shared GitHub Without DirectX (if the client with DirectX does not work): Click here Official DirectX download: Click here Tips How to attack or speak to events: Press Ctrl. How to open the administration panel: Press Insert. English vocabulary: Click here Discord Keep in touch with us and report any errors that you find also in our group Discord. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Enemies 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 Do not lose level when dying Fixed drops on the map Day and night by event Adding more equipment slots Independence from RTP Parallax System Parallax Map Additional utilities Simple launcher Auto Update CT Protect
  10. Materia System Victor Sant Introduction Ok this script actuall belongs to me but Victor Sant created it as a commission. What it does is replicates the Materia System from Final Fantasy 7. For those who are not familiar with Final Fantasy 7 what materia is is an item that contains magic and is equipped to equipment and each equipment can have several of 2 different types of slots (joint and single) materia then gain ap from battles and as they 'grow' they can gain new spells for the hero and even 'breed' which happens when a materia becomes mastered it slipts into a matster and lvl 1 form Script http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/materia-system Features - equip and unequip materia - materia grow using ap - materia shops that can buy and sell materia - materia breeding when mastered (can be turnd off) How to Use Plug and play. Details within script
  11. Hello! I've been hacking away at what I originally thought would be a fairly simple scene to create. I'm making a special little update for my game where players can view concept art. They open up a scene that has a command bar that allows them to scroll through the art using "previous" and "next", with the command "commentary" in the middle that opens up a window to show a brief description of the image. Almost everything is working pretty swimmingly (after much struggle ) except for two issues: 1: when I move to a new picture and re-open the commentary window, the new text will overlap with the old text instead of replacing it, 2: the third line of text doesn't appear for whatever reason. (Solved, it was a typo that prevented the third line from drawing ) This is the whole script used to create the window for the artwork commentary: This is the script that is used to change the artwork image and the artwork description accordingly (used in the scene): I was hoping to completely dispose of and recreate the window using @description_window.dispose, but after much ado, I could only get it to throw up this error: To me, this looks like the .dispose command has a definition and could work, but the script doesn't think there's a window to dispose of? After I couldn't get that to work, I resolved to attempt to replace the drawn text and keep the window in existence as long as the scene is up. As for the missing third line, I'm really unsure of what's happening because all four lines are drawn exactly the same but at different coordinate of the Y Axis. I'll continue poking around for any misspellings that may be interfering with the third line appearing, because that's the only thing I can think is the problem at the moment. Yes, it was that! I've been trying to figure this out for a day, but the minute I post for help, my brain decides to un-derp itself. I'm using Victor's S Font, by the way. Thank you for any and all help!
  12. 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
  13. Hey! I'm not sure how often Yanfly checks their scripts page for questions, so I'm posting this here as well to see if someone knows the answer. I'm wondering if there's a way to have the script choose a skill within a range instead of a single skill. This is for my wizard character, who is using something like the Caster weapon from Outlaw Star. Anyway, hopefully someone has a clue on this topic.
  14. I modified the title script to work more properly with what I wanted to display in my game, so I thought this might be interesting for people who wanted something similar. I'll explain a couple sections (with caveats) and then show the entire script at the end. I removed a couple of things (like biography) that I'm not using, but I'm sure they can probably be re-implemented. I also only show the integer value of numbers and percentages as I'm not concerned with anything beyond that. I don't script and it took a lot of guesswork, web searching, and assistance to arrive at this, so I apologize if it's a bit messy. CHANGES (bolded so they are easier to spot): At the start, here is how I changed the menu options with some removals, renames, and additions: For the parameters section, I changed font size, did some renames, and removed ones I don't use, although they can be added back in. This sets up names for the elements and states. You can use more or less, but you might need to mess with the font and column settings if they don't fit well or look bad. The spaces at the start of each string leaves space to draw the icons. I had to add in the menu items. I left in some I didn't use because I was afraid to mess too much with this, but they don't show up so it works. It's a bit messy though. Additions to call the new windows. Example of where I changed the number of columns drawn, and changed column.width. I hashed out the column.width original lines in case I screwed up and needed to revert to the original version. This is where I changed the presentation of the parameter values to remove anything after the decimal place. etc. This fills in elemental resistance. It took a lot of trial and error to figure out where to put in the icon drawing commands. Everywhere else I put it worked, but always failed to draw the last icon. The way element rates are stored, you have to multiply by -100 and add 100 to get a positive integer value. The icon numbers of course refer to my sheet so that would need to be edited if someone else used it. This fills in state resistances, with some big caveats. For my game, the characters are either immune to a state or not; I don't use % resistances for them. This looks at the immunity variable and returns 0% if it's false and 100% if it's true (0 or 1 times 100.) I imagine if you use % resistances, it would work similarly to elements as above, BUT if you use both you'd have to have it figure out which on to prioritize and how you'd want it displayed. Because the basic game setup adds in luck to state application, 100% resistance is NOT the same as immunity. FULL SCRIPT:
  15. ((Edit: I feel really stupid. Apparently I was misunderstanding the "Span." I was thinking "Moment" meant it would only be running for the specific moment, but apparently that means it runs once every moment (or indefinitely). Guess it's fixed now?)) I find myself having a really annoying problem. I have designed the first battle for my new game which is effectively a quick intro to the character. The bad guy throws out an insult, the character states that he'll use his "quickdraw" skill to get the first attack and put down the enemy with a single shot. Seems simple, right? Apparently not. This text displays, but the event never ends. It loops indefinitely! I know it's possible to have speech in these games without an infinite loop, but I can't figure out how to end the speech event! Usually when I make an event that "speaks" it ends when the speech ends. I've tried switches and the "exit event processing" so far, but I'm at a loss for what else to do. If you know what I'm doing wrong, please tell me. I've included a screenshot of the event. The switch is SUPPOSED to activate a black event page the same way I would if I wanted to have a one time event like a treasure chest. I've tried changing the span to all three options. So far, nothing works.
  16. Hey there! I'm busy working on monsters for my game, and I'm wanting some input on damage calculations. In my old game, I ended up with a lot of feedback that the damage was FAR to high. I had certain random encounter monsters one-shotting party members, bosses doing spells that would wipe the entire party if they didn't grind, and doing just a ton otherwise. I've decided to give these characters more HP, but I still want my game to be a challenge to the players. I'm hoping that some of the more experienced developers have some insight into what works best in terms of damage rates to HP and defense and such. If it's relevant, the game I'm making has four main archetypes: The gunslinger who is fast, with medium damage, the Marshal who specializes in shotguns that fire for weak damage that hit all enemies, The sniper who is slow, but has a high crit rate and high damage against single targets, and the caster who is the mage archetype. Any ideas on making a consistent battle system would be appreciated. I'll try my best, but since I've only ever made one game and it was only middling successful, I feel I'm a long way from being sure of myself.
  17. Hi all, I'm requesting help with a script plugin that would let me set a custom skill by notetag for an enemy when they are inflicted with a state that includes the effects "Attack an ally," "Attack an enemy," and "Attack anyone." Reason being all of my characters use the attack command, but monsters have specific actions tailored to give some flavor in verbiage, so when they are under those effects and the dialog reads "X attacks Y!" it breaks some of the feeling I'm going for. Something that would allow me to specify skill by number, like: <Attack ally: ###> <Attack enemy: ###> <Attack anyone: ###> If for some reason they are unable to use that skill, if it's not too complicated, I would want it to either pass their turn with no action taken, or maybe produce the dialog "X is unable to act!" or give me an option to use an alternate (non-action) ability, such as: <Unable: ###> or perhaps produce either that or a dialog output, at my option: <Unable: ###> <Unable: [enemy's name]" is unable to act!"> So I can choose what I would want the enemy to do in that scenario. This would be for a (hopefully) commercial product, and you would be credited under. We can discuss a licensing fee if you like. The only other script I have in place that requires using the monster's note box is modern algebra's Drop Options 1.1.0, so it would have to not fight with that if there's an issue with the notetag order. Thank you! EDIT: Incidentally, I did try the action command to force an action at a very high priority when an enemy is under the state that causes one of the above effects, but the effect of the state overrides it, and attack is still used.
  18. roninator2

    Call Scene Method from a Class

    Working on a script for someone and I have everything except one part. When doing evented battles (event command start battle - command_301), it calls Game_Interpreter::command_301 Well for the function of my script I need to make command_301 call a method in Scene_Map. I just learned about self. for methods for this instance (knew about them before but not for calling a method in a class, I knew about them only for modules) When I try this it doesn't access the same data. in the new method 'self.method_name' in Scene_Map, I put in a call to 'actual_method', but it always says it cannot find that method. So is there a good way to do this?
  19. Essentially, I have a character that can go into a temporary powered state, but I want a game over if they die during it. I've attempted to search for something that does this, but to no avail. I tried using a permanent state script with a conditional branch, but that didn't work either. Asking for a request here, as I just can't find anything that gives a script or tutorial that does this.
  20. Two of my party members gained skills after a certain battle. The skills show up in the members' skills but, after the battle, it just said They were both now level 7 . There was no mention of the acquired skills. The battle started when at L5 and ended at L7. The skills were acquired at L6. Do they skip if your level goes beyond the needed level for the skills? Thanks.
  21. So I've started to get into RPG Maker with my son, but I'm not a programmer. I've looked all over, but can't find or don't understand the things I've read. In simple terms, how do I make a button that goes down when you stand on it and back up again when you're not stood on it? I've got it to go down: >Set Move Route: This event (Wait) :$>Turn Down :$>Turn Left :$>Turn Right :$>Turn Up It then stays down. How do I get the event to store the players location and the event's location, compare them and then go back up if the two aren't the same? (I'm slowly working towards making a puzzle where the character or a boulder can stand on a button to open a door.) Thanks very much for your help!
  22. Hello again, I've implemented a custom font into my RPG Maker VX Ace game (Bahnschrift font) using Yanfly Engine Ace. Additionally, I've set my game's resolution to be 928x512 (resulting in a game window size of 29x16 tiles). I'm using Zeus81's fullscreen++ script for better full-screen optimization. One of the features of full-screen++ is how it aliases the game's graphics, keeping the pixelated graphics of events sharp and clear. The event windows remain clean and sharp as well. In other words, going full screen expands the game window without any interpolation. However, whenever the game is in full-screen mode, the text gets blurry. For some reason, only the text is affected by VX Ace's anti-aliasing process in full-screen mode, whether I have a custom font or not. I tried changing the size of the font, the font itself, and the customizable settings in Yanfly's script, but no matter what it still looks blurry and ugly. I want the text to remain jagged when it generates in full-screen mode (giving it a pixelated style). Alternatively, it would work to have the color pallet remain completely white (making the gray edges white). Does anyone know how I can fix this?
  23. I want to make an anti cheat thing in my game where if you are in game outside of your home without your dog you get a message and your save file is wiped. Anyone know if this is possible without scripting? If not I'll just set them at your home at lvl 1 with nothing. No money, no armor, no weapon.
  24. ChimkinTheGamer

    Help with things

    1. How do I turn my project into an exe. I've searched the dark parts of the internet (Page 2 on google) and not found help. 2. I found out I can sell my creations, but do I have to credit rpg maker in my game to distribute it legally? 3. Is it possible to make a monster join your team through use of item? I want to make a Dragon taming game where you battle dragons, and even hatch your own, building up your team for the final fight. Keyword here is hatch. I want it so you can use an item to get a dragon.
  25. Patches (DoubleX)ECATB Base Formula(Possibly hurts code performance but frees you from copying the same <ecatb rate: RX> to every battler) Note Introduction Purpose Be an enhanced version of YSA-CATB with bug fixes and addons integrated Features Possibly upcoming features Games using this script None so far Compatibility Fix DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Compatibility Screenshots Video https://www.youtube.com/watch?v=E692R6s8F0I https://www.youtube.com/watch?v=6E0-X0wbLAM Demo Coming Soon Prerequisites Terms Of Use Instructions Author's Notes FAQ Authors Changelog Download Link DoubleX RMVXA Enhanced YSA Battle System: Classical ATB
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