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


  • 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


  • 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
  • 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
  • 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
  • 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
  • PixeLockeT Plays & Plugs
  • 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
  • Verdiløs Games
  • An it harm none do what ye will.
  • Eddsworld: Life After The End
  • Final Fantasy (Working Title)
  • Alva (not the skater)-A planet and world much like the one we know, or claim to...
  • The Absinthe Gazette
  • Absinthe Ingram Makes A Game

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





Found 1,626 results

  1. Im having 2 problems with an enemy im trying to add One is that the fight only starts when the player actively runs into the creature, and the other is that the player attacks barely ever miss, even with max evasion. Am I doing anything wrong? I'd like to know 2020-03-18_18-30-55.mp4
  2. Hello everyone, I don't know if my question is going to sound weird, I'm trying to make a game with a real time system (I'm inspired by Zelda Majora's Mask), I know it's not really possible, but I would like keep its appearance. I know that events outside the map where the player is do not exist, they are not instantiated. We cannot for example trigger an event move, change the map, and when returning, the movement continued during this time. That said, even within a map it does not work as I would like. If I trigger an event (in parallel process) which is supposed to carry out a displacement (pathfinding), the displacement will be carried out only if the event enters the screen area of the player. This can give rise to inconsistencies such as for example: a guard patrols around the city, he passes in front of the player and leaves the screen, the player takes the opposite direction and expects to find him along the way , but in fact the guard stopped immediately after leaving the screen and waited for us to get closer to resume his patrol. I wonder two things: 1 / Is this problem an inherent part of the software limits or a script could solve it? 2 / Otherwise, do you have any ideas to get around the problem and maintain a semblance of life in real time in the game? I had thought of transporting the event case by case depending on if the player is supposed to cross his path at this time, but it seems really too heavy and complicated. I hope I have been as clear as possible, thanks for your attention!
  3. Hello there! Another question for y'all, and this time it's a silly one. I'm using the Custom Use Condition script by Tsukihime, and I wanted to create a skill that can only be used if the user is at full Magic Power. What's the RGSS formula I should use to check if this condition's true?
  4. CSCA Core Script By: Casper Gaming (Casper667) Last update: May 16, 2013 Latest Version: 1.0.6 Introduction This script provides functions and classes used and shared by many different CSCA Scripts. This is REQUIRED by: CSCA Colosseum - LINK CSCA Dungeon Tools - LINK CSCA Achievements - LINK CSCA Encyclopedia - LINK CSCA Treasure Maps - LINK CSCA Vehicle System - LINK CSCA Sidequests - LINK How to Use Place in your materials section. Make sure this script is pasted ABOVE all other CSCA Scripts. Plug and Play. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  5. Scene Combine for RGSS3 by efeberk Introduction This script will allow to combine two items and generate a new item from combined items. Screenshot: Script
  6. UncannyBoots

    Game breaking common event problem

    I don't really know in which place to put this topic. It involves eventing which is kind of programming so I put it in this subforum. I'm having many many issues getting a motorcycle element in my game to work properly, but this is by far the biggest. I'll do a quick rundown of how the mechanic works, and what the issue is: In a parallel process common event, conditional branch checks if button is pressed. If it is, it will call another common event that changes player sprite, speed, and many other things and voila, he's riding a motorbike. It's like the Key Item button from Pokemon that allows the player to ride the bike with a press of a button. Press the button again and the opposite happens; the sprite turns back to the default player sprite, speed goes back to normal, etc. Now here's where the game breaking issue comes in. When walking onto a transfer event, right as the player moves onto that event, if you press the bike button immediately, the game transfers to the next screen and the common event is cut short. This is not a hard glitch to pull off, either. The switch that says the bike is on/off changes, but the graphic doesn't, the speed doesn't, and the other things don't change (for example, passability. You can pass over certain tiles on the bike that you cannot when walking. Player can't dash off of the bike is another thing). So the player will still be on the bike, will have a fast speed, but then cannot dash as if he is off of the bike, and can go over tiles that the bike isn't supposed to be able to ride over, because the bike switch is off, so the game thinks he's not on the bike. What truly baffles me, is that I have it so the switch turns on/off at the end of the conditional branch, while I have the dashing on/off near the middle of the command list, and everything else is either before the dash on/off or before the switch on/off. So evidently, common events don't even go through the command list in order? I haven't a single clue. Long story short, because this is complicated but this gets to the heart of the problem: How would I make it so that when pressing a button and walking onto a transfer event at the same time, the common event that gets called with that button press won't get stopped halfway through its processing?
  7. Tyseus

    Check if stat is not buffed

    Just like the title says: is there a formula to check if the target of a skill currently has no buffs, or doesn't have a specific buff? I know that "a.buff(x)" checks if X stat is buffed, but is there a formula for checking if it isn't?
  8. UncannyBoots

    Galv Camera Slide issue

    I'm back again lol. As usual I already have a gist of what needs to be done but I don't know how to actually write code in RGSS3. Unlike my last problem though I do believe this one will be a lot easier. So I'm using Galv's Cam Slide script. When riding a motorcycle in my game, you have the option to speed up. It goes very fast and when going up or down, the player outruns the screen cam slide, going off screen. The solution I'm thinking of is to change "ch = (Graphics.height / 2)" to be something like "ch = (Graphics.height / 2 + 100)" when the player is holding the up key and the shift key, and "ch = (Graphics.height / 2 - 100)" when the player is holding the down key and the shift key. How would you write that? Example: if [up key is pressed] && [shift key is pressed] ch = (Graphics.height / 2 + 100) elsif [down key is pressed] && [shift key is pressed] ch = (Graphics.height / 2 - 100) else ch = (Graphics.height / 2) end Replace the stuff inside "[ ]" with the actual script code. I don't know if you have to define button directions or not though Here's the script: #------------------------------------------------------------------------------# # Galv's Cam Slide Control #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 1.0 #------------------------------------------------------------------------------# # 2015-10-09 - Version 1.0 - release #------------------------------------------------------------------------------# # This script gives the camera a slide effect and also more control of where # the camera is focused. You can set it to follow an event or scroll to an x,y # position on the map. #------------------------------------------------------------------------------- # SCRIPT CALL #------------------------------------------------------------------------------- # $game_map.camslide(status) # status can be true or false (default true) # # # when false - cam reverts to default, # # does not slide and 'scroll map' event works # # # when true - slide effect and targeting # # works but 'scroll map' does not. # # $game_map.camtarget(x,s) # x is event ID # # s is speed of camera scroll (800 default) # # the greater the speed the slower the scroll # # sets camslide to true automatically. # # $game_map.camtarget_xy(x,y,s) # x,y are the x,y co-ordinates on the map. # # s is speed (same as above) # # sets camslide to true automatically. # # $game_map.cam_default # sets camtarget back to player # # sets camslide to true automatically. #------------------------------------------------------------------------------- class Game_Player < Game_Character alias galv_scroll_gp_gc_update_scroll update_scroll def update_scroll(last_real_x, last_real_y) return if !$game_map.free_cam galv_scroll_gp_gc_update_scroll(last_real_x, last_real_y) end end class Game_Map attr_accessor :free_cam attr_accessor :camtarget alias galv_scroll_gm_initialize initialize def initialize galv_scroll_gm_initialize cam_default end def camslide(status) @free_cam = !status end alias galv_scroll_gm_setup setup def setup(map_id) cam_default galv_scroll_gm_setup(map_id) end def camtarget(x, spd = 800) @camtarget = @events[x] @free_cam = false @camspeed = spd end def camtarget_xy(x,y,spd = 800) @camtarget = Camxytarget.new @camtarget.camxy(x,y) @free_cam = false @camspeed = spd end def cam_default(speed = 800) @camtarget = $game_player @free_cam = false @camspeed = speed end alias galv_scroll_gm_update_scroll update_scroll def update_scroll return galv_scroll_gm_update_scroll if @free_cam @scroll_rest = 0 cw = (Graphics.width / 2) ch = (Graphics.height / 2) sx = 0.016 + (@camtarget.screen_x - cw).abs / @camspeed sy = 0.016 + (@camtarget.screen_y - ch).abs / @camspeed y_pos = @camtarget.screen_y.to_i x_pos = @camtarget.screen_x.to_i if y_pos < ch $game_map.scroll_up(sy) elsif y_pos > ch $game_map.scroll_down(sy) end if x_pos < cw $game_map.scroll_left(sx) elsif x_pos > cw $game_map.scroll_right(sx) end end end class Camxytarget < Game_CharacterBase def camxy(x,y) @x = x @y = y @real_x = @x @real_y = @y end end
  9. Here's one to start with: What exactly is the purpose of using doing an unless $@ check when aliasing a method? I know now that the $@ variable is an array that holds the backtrace of the last exception. So when you press F12 to enter debug mode, it generates an exception so $@ will evaluate to a true value (is that right?) and the aliasing won't happen. So why is it a bad idea to alias methods when you enter debug mode? And a somewhat related question: do "stack level too deep" errors occur when the same method aliasing code is run more than once? If so why is this?
  10. Download here: https://rpgmaker.net/games/11469/downloads/11183/ PLOT FEATURES SCREENSHOTS CHARACTERS: CONTACT US: Official email: remainderstudios@gmail.com Doubts, questions, send videos and gameplays, report bugs and more.
  11. I asked in my status about this but the solution is beyond whatever minimal scripting ability I have. I was going to link the status update here but it doesn't seem like I can lol but it's easy to find by clicking onto my profile. The status update is " Wish I knew how to change the z value of the player or of events. Anyone have any ideas?" I was just going to let it go but then I remembered that there has already been made a similar script that fixes the way star tiles work with large sprites: ##----------------------------------------------------------------------------- # Large Sprite ☆ Display Fix v1.3 # Created by Neon Black at request of seita # v1.4 - 12.18.14 - Added position tuning # v1.3 - 1.12.14 - Viewport/position issue fixes # v1.1 - 8.18.13 - Fixed an odd lag issue # v1.0 - 8.17.13 - Main script completed # For both commercial and non-commercial use as long as credit is given to # Neon Black and any additional authors. Licensed under Creative Commons # CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/ ##----------------------------------------------------------------------------- ##------ ## By default, this script only affects the player. To allow it to affect ## an event page as well, add a comment with the tag <large sprite> to the page ## of the event you would like to have affected by this. class Sprite_Character < Sprite_Base ##------ ## The ID of the terrain used to display the large character above ☆ tiles. ## If the player is below this tile (y position), the sprite will appear ## above all tiles and events from that y position up. If the player is on ## the same tile or above (y position) the event will appear BELOW ☆ tiles ## from that position up. ##------ UpperTerrain = 1 ##------ ## This value is the pixel tuning used to check the location. This is ## because characters tagged with a '!' in their name are drawn lower than ## normal characters and are considered to be lower than these. This causes ## the script to think they are on the tile below where they really are and ## draw them above tiles they should appear under. ##------ Tuning = -1 alias :cp_011214_update_bitmap :update_bitmap def update_bitmap(*args) if graphic_changed? && @set_upper_area_sprite @force_no_gfx_change = true else @force_no_gfx_change = false end cp_011214_update_bitmap(*args) end ## Alias the update method to add in the new graphic check. alias :cp_073013_update_pos :update_position def update_position(*args) cp_073013_update_pos(*args) check_encompassed_area if sprite_is_onscreen? end ## Alias the dispose to dispose the upper sprite. alias :cp_073013_dispose :dispose def dispose(*args) @upper_area_sprite.dispose if @upper_area_sprite cp_073013_dispose(*args) end #~ ## Alias the graphic changed method to allow the sprite to revent to what it #~ ## was during the last frame. This allows the check to work again. #~ alias :cp_073013_graphic_changed? :graphic_changed? #~ def graphic_changed?(*args) #~ cp_073013_graphic_changed?(*args) || @set_upper_area_sprite #~ end ## Check if the sprite is onscreen. Reduces redundant drawing. def sprite_is_onscreen? return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower) return false unless @character.is_a?(Game_Player) || @character.large_sprite return false if @character.screen_z >= 200 top_left, bot_right = get_edge_corner_dis return false if top_left[0] > Graphics.width return false if top_left[1] > Graphics.height return false if bot_right[0] < 0 return false if bot_right[1] < 0 return true end ## Get the top left and bottom right positions. def get_edge_corner_dis top_left = [self.x - self.ox, self.y - self.oy] bot_right = [top_left[0] + self.width, top_left[1] + self.height] return [top_left, bot_right] end ## Long method that checks each position and draws the upper sprite. def check_encompassed_area if @set_upper_area_sprite && !@force_no_gfx_change old_src = self.src_rect.clone self.bitmap = @old_bitmap self.src_rect = old_src end @set_upper_area_sprite = false top_left, bot_right = get_edge_corner_dis last_x, last_y, copy_region = nil, nil, 0 map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32 total_height = (self.height + @character.jump_height).round self.width.times do |x| xp = map_xd.to_i + top_left[0] + x unless xp / 32 == last_x last_x = xp / 32 last_y, copy_region = nil, 0 total_height.times do |y| yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning next if yp.to_i / 32 == last_y last_y = yp.to_i / 32 if last_y == (@character.screen_y + @character.jump_height + Tuning + map_yd).to_i / 32 break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain next end next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain copy_region = [self.height, total_height - y + 1].min set_upper_sprite break end end next if copy_region == 0 rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region) @upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect) self.bitmap.clear_rect(rect) end if !@set_upper_area_sprite && @upper_area_sprite @upper_area_sprite.visible = false end end ## Creates the upper sprite that's a copy of the current sprite. def set_upper_sprite return if @set_upper_area_sprite @upper_area_sprite ||= Sprite.new @upper_area_sprite.bitmap = Bitmap.new(self.width, self.height) props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror", "bush_depth", "opacity", "blend_type", "color", "tone", "visible", "viewport"] props.each do |meth| @upper_area_sprite.method("#{meth}=").call(self.method(meth).call) end @upper_area_sprite.z = 200 @set_upper_area_sprite = true @old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height) self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect) self.src_rect = old_src_rect end end class Game_Event < Game_Character attr_reader :large_sprite alias :cp_081713_setup_page_settings :setup_page_settings def setup_page_settings(*args) cp_081713_setup_page_settings(*args) get_large_sprite_conditions end def get_large_sprite_conditions @large_sprite = true return if @list.nil? || @list.empty? @list.each do |line| next unless line.code == 108 || line.code == 408 case line.parameters[0] when /<large sprite>/i @large_sprite = true end end end end I was wondering, then, if this could be a basis for a new script that fixes large sprites going over adjacent events? Keep in mind that I am no programmer. If I was I probably wouldn't have been so drawn to using RPG Maker :P
  12. Hello again, It's been a while~ I think I'm posting this in the right place, so here goes... I feel like this is relatively self-explanatory, but basically I was wondering if there is a way to increase the amount of Enemies allowed in any given battle past 8, which is, of course, the maximum amount RPG Maker VX Ace allows by default. I'd imagine a script would probably be needed for this, but all of my attempts to find such a script have been fruitless. I have seen at least one video on YouTube showcasing a battle with more than 8 enemies present all at once, each getting their own turn in the battle, so I imagine it must be possible somehow. I wouldn't say it's majorly important or anything; just something I've been wondering about for a while. Thanks in advance to anyone who replies~
  13. I'm trying to use enemy max hp ($data_enemies[x].mhp) in a script call: but the game crash: there is a way to use it?
  14. rapid_Movement

    Material / Tutorials for GTBS?

    I walked into this program pretty recently looking for an excuse to try my hand at ruby, and to waste some time trying to make some of the far-flung D&D / game concepts my friends and i talk about have a more tangible component to them. It's been a lot of fun so far, but the main problem i'm having is just a relic of VX Ace's relative age - trying to keep up with deprecated documentation, websites that no longer work (and of course weren't captured by archive sites), and generally sifting through ~eight years of materials. I've specifically been blown away by the complete and utter death of a series of scripts that it looks like no one has even mentioned since 2013 - the GTBS / Layy_Meta_Editor script system, apparently created specifically to target my desperate dork nostalgia for final fantasy tactics / tactics ogre (and apparently the only script ever made for VX Ace even approaching this style of battling?), and after tracking down the creator's functional beta of the script set, i'm starting to understand why its died out - all discussion and tutorial materials were apparently on the creator's direct site, which shut down, and these scripts are, in my admittedly limited experience with the program, on the upper end of complexity. After about four hours of drearily reading through the sparsely commented scripts themselves and stabbing wildly at doing things, i have several .LAYYMETA files, a notepad of jumbled mechanics included in the system i'm not entirely sure about, and a headache. My specific question might be more tailored to a professional necromancer - is there a hidden trove of GTBS tutorials under my nose i can use to learn the system? Failing that, (or maybe even with that), is it one of those old, unsupported systems that can't really be recommend to a guy not super familiar with ruby or coding in general? Or is getting a handle on writing and editing scripts kind of a six of one, half dozen of the other thing, where as long as you're neck deep in text you're learning at about the same rate, in your experience? More generally, is there a usual accepted source you can go to in situations like this, or is asking questions on forums and slumming around the creators' original websites for clarifications sort of the gold standard? Thanks for any help you can give. You all seem to have a wonderfully tight-knit community here.
  15. Are there any scripts or ways in general to make a custom vehicle -- think a car or a motorbike -- that can drive over certain impassible tiles (like rough potholes and ditches that the player normally cannot walk over)? I don't know how to write a script from scratch but I have an idea of how it would be done. When player has $game_switches[x] on, tiles covered with a specific region ID will be passable. Something like that should work in theory, I think...
  16. Can a conditional branch (with the use of script) recognize which party member is selecting their actions in battle? I want a conditional branch to run from a parallel process common event when the 2nd actor in line on the world map is choosing what move to make in battle. When it's the turn of the actor who chooses their actions second in battle, an event will run that applies a state to party member 2 as soon it's his turn. Here is the event processing: Basically, the order of your party's formation in battle applies a bonus state depending if they are 2nd, 3rd, or 4th to pick their actions. Each state applied still stays in effect after battle btw, and they're cleared at the start of a new battle (done via the call of another common event). With this system, it gives players a reason to change the party's formation. What would be the method for making a conditional branch like this?
  17. 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
  18. I am needing help on how to do some things, or get a script recommendation that can achieve my desired effects. Essentially I am just wanting to be able to Recruit Enemies into Party. I've searched the web and haven't had luck in finding the proper help, but I know this is somewhat a commonly asked thing. How I want it to work is, when only 1 enemy left alive and is >=25%HP, that you can use "Recruit", and success rate of if the enemy joins or not is based on variables per enemy. Any help with this is much appreciated. Thus far I've only had minor success in accomplishing this, but so far still not at all as I'm intending it to be. Also couple other things I'm trying to figure out at the moment, Is there a way I can restrict max party to 3? And any thing that is or is similar to when you get newly acquired party members, they go to "town" (if your party is currently full), and only at "town" you can manage who is in your active party? (as an example of type of system I mean, something basically similar to Pokemon, how when you have 6 mons already, a newly caught mon goes to the PC) Thanks much for any advice and help.
  19. Essentially I'd like to make it so that if an autotile has a certain terrain tag, it will behave like a "star" tile, aka you can walk behind/under it. This will be useful for buildings, and it won't force me to have to make separate B-E tiles and take up precious tile space; instead I'll be able to just use the building autotiles I have created. I already have a solution for making the bottom of the building impassible.
  20. PhoenixSoul

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  21. I know it's a long shot, but since most people who worked with VX regular and Ace making scripts are no longer active I'm seeing if anyone that's still active could help me convert a script. It was made in VX but I'm wanting to see if someone can remake it for Ace possibly. i'd pay a little bit of cash for the help if needed.
  22. Tyseus

    On Kill effect with state X

    Hi y'all. I basically want my actor to have a specific state as a passive, which is done. I, however, want said state to grant a free buff(or to add another state, in my case) when the actor defeats an enemy. How's it done?
  23. Tsukihime

    Gab Manager

    Gab Manager -Tsukihime The original gab window script says this So I added a gab window to every scene. Download Script: http://db.tt/EM8xWrro Required: Gab Window Usage Show a gab window by calling SceneManager.show_gab(args) Instructions for what the gabs are can be found in the gab window script. You can choose where to position the gab window by super'ing the `create_gab_window` method in your own scene classes and setting the x and y values. Example With the Gab Manager is it very easy to add extra gabs everywhere. Of course, you need to fine-tune the window and gab and overall looks, but you probably would be doing that anyways. This piece of code accomplishes the above: class Scene_Shop < Scene_MenuBase def create_gab_window super @gab_window.x = 150 @gab_window.y = -10 end alias :scene_gabs_do_buy :do_buy def do_buy(number) text = sprintf("Purchased %d %s for %d %s!", number, @item.name, buying_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_buy(number) end alias :scene_gabs_do_sell :do_sell def do_sell(number) text = sprintf("Sold %d %s for %d %s!", number, @item.name, selling_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_sell(number) end end
  24. Actor creation system Author: Tsukihime Overview This script provides basic functionality for creating new actors during the game. Features Add or update an existing actor Create completely new actors Choose your own actor face, character sprite, and class Choose how to distribute bonus stats Choose a name for your new actor Easily customize your face/classes/character sprite choices Lock or unlock classes from being selected Usage Actor creation is accessed via script call SceneManager.call(Scene_ActorCreate) If you want to modify an existing actor, you must prepare the scene with an extra call SceneManager.scene.prepare(actor_id, class_fixed?, face_fixed?, char_fixed?) The actor ID must be one of the actors that are currently in the game. The rest of the arguments are for locking fields from editing. So for example if you want to prevent the user from changing class, face, and character sprite, you would say SceneManager.scene.prepare(actor_id, true, true, true) You can lock or unlock classes with the following script calls $game_system.lock_class(n) $game_system.unlock_class(n) Where n is the class ID. In the actor information screen, you can specify details about your new actor, distribute bonus stats, and choose a name. At the top of the script there is some configuration. In particular, if you want to add more faces and character sprites, you just have to add the filenames to the lists. Note that I'm assuming you're using Ace's 4x2 sprite sheets. You can also specify how much bonus stats actors start with. Downloads Script: http://db.tt/PcZ84zgR Required: Custom Database Notes If anyone can draw a better scene that would be great. I'm planning to add some more options like selecting some extra starting features for your new actor.
  25. Theo - Interact Hover Notification Version : 1.1 Type : Graphics addons Original Post : Theolized RGSS3 Introduction : This script simply displays interact notification text over event Features : Set interact notif for each event Only triggered if event in front of player, has action button as trigger, and it isn't blank or erased Screenshots : Scripts : Grab on Github Terms of Use : Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.