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Found 1,660 results

  1. Hey! Good afternoon or evening, whatever, I come again with my problems from the menu xd, now I am faced with ... Not being able to draw the skills, it happens that the VXAce (I do not know this case in other Makers) does not take as equipment Skills, and this is a problem, since I can only draw the icons and names of everything that the system recognizes as an object. That is why I would like to know if anyone knows a way to draw the skill either completely (being able to put the name and icon without any problem), or having to mess with something in the background. Greetings and thanks to all of you in advance!
  2. Hey all, I'm using Yami's Skill Equip Script and it's a really nice script with one key downfall: it's all Skills, not just Skills of a specific type. What I mean by that is, say your max slots is 8. That means you get 8 slots for all Skill types, so if your character uses both Special Attacks and Magic, your options are a lot more limited. Even worse if you have Passive Skills that only serve for buffs. So, is there a way to alter the max slots per Skill? Say, you get 6 Special Skills, 4 Magic Skills, and 10 "Passive" Skill slots? How would one go about modifying the script/ adding on to the script to accomplish this?
  3. Variable Hud Version: 1.0a Introduction A simple variable hud where you can show off to the player certain currencies or other values such as acquired gems etc.The choice is yours. Features Easy to use and install. Just like my previous scripts it is quite easy to setup the variable list and test it out. Unlimited variables to show but I suggest you only use around 5-7. Enable/disable the hud by a switch. Easy to positioning the hud as well as change the space beetween the variables. Support for icons. The choice to display a text next to the variable that will act like a vocab. Lag free! And more! Screenshots Script Get the script here. Updates None. Credit Do credit me, Nicke, if you are planing on using this script. Thanks. Can be use in a commercial project.
  4. Chaos Krux

    Advanced Confusion State?

    Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
  5. Script name DoubleX RMVXA Confusion Edit Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns. Screenshots Features Use of notetags(requires knowledge of notetag usage) to set specific states with those restrictions to have the edited confusion effects A way to set all states with those restrictions to have edited confusion effects without using notetags(and ignoring them) Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - evaluate_item_with_target, friends_unit, opponents_unit, prepare, valid?, make_targets, confusion_target, targets_for_opponents or targets_for_friends under class Game_Action - make_actions under class Game_Actor may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.02f(GMT 0200 6-6-2020): - Fixed actions having no targets not executing bug v1.02e(GMT 0100 13-8-2015): - Fixed some syntax errors and typos v1.02d(GMT 1400 7-7-2015): - Improved this script's efficiency and readability v1.02c(GMT 0000 2-6-2014): - Fixed bugs on adding stuff other than damage in custom damage formula v1.02b(GMT 0300 22-3-2014): - Fixed bugs on <exclude self> notetag implementations v1.02a(GMT 0600 21-3-2014): - Added <exclude self> notetag v1.01b (GMT 0000 17-1-2014): - Methods are aliased rather than rewritten v1.01a (GMT 0000 3-1-2014): - Added <confusion edit> notetag to enable confusion edit for states v1.00a (GMT 1600 1-1-2014): - 1st version of this script finished (DoubleX)Confusion Edit v1.02f.txt
  6. Hello. I am using Sapphire ABS, which is the best fitting for my game, from all action battle systems available. I love it's features, though it comes with kind of limited options in terms of loot or respawning events. I've managed to create my own event based loot system, but respawning events becomes a real struggle. I would like each enemy (which are placed as events with A or B self switches conditions, depending if the enemy is dead and to be looted or disappeared afterwards) to respawn after a certain amount of time. I am also using a self-made event based time system with hour, minutes and seconds variables, that could come in handy. I'll be thankful for any working scripts or ideas how to get this thing running as I want it.
  7. Hello everyone! You see, I am creating a menu for the SaS IV (Or Saphire Action System) battle system, and the problem is that when creating the item window, these are not shown but the skill is. It is very problematic since I have tried to add the skills as an item in the categories, but I cannot get the skill to show next to the items in any way. I put the "item.is_a?(RPG:Skill) on the category Ruby: def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? or item.is_a?(RPG::Weapon) or item.is_a?(RPG::Skill) when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end This is the list created, the original is after the "Else". I have the problem that it shows me only the skills. Ruby: def make_item_list if skill = $game_party.members.any? { |actor| actor.skills.include?($data_skills[9]) } @data = $game_party.all_items.select {|item| include?(item) } @data = $data_skills.select {|skill| usable?(skill) } @data.push(nil) if include?(nil) else @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end end I would greatly appreciate if you could teach me a way to display Skills and Items within the same category. I've only made these changes to the menu, so I can't find anything else to clarify.
  8. A while ago I came across this handy script that provided a simple unified way to read things in notes. It had some problems but I worked with Syvkal to fix up some things. But Syvkal hasn't really been that active and I kept adding and changing things in my version until it really didn't resemble Syvkal's version, so since Syvkal doesn't seem around much anyway and I added some new features, I thought I would release my version. Edit: The old emoticon bug seems to have struck this post at one point, so I fixed it. Also: Now can load notes from a file.
  9. I'm super new to RPG Maker and I'm having trouble with getting Galv's Message Busts script to work correctly. Every time the game tries to pull up a portrait, it'll say that it can't find the image. For example, the character whose portraits I was trying to test were called fira_portrait01, fira_portrait02, etc. When the error message is displayed for her, it would say it can't find it while citing the path Graphics/Pictures/fira_portrait01-1, so I changed the name to fira_portrait01-1, since the image is already in the Pictures and Faces folders. Then it gives me the same error message saying it can't find fira_portrait01-1-1. It does this with the Actor portraits as well, with my case saying it can't find Actor6-1. I may just be misunderstanding how this particular script works, but I read the guide in the script and looked at the demo provided. Additionally, is there any way to prevent Galv's script from conflicting with other scripts? I'm using a script to change the font in the event menu and Zeus81's Map Effects, and they both cause the game to crash when I interact with NPCs with portraits, saying something about line 151 = nil NoMethodError. Are there alternatives to this script? I want to use busts in my game instead of regular portraits. Is using plugins/scripts easier in MV?
  10. Hello! My name is Griml0ck! I am new to this page, however my involvement and experience with the RM community dates back to the year 2000 itself - the rise of rm2k! <3 I am once again back and am working on a new project, utilizing RPG Maker VX Ace, gathering resources and scripts to start creating. My issue is with Yanfly's Visual Battlers script, which I must add is an incredible script and exactly what I am looking for! Everytime I walk on map in a certain way (it seems pretty random), I get the same script error, attached below. When I Battle Test, everything works perfectly. I think its worth noting that I am also utilizing other scripts, the biggest ones being Victor Saint's Engine Module and his Damage PopUps scripts. Its also worth noting that when I do remove them, there doesn't seem to be any issues. I would love to be able to use them all - what is this script error and how can i fix it to work in tandem with these other scripts I am using? Thank you for your time and I hope to see you all much more :)
  11. Lune Smooth Camera Slide Introduction This script will add a much smoother camera slide, making more professional the game, and the move. Portuguese user? Link Here Videos How to Use Put it above main and configure the script as necessary Script FAQ Why my character is not showing on the screen? Don't use values way lower then 0.001, or way higher, the lower the cam moves slower, so to catch up is really hard. Why are the animations moving? The animation is not programed as most people think, they follow the screen and not the map, so to correct this, if you wish, just get a "animation map bug fix" on any community , google it. Credit and Thanks - Raizen
  12. Hey guys, in the middle of developing a game right now and I've got a decent question, I understand VX Ace quite well but this has me fairly stuck. I want the player to be able to hire, and use armies in my game world. Much like what is seen in Mount and Blade One forum mentioned the idea of using a leader to represent the army on the battlefield below: https://www.rpgmakercentral.com/topic/25688-buildingleading-an-army/ However this doesn't answer how damage is handled, I want to make it so when the army takes damage, the player needs to hire new soldiers to replace the dead ones. I would also like it so that any injured soldiers can be healed and don't need to be replaced. For example: A commander has 10HP He equips a group of 9 soldiers each with 10HP He now has 100HP We get into a fight and he takes damage, after the fight he only has 85HP The player NEEDS to buy 1 soldier and heal the other for the commander to get back up to 100HP. One method I can think of is maybe having an equipment durability script tho I'm not sure one is available and have the commander have an infinite amount of equip slots so you equip each individual soldier onto him. After each set of 10damage, one of the soldiers equips break and then you use a special potion to heal the damaged one. I'm not a fan of having to learn how to script the software myself, so if anyone has any ideas on how best to handle this I'm all ears. Thanks so much for any help you can provide. :)
  13. I don't know where to start. I am currently using RPG maker and I could have sworn I have posted about this a thousand times, but I seem to keep losing the thread I've made in regards to this. I'm sure this has been asked a thousand times anyway because I had done a search for this on and off for about a year or so and end up with the same results. Though I did manage to find a way around it, but because I am using scripts I am receiving script errors. Well, one in particular. There's a script error for Galv's region effects. As it is shown here it has something to do with the PadConfig. Right where is highlighted is what the error is showing me and so I don't know what sort of changes I need to make to get this script working again. Galv's Region effects is there for tile special effects on character movements like the splashing in water or the dust trail on the road. I would like to be able to keep these effects in the game if at all possible. Help in this would very much appreciate it.
  14. Final Fantasy Styled Battle Log v2.05 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt (Kayzee), for some coding help.
  15. Hey there, I'm developing a game in RPG Maker VX Ace where you play as a sentient slime monster and a reanimated skeleton knight working together to stop an unknowing villain who thinks he's saving the world, but will actually seal its fate should he succeed. Here's my issue. I'm trying to make two revive items: Slime Jelly and Bone-meal I want these items to be usable by both party members, but have Slime Jelly only work on the slime monster, and the Bone-meal only work on the skeleton. I've tried using Hime's Custom Use Conditions and a few other things I forgot the names of, but my level of coding expertise is extremely low. All I know how to do is make educated guesses when I get an error message. Whenever I've tried to use Hime's Custom Use Conditions, I've only accomplished making the item completely unusable. I tried using Common Event conditional branches to make a message appear + refunding the item when using a revive item incorrectly, but all of the code executes together and every message appears one by one. This is immersion breaking for obvious reasons. Here's what I attempted: https://imgur.com/a/HyC8RD3 If I can't make any of this work, I'll eventually give up and make a revive item that revives both party members, but makes sense lore-wise. I hope I've explained my issue in a way that's easy enough to understand. Thanks.
  16. 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
  17. Salutations! Tsukihime provided a wonderful script that would allow a skill to replace another at level up with very minimal work, designer-side. It can be found here: There's also a script included that provides compatibility with Yanfly's Victory Aftermath, which can be found here: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ The issue is, when a skill is replaced, it WILL show up in the aftermath level up display, but "New Skill" is missing. If the level up does not have a skill that replaces another, or has a skill of both types, "New Skill" will appear. I was wondering if anyone could take a look at this and see if there's a fix so that "New Skill" will appear in both situations (honestly, I wouldn't mind it if it always appears at level up, even when nothing new is learned.)
  18. In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
  19. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  20. I would like to permanently remove the option for the player to move up for the whole game (for everything/always: Menus, gameplay, etc.) Is this possible? Thanks
  21. Nirwanda

    Pathway: Desire Resources

    I made some grayscale resources for my indie in a week game Pathway Desire and while they are somewhat limited and i'm no expert spriter... I thought: why not share them? This is how they look (if you're too lazy to click on my signature): These tiles are formated for RM VX/ACE. As for terms of use: you're free to use them both commercially and non comercially credit would be appreciated. Also, since I'm kind of free these days so if you want me to add a little something to the tileset (except maybe water, I have no clue how to do it) I'm taking requests. NOTE: This will contain some small spoilers about the game (bosses, mostly). So, if you ever want to play it, consider giving it a whirl before checking these out. Tiles: Characters: Faceset The character with the hat is inspired by RMW's Scinaya's female healer from Restaff june 2012 Icons: For icons I used mostly Crazy_Leen's http://forums.rpgmakerweb.com/index.php?/topic/31274-crazy_leens-crazy-resources-retro-resources/ (Turned to grayscale of course) But her iconset lacks armor and a few other icons I needed, so I had to create those myself. Though they're not on the same level as hers: Battlers: They're for sideview and are sort of inspired by Milano cat's battlers: http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html Well I hope someone finds this useful and thanks for checking out my thread. If you don't like anything about the sprites, advice is also appreciated.
  22. Hello, I am currently working on a project using RPG Maker VX ace, in which would be an MMO-type game. I've seen the various MMO scripts like Forjeum and VXA-OS but both have their servers offline and unable to be fixed, I'm looking for scripts with a stable connection (and-or made earlier this year). Thank you for your help.
  23. aircompressor

    Publish on STEAM

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

    Buff enemies based on a variable

    All i need is a script or method to set all enemy hp/atk/def/other based on a variable. Ideally, they would use seperate variables. Like, you can talk to an npc, he asks if you want to supercharge the next boss or something, and you can say yes and variable 80 is set to 150%, 81 is 125% 82 is 120%, and 83 is 200% and that changes all enemy stats by that amount. Or just ask for a number input and let the player decide the numbers. Thanks!
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