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Found 15,178 results

  1. Darkness Void

    Script For Idle & Walking Frames?

    Recently I came across this template for RPG Maker, well actually it's not for RPG Maker but it works really well with it. Even though I had to cut out the idle frame, which I've been thinking about adding in anyways. So to save myself from testing out random scripts all at once, does anyone here know of a script to include a 4Th, Idle frame for where you stop walking? While we're at it is there also a script I can use to add in custom running frames? Thank you for reading and giving feedback. ^^ I also included the first two templates I custom made for someone who wants to test it out for themselves. Making the grid can be a pain for RPG Maker. >_>
  2. Here's a bit of a question that I'm not sure if I can do it in the editor or not. I have this idea that, to advance the story you need to drain a river by opening a fissure or gate to go down into the Earth. I could probably just have the scene fade to black, and via a variable replace the map with another one just like it but with the fissure open. Would showing the water being drained without fading the screen even be possible in VX Ace? If it's not, I can just animate it and throw it in via a ogv cutscene.
  3. Hi everybody! So I'm finally picking my project back up after several years. I've been pretty much handling everything ok but I've gotten to a point where I need some assistance. I'm using Azraven Minimap script (DL in 2015 so I'm not sure where I got it) which works as intended, however I want to modify the script so it fades when walking behind it like Falcao Pearl ABS skillbar (also being used in my game). Below is my translated and slightly modified version of the script and attached is the demo I got it from. (Cross posted on rpgmakerweb.com) AzravenMiniMap.exe
  4. Aslanemperor

    Tent style items

    Hey there, folks. I'm hoping this will be an easy one since I'm sure it's been done in other games using VX Ace and even older games. Currently, I only know how to limit item use to in or out of battle. I can't figure out how to do things like "tent" where they are conditional to being in specific places. This will be useful for my current project (which I've been dragging my feet on for far to long, I know) but absolutely necessary for several ideas I have for the future. If there's a tutorial or maybe some sort of script I'm missing, please let me know.
  5. You're in a dungeon and you find a book, it'll teach one of your party members the skill "ignite". However, if you use it on a party member, and then equip them with a sword, they'll also be able to use a skill called "blazing sword" Same goes for if they equip an axe, spear, and so-on, each of these synergy skills having a distinct effect and damage formula. If you do not have both the weapon and the spell, the synergy skills will not be visible. What is the most efficient way to implement such a system?
  6. Hello yall. I'm trying to create a system in my VX Ace game that allows a player to save their game before entering a battle. My current method involves a script that calls a common event before a battle, which gives the player the option to open the save screen before fighting. There's another script involved that calls a common event to check if every party member is dead, and if this is the case, the player is given the option to select one of their save files (using Yanfly's save script) or give up and get the game over screen. The problem with this method though is that the player might get themselves stuck by saving before a battle they're not ready to fight, meaning it's possible for the player to overwrite their last chance to turn around and prepare. This is especially a problem for inexperienced players. What I'm looking for is a script that creates a save point, when called through a script call, that can be called on demand. Imagine a normal save slot that can be created and called upon by a script call, but can't be overwritten or used through the regular saving screen. When the "dead party members" script call happens, when the player chooses the "retry" option, the invisible save slot will activate as if loaded through the save screen. I tried looking EVERYWHERE for a script like this, but the closest thing I found was Bravo2Kilo's checkpoint script, but that just causes the game to skip the battle as if the player won. Please help...
  7. Okay, so I'm using this crafting system in particular because: > Coelocanth's system does not allow for more than one 'recipe' per item > The interface of Venka's system is really robust (I do not know where online the script set/demo can be found) Anyway, the issue I am having is that, for some reason, for some of the crafting types, the timer bar (and help text!) does not show up, and players having to guess at when to press the confirm button, is just really, really, really BAD GAMEPLAY. NO, THANK YOU. I dunno what the deal is, but I cannot release the game with such a critical flaw. I've tried to figure out what in the literal name of Mercy is going on, but looking at the code, I see no reason why this could be happening. So, I'm at a loss, and need help. I've actually put this off, because I'm trying to get other things set to go, but this here, this is make or break. It will be a cornerstone of gameplay and must be functional before the game is released. So I humbly ask whoever is able, to aid me here. Thanks much...
  8. Darkness Void

    Movies As OGV

    I'm finally messing around with the movie feature for VX Ace, and I need a little help with the quality. I went ahead and animated a very short sprite animation which will serve as the opening for the game proper after I complete it. However near the end it gets all pixelated and skips once or twice, so before I go and waste hours trying to figure it out I wanted to ask anyone here if they might be able to help me get the right settings for this OGV format to save time a little bit of time. Ill provide a screenshot and a zip of the animation in question down below. As you can see I'm using VLC Media Player. It coverts my mp4 into OGG and all you gotta do is change that extension to OGV to make it readable as a movie. Thanks for reading and giving feedback. ^^ Sonic_Chronicles_Intro_WIP__2.7z
  9. An ability drawing about this: How to make this system? Please. ( I know if it are stats raw, I can use picture to show it. So, it need variety after considering gear bonus... Briefly speaking, they are dynamically variety. )
  10. Azrael81

    Galvs Layer Graphic Error

    Hello all, first of all sorry for my bad English but I try my best. I have been having a problem with Galv's Layer Graphics or other parallax scripts that are supposed to fix the top layer. The funny thing is that I already tried to delete scripts to see if something collides, but that didn't help either. As soon as I start the game and load the savegame and change the map I get this error message with the line 203. When I start a new game I get another error message as soon as the character is automatically teleported to a map, there comes the error with the line 110. Here is the error message from Galv's. Savegame load and chance map. New game Start and chance map: Galv´s Script Event: Mapsettings & Scriptlist: I hope someone can help me, because I'm getting a little desperate.... No matter what I try with it just goes wrong. Thanks in advance and have a nice evening
  11. Okay this is a very simple problem that I'm probably naive for not figuring it out. I've been testing around with shift-clicking to make the walls and ceiling of my dungeon to look smoother, but as a result the player can now walk into the walls as if he's Casper The Ghost and I don't know how to fix it. I'm using Kai Monkey's Random Dungeon Script Version 2, along with Wrath Of The Volcano tile set (I can't share it as its an tile set you gotta pay to download, but a simple Google Search of the name will bring it up) and yes I made sure the tiles are set to be blockable, ergo not allowing to be walked on. Does anyone know how I can shift-click and not have the player go through the walls? If not what can I do to make the walls connect without looking like boxes just pushed together? Thanks for reading and giving feedback. ^^
  12. I know you can just use the same set move route that doors and chests use, turning left and right, however with one sheet shown below that wouldn't really look right. As you can guess this project is Sonic related, and I wanted to replace the Crystals with the classical checkpoints to save the game. I got the frames just right but I just can't get it to animate. When I test it the event just animates one frame and freezes became it can't move. It's not meant to move around, so I need it to show the frames as if its walking but standing still on the spot. Does anyone know how to do that? I've tried the walking, stepping animations along with direction fix. I've tried to get it to simply step but it only can forward and backward. So that won't work. If it turns out this is impossible without scripts, should I just make each frame its own sheet and changing the character graphic? Thanks for reading and giving feedback. ^^
  13. Terms can be edited easily from the Database section of RPGMaker VX Ace. Let's say, if you want the resource you spend during battle to be named SP instead of MP you can change it no problem. But during battle processing these terms will show up as standard and will not be updated. How do you update Terms so they show up in battle processing as well? In the attached image the change is shown in MP when the Terms I have the "mana" resource named as HGR.
  14. Hello everyone! I have a problem, you see, I am scripting and making adjustments to my menu, and I wanted to draw some variables on the weapons within the inventory, the variable appears, but now it also does with the other weapons. I have tried to use derivations such as "If / Elsif", or use it as a "Case" and try with "When" but I have not been able to solve it, the variable continues to appear on all weapons. Here's the code and a screenshot. I enclosed the value in red and as it is repeated, I have no idea what I am doing wrong.
  15. Tarq

    Script Call Master List

    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  16. Hello everyone! I found a kinda easy and 100% working way for Chasing Event(s) Through Multiple Maps and i decided to share it with everyone since the 2-3 tutorials/videos i found were kinda hard, and I read many comments "complaining" about them not working properly.. I'll try to explain it as easily as I can, even though it's my first tutorial, I hope everyone will understand it! (It's not hard, really! I believe it's the simplest and easiest method.) By the way, if someone has a suggestion for improving it, Please feel free to tell me. I am not going to include any scripts since the tutorial works just fine with game's default system. But i am going to recommend optionally, Pathfinding and Event Chase Player Script by TheoAllen. I recommend it because this script simply determines/calculates the shortest path for the wanted destination without any distractions or without having to use move route's movement commands. In this tutorial and demo, i am using the system's default "Approach" Autonomous Movement on the "Chaser" but if anyone wants to use the Pathfinding Script, Set the Autonomous Movement type to "Fixed" (Or leave Approach for random movement) and make a comment inside the "chaser" event, contents and write <chase player> in it. I want to Thank very much Cootadude because in one of his screenshots he posted on one thread, he showed the variable settings i had to put and the correct settings inside the conditional branch for making it to work. This helped me ALOT. Here's a preview GIF of the demo: DEMO (Without RTP) DOWNLOAD LINK DEMO (With RTP) DOWNLOAD LINK What we going to need: 2 Switches: Chasing Start Chasing Stop 2 Variables: Player's Map X Player's Map Y 5 Events: The "Chaser" The Chaser's Settings The Chaser's Trigger "Lever" The Chaser's Stop "Lever" The Transfer Player Event(s) Step 1) Setting/Making the Events, Switches and the Variables: Make and name the 5 Events. Make and name the 2 Switches. Make and name the 2 Variables. Step 2) Setting the "Chaser's Trigger "Lever" Set the Event "The Chaser's Trigger "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. In the Contents set "Control Switches" Command and select the "Chasing Start" Switch to be on. Below the Switch Command put a "Wait 10 frames" Command. Below the "Wait 10 frames" Command put "Set Event Location" Command for the Chaser Event and set it where it will appear for the first time (It's a one-time thing). Below the "Set Event Location" Command put a "Move Route" Command for the Chaser Event and select the Graphic/Sprite it will have when it's enabled. Below the "Move Route" Command put a "Self Switch "A" to be on. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions Set the Self Switch A On. Inside the Contents make Conditional Branch with the Variable "Chasing Stop" to be On, Check for "Set Handling when conditions do not apply". Inside the Conditional Branch put a text to appear when the player have turn off the chasing event. On the "Else" box Below, put a text to appear when the player haven't turn off yet, the chasing event. The Event Should look like this: Step 3) Setting the "Transfer Player" Event: Set the Event "Transfer Player" with "Player Touch" Trigger and "Below Characters" Priority. Save the X and Y of the positions you will place it. (They are down the map at the very end of the RPG Program) Inside the Contents make a "Move Route" Command for the Chaser Event and select the Graphic/Sprite (None). Below the "Move Route" Command put a "Set Event Location" For the Chaser Event, and place it somewhere far the player. (I usually put it very high on the map, next to the setting event). Below the "Set Event Location" Command Put a "Transfer Player" Command and set the next map for the player to go to. The Event Should look like this: Step 4) Setting the "Chaser's Settings" Event: Set the Event "The Chaser's Settings" with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Inside the Contents Put 2 Variables Commands and Set/Connect the 2 Variables (Player's Map X & Player's Map Y) Each one on their own, with "Player's Map X and Y". Make 1 Conditional Branch with the "Player's Map X" Variable, Equal to the X number of the map (where the "Transfer Player" Event/Command is, so the Chaser will appear when the player enters the map.) Below the variable (inside the conditional branch), Make 1 More Conditional Branch with the "Player's Map Y" Variable, Equal to the Y number of the map (where the "Transfer Player" Event/Command is). If you have Multiple paths make those conditional branches as many as the paths with their X and Y. (I have example on the demo in the map 2). If you want, set a wait 60 frames command so the player can earn a little time to move ahead of the chaser. Below and inside the second Contitional Branch, Put a "Set Event Location" for the Chaser right on the "Transfer Player" Event. Below the Event Location Command, Put a Move Route for the Chaser event and select the Graphic/Sprite it will have when it's enabled. Below the Move Route put a "Erase Event" Command. On the same Event make a second page with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 5) Setting the "Chaser" Event: Set the Event "Chaser" with "Event Touch" Trigger, Priority "Same as Characters", Type as "Approach" and "4: Normal" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Optionally, Inside the Contents make a "Game Over" Command. On the same Event make a second page with "Parallel Process" Trigger, Priority "Below Characters" Type as "Fixed" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 6) Setting the "Chaser's Stop "Lever": Set the Event "Chaser's Stop "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. Inside the Contents make a "Conditional Branch" with Switch "Chasing Start" On. Check for "Set Handling when conditions do not apply". Inside and below the Conditional Branch, Make a Switch with "Chasing Stop" On. Below the Switch put a text to appear when the Chasing Stops. Below the Text Put a Self Switch "A" On. Below the "Else" box, put a text to appear when the Chasing isn't yet turned off. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the Self Switch "A" On. Inside the Contents make a text to appear when the Chasing is turned off. The Event Should look like this: That's all. Just set all those on every map you want the chasing event to be and remember to change the names of all the events in the commands when you paste them, because on every different map the names of the events are changing/being reset. I have some notes that i have to mention. (Suggestions are open). If a map that the Chaser is enabled on, has multiple transfer paths, make sure to set the Chaser to appear on all of those paths, because when the player leaves but returns to the map, if it doesn't have settings that applied to the path the player went, the Chaser becomes invisible and goes to the player. (If you have game over command on the chaser, it's gonna happen). Sometimes, if the player enters a map that the Chaser is enabled on, and Player doesn't move at all, the Chaser stays still until the player takes at least 1 step. (I kinda fixed that by setting the Chaser's movement type to "approach" instead of "fixed") In "Step 3) Setting the "Transfer Player" Event:" on the 4 and 5 line numbers, if you don't set up those 2 steps, when the player re-enters a map that the chaser is enabled in there, the chaser will be on the spot the player left it. So if it's near the transfer event, it's likely that the Chaser will go right on the player.
  17. AVGB;KBGaming

    Conditionals based on notetag?

    I'm simply looking to have an arbitrary value change based on if an actor (preferably party member) has any features that contain a specific notetag, but I keep running into error after error, and it has led me to and past the 'toss the keyboard and mouse at the wall' level of frustration. I've actually tried using previous scriptlets but none of them are doing me any damn bit of good. I currently have a module set up with a single value; this I want to be altered if the notetag calls for it. I'll provide more detail if this gets any traction; as is there's not a lot more detail to provide.
  18. Hi there! Need some help with a particular problem using some menus, specifically the CSCA - Achievements menu script. Problem: If a set of text is too long, it gets, well, "squished". I'm looking to include some line breaks, but nothing's working. Including a screenshot so you know what I mean. The text is SUPPOSED to read "See all Warren-related events (missable after Chapter 12.)", however, everything just gets horribly squished. As you can see in the screenshot, there's plenty of space under the circled text to include a line break. I've tried \n, I've tried a combo with "text1" + "text2", I've tried simply pressing enter to start a new line (I knew that won't work but hey, might as well do it so I can say I tried)... I know that's not nearly every option but I can't really figure this one out. While I can make decent graphics, I'm not the brightest tool in the shed when it comes to the coding side of things. I'm clearly missing something. And while I know where to go to change the width of some menu's texts, or the height, I don't know how to add extra lines or anything like that. If anyone has any ideas, any code snippets or "try this" or anything, I'd be grateful. Text-based scripts using: Mithran's Text Cache Yanfly's Ace Message System The menu in question: CSCA Achievements (and of course, if anyone needs more information from me, please let me know.)
  19. Noyemi K's Dynamic Music System Version: 1.0 Author: Noyemi K Date: February 16, 2015 Version History Version 1.0: Original ScriptPlanned Future Versions None (though perhaps it can be extended to include menu music too and have more user-friendly ways to add variations) Description This script allows you to switch between various versions of a BGM, dynamically. For example, you have a version of the track that's just a backbeat, a version with the bass and the backbeat, and a version with all of that plus the melody. It switches between them without restarting the track, just by using a Control Variable event. An easy, customizable naming convention allows you to get more descriptive, but the default uses numbers. I made this with adventure games and ABS RPGs in mind, but it could work with anything really. Features Switch between different variations on one BGM using a variable that you specify in the script Easy editing of variation names Works with auto-start BGM on maps Works only with OGG files or PCM (WAVs) Instructions Place this into its own script above main. You can look in the script for additional instructions. Script #--------------------------------------------------- # Noyemi K's Dynamic Music System #--------------------------------------------------- # Description: # A dynamic music system that switches tracks on-the-fly # without restarts. Useful for creating ambience that # builds throughout various situations in an area. #--------------------------------------------------- module DynamicMusicSystem #--------------------------------------------------- # Editable Region #--------------------------------------------------- # Specify the variable ID used to store the song variation variable. SONG_VARIATION_ID = 1 # Specify the variation extensions # "0", "1", "2", "3"], ["Normal", "Tense", "Puzzle"], etc. Can accomodate any # number of variations up to the variable limit. # ALSO: MAKE SURE YOUR FILENAMES CORRESPOND TO THIS ARRAY # For example, for variations on "Forest.ogg", you might want to use # "ForestNormal.ogg", "ForestCombat.ogg", or "ForestPuzzle.ogg" VARIATION_EXTENSIONS = ['', '1', '2', '3'] end #--------------------------------------------------- # Engine Region. DO NOT mess with anything beyond this point. #--------------------------------------------------- class MusicVariations def initialize super @extensions = DynamicMusicSystem::VARIATION_EXTENSIONS #msgbox(@extensions) #DEBUG end def cache_BGM @variationID = $game_variables[DynamicMusicSystem::SONG_VARIATION_ID] @songpos = Audio.bgm_pos if @variationID == 0 $bgm_name = ('Audio/BGM/' + RPG::BGM.last.name) end end def check_variations if @extensions[@variationID] == nil @play = @last else @play = $bgm_name + @extensions[@variationID] @last = @play end Audio.bgm_play(@play, 100, 100, @songpos) end end #--------------------------------------------------- # Starts the engine at the title #--------------------------------------------------- class Scene_Title #------------------------------------------------------------------------- # * Alias Main to initialize the data class upon startup #------------------------------------------------------------------------- alias start_dms start def start start_dms # Initialize $dms = MusicVariations.new end end class Game_Player alias update_dms update def update update_dms $dms.cache_BGM $dms.check_variations end end Credit Noyemi K. The script is free for commercial or non-commercial use. Just credit me and/or provide a link to my site. Support Let me know if there are any bugs or improvements and I will update the script to reflect that. Known Compatibility Issues There shouldn't be any compatibility issues, unless some other script uses $bgm_name as a global variable. Demo Check Here Author's Notes I got the idea for this script from Soul Reaver's sound design, and I wanted to make that possible and modular and easy to use for RMVXA developers!
  20. My request is two-fold. Main request: I need to know if there is a script/set of them that emulates the spell maker from the early Elder Scrolls games. Secondary: If so, who made them and where can I find them. If not, how complicated would it be to make this. For those that do not know what in the name of Mercy I am talking about, the spell maker is a Mages' Guild shop where one takes various spell effects, assigns the casting type (for self/target/range/etcetera), saving throw (save versus j/s/v/x/z attribute), and most importantly, sets the various stats for each effect (chance/duration/efficacy/etcetera), which in turn alters the cost (in gold bits) to craft the spell and the casting cost (in MP) of the spell.
  21. Victor Sant

    VE - Visual Equip

    Victor Engine - Visual Equip This script allows to change the graphic of the chacter according to the equips and other conditions. It adds specific bitmaps to the character sprite. It’s possible to set custom graphics to actors, classes, weapons armors and events. Download: Victor Engine - Visual Equip Credits: Author: Victor Sant Terms of Use
  22. Hello! Ever want to use an icon in a event as sprite/character? I recently found a script that does that automatic for each on you want, But if you need them for any reason just as sprites, Here they are! Free to use (Only credit Enterbrain). Download Rar File RPG Maker VX ACE Icons as Sprites.rar or Save from uploaded pictures. Do not remove the $ in front of the pic names.
  23. Tsukihime

    Identify Item

    Identify Item -Tsukihime This script allows you to implement a system where items are not known unless you identify them somehow. Unidentified items will appear as an unknown item, with an unknown name. All references to these items will appear that way until they have been identified. Download Script: Download here Usage Use the following note-tags to indicate how they can be identified. <identify: event> -item is identified through an event. This is just a reminder for you <identify: use> -item is identified on use. <identify: equip> -item is identified once it is equipped You can explicitly identify items using script calls: $game_party.identify_item(obj)Where obj is an RPG inventory object (item, weapon, armor, etc)Some convenience methods have been provided in the interpreter identify_item(item_id)) identify_weapon(weapon_id) identify_armor(armor_id) You can specify how sort items are ordered in the item lists in the configuration. There are three sort options. You can use the following script call to change the unknown sort type $game_party.unknown_sort_type = x The different types are described in the configuration
  24. I was looking for side doors and i didn't find any, so i made them. Here they are, free to use. (Only credit Enterbrain because i don't want any trouble). Find Them Here and for XP. Opening Preview: They are in both left and right sides. Plus Sprites With Shadows RPG Maker VX ACE - XP Animated Side Doors.rar
  25. Advanced Game Time v1.2 By V.M. of D.T. Introduction The Advanced version of the Game Time script. This version features customizable time increments, seconds, minutes, hours, days, weekdays, months, years, you can set them all however you want. As well as a new tinting system, no more taking control of the built in tint, this one uses it's own and comes with support for Khas's lighting effects script (since that's a big deal). And last but not least, message codes to include time variations in your messages! Features - Customizable time increments - Customizable tints - Message codes! Screenshots None at the moment How to Use Plug and play and customize if needed. Script Click here for the handy pastebin! Want to go the extra mile? Click here instead! Some extra custom times I threw together for fun: Harvest Moon-esque Olden times RPG thingy (kinda?) FAQ None yet. Credit and Thanks - By V.M. of D.T. - Free to use in any non commercial and commercial project. Author's Notes This script hasn't been thoroughly tested but works for the most part. I'm sure there are some bugs remaining. Give it time. Donations always accepted and appreciated through Paypal: sumptuaryspade@live.ca History V1.2 - Fixed KHAS no tint bug - Multi-line custom clocks! - Changed the way notint maps work (notetags instead of an array now) V1.1 - Save/load time - Custom clock setups - Year post (AD/BC/etc...) - Fixed KHAS bug - Allow use of tint in battle - no tint maps actually no tint - Clock in the Menu - Map Note tag to stop time - Option to sync with PC time Want a feature that you don't see here put in? Feel free to comment and I'll see what I can do!