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Found 1,421 results

  1. Good evening! I have a script I'm creating so that the player can have multiple outfits and change to the correct outfit when they're performing an animated action. For instance, if the player collides with an event that causes them to trip, I want the player's graphic to change to the appropriate "tripping" sprite set for the outfit they currently have equipped, and then play out the tripping animation in a specific way. The script is actually working pretty well so far, except for one little detail. For the "tripping" animation, I want to change the player's sprite so that the sprite is at a specific point in its step animation and to stay there until I command the sprite to be reset. Currently, this is how I have the sprite setup: The leftmost sprite is the player standing vertically. The middle sprite is the player mid-fall. The rightmost sprite is the player horizontally on the floor. I know how to do this within an event. In a move route command, you would select 'script' and write in: @pattern = #insert 0 - 2 here # 0 = right leg out (leftmost sprite) # 1 = resting # 2 = left leg out (rightmost sprite) Which would cause the target to temporarily jump to that sprite in its stepping animation. For some reason, it resets back to the "resting" sprite, but at least it's doing something right. Calling @pattern = 2 in my custom class doesn't do anything, even though calling $game_player.jump(1, 0) forces the player to jump like it's supposed to do. If I can't use a script call to simply do this, I'm thinking I could probably use the script call for 'Set Move Route' and ask it to call @pattern = 2 there. I've been looking up ways to script a move route, but so far they've only left me confused. Here's my notes on an example: I tried using this, and while the game doesn't crash, nothing happens either. As a test, I tried replacing "45" with "13" (stepping backwards) and had the same result. So it must not be executing at all. I realize I could achieve what I want to do easily via Galv's Move Route Extras (which I do actually have implemented), but just in case I decide to remove that script or use my script for another game, I do not want it depending on someone else's script to work. As a last resort, I may use it anyway. Update: I am now seeing if I can manipulate instance variables from another class. class Game_Character < Game_CharacterBase attr_accessor :step_anime attr_accessor :pattern end Now from my custom class I can call $game_player.step_anime = 2 and $game_player.step_anime = false in an attempt to set the player's sprite and pause their stepping animation once its set. I actually works to a degree! But after the player sprite goes to the last frame it will immediately pop back to the middle frame. I'd still like to learn how to make this work exactly how I want it to, but I can use this as-is if I'm willing to compromise on the time it takes for the player to "get up" (which would be making it shorter so that there's no time for the animation to reset back to the middle frame). Thank you very much for your time.
  2. Hi, me again. My question: Is there any possibility to add all Information of Dammage Formulas to Elements or Items? Like adding it to a Weapon, and whenever you use a skill, wearing that weapon it uses the skills formula, but also calculates the dammage of the Formula you added to it? The things you could do with that were incredible. 10% Lifedrain or Manaburn on a weapon? No problem, apply 10% Elemental dammage and add Drain to that Element. Complicated Formulas which let all your attacks growth based on the number of hits you had inflicted upon your enemys? Or giving each element something spechial? Here is the answer, the List goes on, but i yust dont know how to do that. So please tell me, if there is an solution.
  3. NECESITO TODOS LOS SCRIPTS QUE PUEDA ACUMULAR PARA CREAR MIS JUEGOS PERO CASI TODOS LOS LINKS ESTAN CAIDOS ME PUEDEN AYUDAR?. I NEED ALL THE SCRIPTS THAT I CAN ACCUMULATE TO CREATE MY GAMES BUT ALMOST ALL THE LINKS ARE FALLED CAN HELP ME ?.
  4. Hi everyone, I'm fairly new to rpg maker and just getting used to how events work. I ran into a small issue regarding how I would go about putting an event over a door. What I aim to do is have a carpet, and an option to move it, revealing a door underneath it. Would anyone have suggestions of how to do this? Basically, how can I have an event OVER another event?
  5. Hey, I'm having difficulties trying to solve some issues regarding saving in my game. Like many, I want to restrict people to only using specific save points, rather than being able to save on the fly. Everything worked fine until recently, when all of the sudden, if someone attempts to save the game on the save screen, they get the error sound. Loading directly into a room with a savepoint (Making the player's starting position there) one can still save the game normally. However, as soon as you leave the room and re-enter and attempt to save once more, you will get the error sound when trying to save. The scripts I am currently running are the follows: Khas' Awesome Lighting Victor Basic w/ Step sounds Scenecombine Stairs Menu Manager Scene_combine (Allows for combing items in the inventory) Schala Battle System (Not at all implemented) Mog Schala Tool HUG (Not implemented) I don't think it's script issue though, but help would be 100% appreciated
  6. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  7. Black Mage

    Game Log Script

    Game Log Script by Black Mage Introduction There’s a time when you can’t continue playing a game due to some reasons. And after several weeks or months, you finally got some spare time to play it again. However, when you play the game, you forgot what’s the last task you’ve been doing. This script serves as a record of what’s happening when you last playing the game. It can stores some string as a game log and able to display it on screen. Though the intended function of this script is to show a game log, it can be used for many other purposes. Features 1. Let you save a string(s) in a named array. 2. Return the named array using it's name. 3. Show the array's contents inside a window. Screenshots How to Use The setup is simple. Just put the script above the main script, as always. Use this script call: save_log(key, text) to save the text on desired key. The new text added will be placed in the bottom of the log corresponds to the key. Use this script call: get_log(key) to return an array of log corresponds to the key. Use this script call: view_log(key, title) to view the log corresponds to the key given. The title will be displayed on top of the log window. Script FAQ None yet. Credit and Thanks Black Mage. Author's Note If you having trouble on using this script, and it seems that I rarely appeared here, you can go directly to my wordpress, and ask something there. I mostly roaming around there so there's no need to worry that your question will be left unanswered. Here's a link to the pages of this script in my wordpress. Game Log Script Although it's stated that the script is completed, I do aware that it's just the basic of the script, and the utility still can be expanded more. Feel free to add your suggestion regarding the script and I'll try my best to accommodate your needs. Have a great day!
  8. As the title suggests, in my project I have maps that show up in play-testing and can be transported to in a debug menu, however in the editor proper they do not show up. I looked high and low on how to fix this error in VX Ace but most help is for MV or the guides on it have been deleted. I would appreciate any help on this I could get, thank you very much.
  9. This is a simple question. I noticed a few "DLC" packs, tile sets, that I can buy and import into RPG Maker. I also noticed that they, for the most part, seem to be cheaper over on Steam. However I do not have VX Ace on Steam (XP is up in the air since the trial had long since ended). So, if I buy these DLC Packs (I really love the Fantastic Buildings Medieval pack, Medieval IS my thing after all!) on Steam, would I be able to place them into RPG Maker that's not on Steam, but my PC? And vice versa. If you will? Thanks in advance!
  10. Glitterbot5000

    Pick a random number for item collecting ?

    Hello so in my game in making it so that you can collect garlic and I want you to be able to collect a random number of garlic pieces, how would you do that? i have no idea how to use variables either, it that’s important.
  11. Hey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
  12. Hello folks! Long time, no see. So, I found my original file on a game I was creating at least 2 years ago and picked it back up(because I thought I originally lost the file is why I quit in the first place). Either way, I've been playing with it and I love what I have so far, but I am having a particular problem with Yanfly's Class System. So, if my character gets hurt in battle and I decide to go change the class of my character that is hurt, since I use low Stats(Parameters) if I change classes enough, that character will just die in the menu. I looked through all of the script, but I cannot figure it out. I know the script changes the actor's HP and MP according to the Parameters of the Class, but sometimes they will just die and it's a little frustrating. Here's the script: I hope someone can help me figure this out and I will notify if I figure it out first.
  13. https://www.pokecommunity.com/showthread.php?t=220360 Hey again, I know I know all I do is ask questions with little to show. I hope to change that soon, but right now I found something that could help me with an older project. The above is a starter kit for fans of Pokemon Mystery Dungeon, however when I attempt to run/open it I get and I noticed the link above said "RPG Maker VX" so I'm assuming Ace can't open it because it uses RGSS301.dll? But I do wonder if there's a way to get VX Ace to open this, right? P.S when I ty to open it I do get the message about how Windows can't open Game.rvproj.
  14. Advanced Recipe Crafting v1.0 By Vlue Introduction It's like Basic Recipe Crafting, but advancery! This script allows you to implement a crafting system into your game, complete with many options including different crafting categories each with their own skill levels. Amazing! Features - Craft items using various different recipes and ingredients - Limitless categories and skill levels - Variable success rates - Multiple Crafting options! - Banana Bread!? Screenshots How to Use Paste script in, set up recipes as needed. (Recipes need to be learned before they show in the list, via the script call learn_recipe(id), recipes that are learned but can't be crafted due to level requirements will not show in the list) Script As usual, on the pastebin: http://pastebin.com/HG1yFEj6 FAQ None yet. Ask me anything! Credit and Thanks - By Vlue - Free for use in any project, commercial or otherwise, with credit given - Donations always welcome! Author's Notes I got nothing. It's simpl, really... trust me. Don't look it up.
  15. TobiObito4ever

    Certain Order Puzzle

    So I'm creating a puzzle in my horror game where you have to decapitate some dolls in a certain order: 1368. The problem is figuring out exactly how to do it. I tried messing around with variables, but I'm totally stuck. Do I need variables for the correct dolls? Any help, please? ^ Clue to the puzzle
  16. I've never run into this problem before, but I'm having issues getting events to move during a cutscene. This is the ONLY time I'm having this problem. All other things are moving. The event that RUNS the scene moves fine at the start. And here's the map set up, color coded with above for your convenience. The tileset is appropriately set up with the star at the top of Tab B. But in the end, during playtest... No one's moved. Again, this is the only map that is having this problem. Is it because I put the self switches in the beginning of the move routes? It's the only thing I can think of. (The self switches being what causes everyone to appear)
  17. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  18. I'm a RPG Maker newbie and just join the forum. I just want some help about the Mode7 Script. I create a new project to test it out. I paste the script between Material and Main, I paste the .dll file and the pictures like the instruction. The things is, I just want my character to get on the airship and move the airship around the map, like in the demo. But when I F12, an error occurred. I honestly don't know why. Please give me some tips.
  19. I have completed my game, but in random parts errors come up crashing the game. Admittedly, I have many scripts in my game, so what do you do when an error pops up to stop it from happening again? If it mentions a certain script, is it best to just remove that script?
  20. CodeHunterEx

    Text Reader

    I am looking for a way to be able to load a text file and have a text box the size of the game window where you can display and scroll the text on the screen. Is this possible? Is there a script or other way to accomplish this? The idea is to have the player click on a event that loads a text file and lets them read the text and then close the window. Thank you
  21. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  22. I am using Mr. Trivel's Simple Crafting script and I keep getting this error. Script 'craft' line 761: NoMethodError occured. undefined method '[]' for nil:NilClass Keep in mind that the instructions of use were not very clear, so this could be me not doing a step but I believe I have done everything. I am so confused.
  23. So, I am modifying the windows for my scene battle and got it down for the most part, but I cannot seem to get my actor command window to go any further than the battle status window. This is what I get: Here is my script: Don't worry, I copied the Battle Scene and put it in my Materials section and am making it my own. If someone could help with this, that would be great because I know it's a simple code I'm over looking, but I've spent the last 3 hours just today trying to figure it out.
  24. Zvart

    Auto-Battle not working

    Edit: I'm pretty sure its Yami's ATB and the lack of a "start of turn" mechanic. At least that's what I have read, and I may go searching for that but yeah. Edit #2: I found DoubleX's Bug Fix script for the ATB system. Linking it here in case anyone finds this topic instead of his while searching for a solution. I am attempting to make a Rage Effect (Lose control of character, they attack allies) My Auto-Battle flag does not appear to be working. I'm unsure which script is causing the issue. The multitude of scripts doesn't help (They are listed in the order I have them in the Script Editor): Yanfly's Battle Engine -With Edits by Me (There are also Window_BattleStatus edits but I don't think that'll effect Auto-Battle at all?) Addon: Enemy HP Bars Lunatic Targets Addon: LTP Conditions Yami's CATB Addon: Lunatic ATB Sixth's Don't Target User AdiktuzMika's Slip Damage GreatRedSpirit's Alive and Dead Targetting I can set up the state to make you target allies, but I feel ilke once you learn that's how it goes, you can just do defensive things until the state ends. Which I want to avoid. Of the scripts, only YEA Battle Engine and YSA CATB have any mention of the Auto-Battle system. If there's something else I should be looking for, please tell mea nd I'll do that digging for you.
  25. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
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