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Found 1,855 results

  1. Author: Calestian Name: Multiple Currencies Version: 1.1 Features: User can set more than one different currencies. There is a new Menu tab displaying all currencies. Different shops can use different currencies. Images: Script: Link:Multiple Currencies
  2. Aslanemperor

    How to show credits during gameplay

    Tutorial topic: How to show credits during gameplay. Brief description: Have you ever watched a movie and seen how the credits pop up as the opening action scene plays out? People are talking, fighting, doing all the movie things, but the credits appear and vanish along the way without disturbing the flow of action. It's become such a common thing that movie critics actually criticize films that don't do their opening credits in this way. This method will allow you to have that in your game without scripts or even a lot of special skill! Requirements: Obviously, you will need RPGMaker VX Ace (this should also work with everything but MZ as it only requires that you have access to the built in battle animations tab). Beyond that, you will need a simple photo editing software like Photoshop. I use GIMP because it's free and relatively simple to use. You can technically do this with paint, but if you do, you will need to use another service to make the background transparent. Before I discovered GIMP, I used lunapic as it's free and all online. This is inferior to GIMP in my opinion, but it has the advantage of not requiring the download of a frankly massive program. TL;DR: You need an RPGMaker that has the animation tab (so any except for MZ) and you need a way to edit pictures while keeping them transparent. Step 1; The Credit: To begin, we need to take a random base from the animations folder of the RTP. We're not actually going to change it, but rather, we're going to use it as a template. I used Thunder4 because it's one of the larger bases with room for 25 animation panels. I advise making a copy and pasting it into another folder, then working on the copy so that you don't accidentally overwrite the base picture. Once you have it loaded up in your editor, erase everything so that the only thing left is the transparent background, As shown here: Choose a small corner of the template then, and insert the text you want! Don't worry about it being more than one animation panel. It probably will be larger than one, depending on how much you have to type. For my test case, I used a simple "A Game By Aslanemperor" Save, export, or whatever you need to do. Take any extra steps you may need to make the image transparent. This is standard with GIMP, and I hear that Photoshop makes this pretty easy as well. Once this is done, simply import this into your game using the built in Resource manager in RPGMaker. Step Two; The Animation: This part can get a little time consuming, but is still VERY simple. My example took up two panels worth of room on the template (out of a max of 25). As such, I took those two panels, and set them side by side over where I wanted them to go. The animation system makes this very easy as everything is designed to lock neatly into place, so as long as you pay attention, it will be a simple matter to make everything look good. Now we figure how long you want your credit to show itself, and where you want it on the screen. For this example, I placed mine directly in the center. When you're putting together your frames, keep timing in mind. 1 second is equal to roughly 30 animation frames. Because of this, I set up the fade in to last through the first 26 frames, then had it hold solid for another 45, followed by a more rapid 15 frame fade out. I did this by right clicking each individual panel and adjusting the "Opacity" number. Because I wanted this to be close to a full second of fade in, I added 10 points to the value on every frame, making it go fully Opaque at frame 26, with a value of 255. This is why it can be a bit time consuming. Once you know what you're doing, however, it doesn't take long to put these together. It took me just over 5 minutes to put everything for this animation together. You'll notice that there's a box for the animation beyond just the scope of the target. That box represents your screen. Depending on where you want this to show up on the screen, that's where you'll place your animation box. For instance, if you align it with the top left of that box, it will show up on the top left corner of the screen. Step Three; Implementation: So, you've made your "Credits" animation, and you're ready to place it. The way I did it, was to have an event along the path the player has to follow, and when they walk over that area, it triggers the credit animation. I set the animation to be centered on the player. This way, it keeps on showing in the area I want as he walks: Don't forget when making your event that you want to set it to end after the player has walked past it. Also, DO NOT click for it to wait if you want your character to continue doing things while this shows. Conclusion: So, I found this entire process to be extremely easy, and can be done with things that anyone has access to (you can even manage this with just paint and a web browser). It's a unique way to put your credits into your game without a clunky opening video (which usually requires some sort of video editing software). If you have any questions, or you know an easier way to pull this off, I'm happy to hear it. I hope this helps someone!
  3. Aslanemperor

    Sniper Shooting

    So, my current project is a game about cowboys in a fantasy setting. One of the characters is a Sniper. As such, I have an idea about what I'd like him to be able to do, but I haven't the foggiest about how to make this happen. I'm afraid this might end up requiring a script. If so, I'll go sniffing over in the scripting page. Hopefully someone knows another way to do this, or maybe an established script that makes this possible. So, the idea that I have is that there will be certain spots the player can discover on most "dungeons" that are "sniper blinds." If they find this, they can leave this character behind, and when they get in battle, he can act with special skills and can't be hit. However, in this mode, if the rest of the party dies, it must still end with a game over. If I must, I'll just make all of the troops have a condition that says that if he's the only one left, game over (I think that can be done with simple in battle eventing). The hard thing will be the Sniper Blind thing. Maybe create a copy of him, then switch the party members until you exit the dungeon? I dunno. What are your thoughts?
  4. Good evening, you all. I am working in a Battle Window script and it's almost completed. But I have a problem, I want make a movable Actor Command window. Like that:. Although I have the video's script, it doesn't worked. Here the script:. After that, I also tried to use Moghunter's script, but I failed... Here the script:. Then, can you guys help me with my script? Because, I tried to modify my script countless times, but it isn't working... Here my script (I am modifying Ventwig's script):. EDIT: I already fix my problem.
  5. 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.
  6. ♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
  7. Is there a way to check the current actor displayed in the equip menu?
  8. I recently began working on a horror game with a couple of friends. We're still in the process of planning things out. I have an idea for a mechanic I want to use in the game, where the player can bring up a cell phone menu. Here they could have access to a flashlight, and maybe messaging and call features (these would not necessarily be functional, but would be something the player could TRY to use). I also want them to be able to receive messages and voicemails, even if they cannot send any. I'm pretty new to rpg maker, and was wondering if something like this was at all possible? If it isn't I'll just find some other solution, but I wanted to find out before I got too far into writing.
  9. I'm using Yanfly's equip engine. Is there a way to remove equipment from the custom slots above the default 4 through an event? Perhaps through a simple script? I'd appreciate any help, thanks.
  10. Salutations! I've begun using Yanfly's Ace Status Menu script to add more visibility to in-game parameters. https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-status-menu/ I've added functionality to display elemental and state resistances. For elements, I was able to use @actor.element_rate(n), and, with a little math, displayed them as positive integers. For states, I tried @actor.state_rate(n) but it returned their chance to inflict states on attack, rather than their resistances. Question then, what variable stores state resistances? I'm assuming there would be two per state, since items allow both a state rate and a state resist; and if I'm correct, would the latter also be stored as a boolean? I'm also trying to figure out how to add an icon from the icon file before the name of each element and state, if anyone can help with that too. EDIT: ADDED The state thing is what I'm most concerned with, but as far as adding icons, in keeping format with the rest of the script, the strings placed into the slots above are set up like: ELEMENTS_COLUMN1 =[ [:firZ, "Fire Resistance"], [:iceZ, "Ice Resistance"], [:thuZ, "Thunder Resistance"], [:watZ, "Water Resistance"], [:earZ, "Earth Resistance"], [:winZ, "Wind Resistance"], [:ligZ, "Light Resistance"], [:shaZ, "Shadow Resistance"], ] # Do not remove this. And the part that displays this and the value is like: when :firZ value = sprintf(fmt, @actor.element_rate(3) * -100 + 100) I'm not sure if I simply can't add an icon before the string, or if I am just doing the syntax incorrectly. The entire section (and what I'm trying to do with states) is set up like the parameters section in the base script, with some tweaks to column number, and display width. I aped the setup of the menu options by duplicating what was in the base script as well.
  11. is there anyway to put elemental weakness and resistance on menu? i not really want to put "resist 50% wind damage" or "take 200% of thunder damage" on equipments descriptions and i don't think it fits with the game i am going for anyway i checked yanfly menu plugin and it seems you can add new categories to it but i am not really a scripter so i have no idea how to put a category showing elemental resistance and weakness i tried to search but could not find any.
  12. Slowcelot

    Windows Resize problem

    Hello , I am developping a game on RPG Maker vx Ace for quite a moment by now. Today when I was fixing Event issues and testing my game , a big problem with my window resize scripts occured. When I lunch my game , this is what I get. Instead of resizing the game AND the window , it just resizes the window so 3/4 of the screen is black. I am using the Fullscreen++ v2.2 for VX and VXace by Zeus81 & Yanfly Engine Ace - Ace Core Engine v1.09 Both scripts that resize the window , and there was no issue before today , I don't uderstand where is the issue because I didn't even touch the script section , It just randomly occured while testing my game. Does anybody knows where the issue could be ?
  13. minth

    Help me with my script.

    Good evening, that's my first time writing a script, then i don't know advanced scripts. That is my script: class Window_TitleCommand < Window_Command #-------------------------------------------------------------------------- # * Create Command List --> ADD #-------------------------------------------------------------------------- alias new_make_command_list make_command_list def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command("Credits", :credits) add_command(Vocab::shutdown, :shutdown) end end class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Start Processing --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:credits, method(:command_credits)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # * Create Background --> creation #-------------------------------------------------------------------------- def create_story_contents super @background_text = Sprite.new end #------------------------------------------------------------------- # * [Credits] Command #-------------------------------------------------------------------------- def command_credits close_command_window SceneManager.call(Scene_Credits) end end class Scene_Credits < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing --> START* VERY IMPORTANT #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Pre-Termination Processing --> COMMAND CLOSE #-------------------------------------------------------------------------- def pre_terminate super @command_window.close end def make_command_list add_command(Vocab::to_title, :to_title) end #-------------------------------------------------------------------------- # * Create Background --> call #-------------------------------------------------------------------------- def create_background super @background_sprite.bitmap = Cache.picture("video-credits-hero") end #-------------------------------------------------------------------------- # * Create Command Window in the Credits --> CALL #-------------------------------------------------------------------------- def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) end #-------------------------------------------------------------------------- # * [Go to Title] Command in the Credits #-------------------------------------------------------------------------- def command_to_title @command_window.close fadeout_all SceneManager.goto(Scene_Title) end end class Window_GameEnd < Window_Command #-------------------------------------------------------------------------- # * GO BACK TO THE TITLE --> ADD #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::to_title, :to_title) end end I did a script to add a Credits Option. I made its option in the menu and its destination. When i play the game, it works like that: The script is working smoothly, but i would want a scrolling image and change the window position. Can you guys help me with my script? Thanks for hearing me.
  14. Hello, so I'm making an SMT-styled game and if you've ever played SMT, you know about the press turn battle system and switching in demons during battle. So I have the Press Turn plugin in my game for obviously the press turn battle system and the Command Party plugin by Yanfly in order to emulate switching in demons. However, it seems like I'm unable to access it, as the command only shows up in the Party Command Window and the Press Turn plugin instantly skips that window. Even setting the "SKIP_PARTY_COMMAND" to false in the Yanfly Battle Engine Core doesn't work, as it only appears at the start of the battle and never appears again. So is there a way to make party command accessible by other means or at least a way to not let it ever skip over the party command window?
  15. Hi everyone. I'm using sprites for long grass in my game that obscures the players legs. I'd like the sprites to line up closely on the y axis to give the impression that they're bunched together but can't figure out how to do it right. I tried altering the distances between each 'layer' of grass on the sprite sheet but then the player isn't obscured properly. I was hoping there might be a way to offset the graphics through scripting?
  16. Hi. I'm having an issue where a few maps are not visible in the map list on the left-hand side of the editor (the thing below). The game still loads all of the content within these maps perfectly fine, but they don't exist within the editor (I have compressed the list here for brevity's sake). When I say they don't exist within the editor, I mean that I cannot reference them in anyway, or see them. Events which were placed before this and transferred the player to these maps do not show a map gui when attempting to change the transfer location. Looking through the data files, I can see the hidden maps in question; is there some way that I can make these maps visible within the editor? The only script I'm using is a data file backup script, but this should only duplicate the files, it doesn't modify them in any way (this also means that the backup files do not fix the issue). Thanks very much!
  17. Hello I'm using the Peral ABS for my game, and for some reason when ever i equip weapon or amor using the quick tool, the items are duplicated. I'm hoping someone is willing to help me resolve this issue. Thank you in advance. edit* When using the quick tool every time i equip a wep or arm it stays in the inventory side, so i can keep equipping new versions of that items so for example if i equip a short sword, a new graphic noting that i equipped it will appear on the tool bar, but the original short sword still shows up on the inventory side. so when i selet the short sword again from the inventory side it will let me equip the short sword again and again. Here are the scripts that might be casing this issue. Custom DataManager Perfect Equip Refine System Falcao Pearl ABS Liquid v3
  18. Free Movement v0.87 By G.A.M. Kertopermono Site link - Download - Demo RPG Maker VX Ace is mainly constrained to the grid. Luckily there are quite some scripts that add off-the-grid movement, mainly called "pixel movement". As that's kind of a BS term for something like that (it implies you can only travel per pixel, and most of the time it skips a few pixels anyway), I just give it a more general term. Free Movement gives you freedom of movement in eight directions. I'd love to implement free movement in three dimensions, but the engine isn't built on 3D. Yet. Installation Make sure to put this below Materials, but above Main Process. This script overrides several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded first. Do know that there is a possibility that this script will stop working due to that. This script adds aliases for several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded after any other script overriding these methods, otherwise this script stops working. This script has additional functionality and / or compatibility with other scripts. In order to benefit the most out of it, it is advised to place this script after the others. Optional CompatibilityCXJ - AnimEx v1.01+ Usage Script Download Demo Download v0.86 Older versions: License This work is licensed under a Creative Commons Attribution 3.0 Unported License.
  19. Im Currently Making a Game in RPG Maker VX Ace Thats Set in an Alternate Reality where 9/11 and the JFK Assassination never happened With Zeppelins, Anthro Characters, Mythical Beings, Magic, UFOs and Space Stations Exist and Want Something like a Script that Can Show Off The Scale and Size of the Zeppelins and Space Stations Similar to How the Super FX Chip Works in Yoshis Island or How the 3D Acceleration Works in DS Games like Pokemon Black and White i want a script to show off the scope of things like zeppelins, space shuttles, ufos, space stations, satellites, or simple things like the brooklyn bridge, statue of liberty and the twin towers of the alternate ny skyline heres the current progress on my game im making i dont want anything with too much polygons i just want something simple to use in cutscenes or while the level is loading or to give people motion sickness /j kinda like this scene from sonic heroes https://www.youtube.com/watch?v=zYkyUT0ZTIg=0m12s or this or even this
  20. Hi. How do I make an event run away from the character, but not into the edge of the map? Do I need a script for this? Thank you.
  21. Termskii

    Script Bugs I've been having.

    As I'm very new to RPG Maker VX Ace, I'm not sure what possible error has happened. Looking at the source code, I've found nothing misplaced or wrong. What could possibly be making this happen? Whenever my actor makes one step it brings up the first image. The 2nd was from an earlier bug I got with an event.
  22. I'm trying to design a little cooking system using Selchar's weapon durability script. When a player cooks something, they need to have a certain "weapon" equipped like a spatula. When they cook the item, the tool's durability goes down by a few points. Basically, when the player cooks an item, a skill is supposed to be forced on the player. This skill takes away 3 durability points when used. The only issue is, the "force action" command doesn't work outside of battle. I tried everything, like changing the skill's targeting to "The User". Does anyone know how I can force an action onto a certain actor out of battle?
  23. So to expand on this, I'm trying to modify Neon Blacks Passive skills script. The one part that is missing is that the script does not process the note box for the state. When I tried the option here I get an error. Neon Black | Passive Skills:71:in `eval': (eval):1: syntax error, unexpected '<' <atk ele: 3, 0.20> ^ (eval):1: syntax error, unexpected $end <atk ele: 3, 0.20> ^, SyntaxError from Neon Black | Passive Skills:71:in `block (2 levels) in passives' The notetag shown above is from Dekita Element Control I've tried a few variations but I'm note sure how to make the system process notetags $data_states[$1.to_i].note.split(/[\r\n]/).each do |line| eval(line) end eval($data_states[$1.to_i].note) Can that be used to process the notetags from the states and not a file. (using a file would require me to change all 3000+ items in the game) I also looked at Tsukihime's Condition states & passive addon for Neon Blacks Passive Skills, but I also get an error for that. Hime | Conditional States:113:in `eval': (eval):2: syntax error, unexpected '<' <atk ele: 3, 0.20> ^ (eval):2: syntax error, unexpected $end, SyntaxError Basically I want to have the system process the notetags for the states while the skill is learned. Now I have a complex setup, skills that require armour, equipment skills all working with passive states. If I set the notetags that I would normally use on the skill, then it works fine, but I'm also trying to manipulate other data with Shaz's State Commands script. *UPDATE I just tried VE Passive States and it worked. Going to have to change all of fomars skill notes to VE notes
  24. I was wandering, is there a script of plug in that makes certain spells (like Healing) animate on the screen that effects the party?
  25. From what I have seen, enemies chose their skill to perform on the beginning of their turn. This results in some awkward situations in my project, examples: 1. Actor applied a state on enemy which seals a skill. This enemy will still try to perform that skill, without any effects or animation (but apparently things in notes are still executed, such as Moghunter's battle motions) instead of picking another available skill. 2. Enemy has a state that forces them to use a skill, but they won't do it until next turn. 3. Foe has a state which allows them to use particular skills. Player uses a skill that removes that state to prevent them from doing that, but enemy still uses that skill in current turn. How do I change that, so enemies will take into account their current conditions (you know, states) before choosing which skill they use?
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