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Showing results for tags 'rpg maker vx ace'.
Found 1,808 results
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Hey I want to change a script transition, usually when you start a new game or game over starts, they usually just fade in and out but I want to change it to tinting a screen instead (similar to how Sonic 2 fade to blue and then black works) I've done it through transfer characters and events, I just want this method done for Main Menu and game overs 2021-03-07-2115-48.mp4
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Hi guys! I Starting a new topic here I'm not very good with details and introductions so.. Here are some of my stuff that i would love to share to all of you guys! (I'm going to add some more when i'm not too busy with my project =3 ) ( I will keep on adding some new stuff from now on. ) Update: July 28. 2018 -Yey! I have recovered my account!!! -Added 2 Window Skins Small Update: -Added Balloon icons. -Added Window Skins Terms of Use:
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Hello. I've been trying to look for a script that makes the battle log in rpg maker vx ace smooth and fast. Basically I want it like this Battle log script that's in Rpg maker MV https://forums.rpgmakerweb.com/index.php?threads/smooth-battle-log-2-0-mz.131465/
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Hello, I need help with the damage formula that takes 75% of the target's current hp. I know that b.hp/2 will divide the current hp in half. Any help will be greatly appreciated
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Is there a way to show a battle animation when you select the "Escape" option, and if it is can you change it with a variable or smtn I wanna have it change depending on who you have in the party and stuff, so a variable would be the easiest way to do it for me
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I apologize for any missused words or grammatical errors. In my project there's a mechanic (which uses Yanfly LPP Empower) that lowers character's stats depending on how much MP they have left. It means that, for example, if character has 50% of MP, their ATK is decreased by 50%. The problem is, by default engine takes MP from pool BEFORE performing a skill, which means that evrytime an character uses a skill that costs MP, they will be always using skills with lower stats than normal. Because my project uses very small numbers (Every actor or enemy has 10 max MP) this change is very noticable, especially with costly skills, effectively making evry skill in the game deal less damage than they should. So, my question is, can I change base script, so that MP is taken from the MP pool AFTER using a skill?
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The idea is that, enemy uses an action that applies "Looped" status on actor, any actor with this state will perform their last used skill over and over again. I'm pretty sure it's possible with Tsukihime Action History but I don't have any real scripting knowlege, so I don't know how to utilize it. Another (and I think easier, for me) idea for this is a common event that sets variable to ID of used skill, and another one that forces actor to perform skill with that id. Then I need SOMETHING that can set variable to skill ID. I want to thank you in advance for even an attempt in helping me with this.
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how complicated would it be to write a script that prevents the game from closing?
schmoopy posted a topic in Programming
I'm making a troll game designed to make players mad because I wanna watch the world burn. don't worry. it's gonna be a free game, so all they lose is their time. I wanna have an event run for ten minutes, and I want the game to only be able to be closed via task manager until the event is done. should the game crash or be closed via task manager, I want the game to remember this and dunk on the player. how much scripting are we talking, and is such a script even possible? bonus points if I can take a leaf out of Oneshot's book and change their desktop background (to something benign, of course. like shrek and mike wazowski tenderly making out) -
Data Backup -Tsukihime This script automatically creates a copy of your rvdata2 files and places them in a separate backup folder in your project whenever you testplay your project. Since the files are not touched by the project they should be safe in case of system failure. Note that I haven't tried killing my system while I am performing file operations like saving my project... And if you have lots of data files it might take some time... Download Script: http://db.tt/aDG8DWe1 Usage Just paste the script in your project and test-play. You can turn it off if you want.
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I'm unsure as to what happened. The states were working perfectly and week passed and decided to test a battle and its not working. I've deleted all the added scripts relating to states and also haven't added any new ones since it was last working and I'm at a loss of what happened. I need some suggestions of where to look or suggest some possibilities of what could have happened. I'm just so confused. I'm using the original unedited states too. Edit: Solved. Sorry for the Inconvenience!
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Auto Save / Auto Load v1.10 by Roninator2 Introduction A script requested to perform auto save on specific maps and auto load Features - Decide to use switch to control auto save or not - Specify number of save slots used - Specify if you want auto load from the start of the game of when pressing continue on the title screen - add in what maps you want auto save to work on - must have only 1 save slot specified for auto load to work. - if using more than 1 save file then saving will use the last save file used. How to Use Put below ▼ Materials Images I don't think any is required Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
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I'm looking for a script that adds a credits button to the title screen which makes the screen fade to black, then fade back in on a full-screen image (my credits). When the player presses the Z button, the image fades to black, and the title fades in and the command window pops back up. I tried following the advice on this thread, but I've run into trouble. I've understood it well enough to import the code which adds a Credits button that runs "msgbox_p". However, when TBWCS goes into further detail about how it could be used to fade to an image, I get lost. This is the code I've imported: If you could explain to me how to get from the code above to the code that I need, I'd be super thankful. (I'm using Yanfly's "Menu Cursor v1.00" script. I don't know if that'll cause any issues.)
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Howdy everyone, I'm new here so hopefully I haven't started this topic at the wrong. So, I'm currently having issues with Jet's Mouse System : https://forums.rpgmakerweb.com/index.php?threads/mouse-system.3065/ The script offers the ability to have an event with a text hovering over it when you slide your mouse across. Now however, the big issues is that. When I make a picture call, the hovering text appears above the picture I tried to look desperately for a way to change the hovering text's z value, but to no avail. There's a switch to turn the script on or off, which I tried to turn on to disable the script when a picture appears in an event, but it only disables the mouse's cursor and if you hover your mouse around the picture, the text still appears above it. Any good soul to help me find a way to fix that. Knowing that I'm a script noob. Thanks
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Does anyone have Mr bubble's gender function script and their addons? I know it's been years since it came out but I need it for my VX Ace game. The download link at Mr bubbles website is dead and the GitHub archive doe not have it.
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Bonus Codes v1.10 - VX Ace by Roninator2 Introduction A script made to recreate the cheat code system in games of old. Features - Have as many codes as you want the player to use - Each successful entry will activate the corresponding switch - Use the switch to perform whatever actions you want in the game - Option to hide the command in the title menu. - When hidden, use F8 to open the code screen and F7 to backspace and close How to Use Put below ▼ Materials Images Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
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VTS Enemy HP Bars addon - Enemy Selection
roninator2 posted a topic in Completed Scripts/Plugins/etc.
VTS Enemy HP Bars addon - Enemy Selection 1.04 by Roninator2 Introduction An addon to make the enemy hp bars only show up if the enemy is selected in the enemy battle window Features - Plug & play How to Use Put below VTS Enemy HP Bars script Images Script - two options Credit and Thanks - Ventwig - Roninator2 Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Title Screen Ring
roninator2 posted a topic in Completed Scripts/Plugins/etc.
Syvkal Ring Menu addon - Title Screen Ring 1.02 by Roninator2 Introduction An addon to make the Title Screen menu's show icons in a ring for the Syvkal ring menu Features - Plug & play - set parameter to use the shaded background or not How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 - Masked - Shiroyasha Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Game End Menu Ring
roninator2 posted a topic in Completed Scripts/Plugins/etc.
Syvkal Ring Menu addon - Game End Menu Ring 1.00 by Roninator2 Introduction An addon to make the Game End Menu show icons in a ring for the Syvkal ring menu Features - Plug & play How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 Terms of use Follow original authors terms -
Syvkal Ring Menu addon - Choice Ring 1.03 by Roninator2 Introduction An addon to make the Choice menu's show icons in a ring for the Syvkal ring menu Features - Plug & play How to Use Put below Syvkal Ring Menu script Images Script Credit and Thanks - Syvkal - Roninator2 Terms of use Follow original authors terms
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KMS Gauge addon for Xail Menu Delux 1.0 by Roninator2 Introduction An addon to make the Xail Menu Delux work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Xail Menu Delux Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms
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KMS Gauge addon for Neon Black Victory Grade
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for Neon Black Victory Grade 1.0 by Roninator2 Introduction An addon to make the Neon Black Victory Grade work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Neon Black Victory Grade Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors term -
KMS Gauge addon for Galv Menu Theme Engine
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for Galv Menu Theme Engine 1.0 by Roninator2 Introduction An addon to make the Galv Menu Theme Engine work with KMS Generic Gauge Features - Plug & play How to Use Put below KMS Generic Gauge and Galv Menu Theme Engine Image Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms -
KMS Gauge addon for BlackMorning YEA Status Addon
roninator2 posted a topic in Completed Scripts/Plugins/etc.
KMS Gauge addon for BlackMorning YEA Status Addon 1.0 by Roninator2 Introduction An addon to make the Status addon from Blackmorning have the same look and feel as the rest of the game (when you are using KMS Generic Gauge script) Features - Specify gauges to use & stat gauge adjustments How to Use Put below KMS Generic Gauge and BlackMorning Status Addon. Images Script Credit and Thanks - Mr Bubble - Roninator2 Terms of use Follow original authors terms -
Hi all! In my game, the player can only save inside their house, and I'm looking for a way for a random tip to appear whenever a player loads a saved game. I can obviously put an autorun event in the house that displays a random tip and then 'erase event', but this would happen every time the player entered that map, which I don't want. Is there a way of having the tip appear only after loading? thanks in advance!
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Hey everyone! OK, I've run into a problem with creating a summon skill that summons an ally to help you fight.(Aeon Basically). The scripts that I am currently using are Falcao Pearl ABS and the Battle Royale Add-On. The problem that I run into is that once the summoned ally dies I can't call them back through the skill. I created the normal skill in the Falcao Pearl system where it call the common event that deals with the summoned character. The common event then takes the X and Y coordinates of the player and have the empty event I created for the summon, move the the location of the player, and turns on a switch that activates the empty event and turns it into the summoned ally. Then the ally works fine but when he dies i cannot get the skill to work again and call the summon back. I've tried the self switch when the ally dies but it doesn't work. Some help with this issue would greatly be appreciated. Image 1 is the skill. The note tags for the skill is User Graphic = nil User Anime Speed = 60 Tool Cooldown = 500 Tool Graphic = nil Tool Index = 0 Tool Size = 1 Tool Distance = 1 Tool Effect Delay = 12 Tool Destroy Delay = 20 Tool Speed = 6 Tool Cast Time = 120 Tool Cast Animation = 141 Tool Blow Power = 0 Tool Piercing = true Tool Animation When = acting Tool Animation Repeat = false Tool Special = common_event 2 Tool Target = false Tool Invoke Skill = 0 Tool Guard Rate = 0 Tool Knockdown Rate = 0 Tool Sound Se = nil Tool Cooldown Display = true Tool Item Cost = 0 Tool Short Jump = true Tool Through = true Tool Priority = 1 Tool Hit Shake = false Tool Self Damage = false Tool Combo Tool = nil Second image is of the common event for the skill. Images 3-6 is of the ally event page. Last image is of the enemy note tag.


