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Found 1,478 results

  1. Spent most of my time in Unity and Gamemaker but wanted something nice and simple so I can focus more on my story lines and actions instead of coding 95% and 5% actually going anywhere... So, I saw that RPG VX was on sale for $12...so, I figured why not... no sense messing with trial restrictions like most other types of software. I started watching a tutorial channel but it seems that literally EVERY SINGLE tutorial is based on RPG VX ACE... I know they are essentially the same but the one thing I seem to be missing that is very important to my game idea are the random encounters (like a FF1 style of play)... I noticed that the "regions" icon is missing from my VX. I ran a search in help for region and do not see any results. I have also not found any info on whether or not this is a feature only in Ace? Again, I am new to RPG Maker and already stopped until I figure out whether or not I have wasted $12.
  2. Bigger sprites: So I have 2 characters that should take up one space as one character. I already use a script that makes XP characters usable in VX Ace (Created by Melosx and translated by ShinGamix) I think if I modified the script a little, I would get the desired results. I know to change the check for $xp but I don't exactly know how to make the sprite set bigger. I am not contacting Melosx because of inactivity since 2017. Not contacting ShinGamix either because he seems to just translate, and inactive since August 2018. Sprite animations: How can I make my sprites use an animation? Something like a dancer dancing, or a UFO bobbing. Can't I just use .gif sprite set?
  3. Magic Junction System - basic Author: Tsukihime Overview This script provides basic magic junction functionality. Magic can be used to increase your stats. The bonus that you receive depends on how many units of that magic you have, as well as the junction bonus for that stat. For example, "Life II" may provide large bonuses for "max HP" stat, but very little bonuses for "atk" or "def". Or possibly even negative bonuses. Currently it supports the 8 basic parameters. Support for xparams and sparams will come later. Features Junction magic to boost your stats Junction bonus can be positive or negative Supports the 8 basic parameters Usage To junction magic, first you must obtain magic units. Then, go to your menu and select the "Junction" menu. The junction scene can also be called using script calls SceneManager.call(Scene_MagicJunction) To specify the junction bonus for a particular stat, tag the skill with <j-[stat]: [amount]> For example, <j-mhp: 20> <j-atk: 0.34> <j-agi: -2.5> Where the amount if any valid real number (positive or negative) And stat is one of mhp (max HP) mmp (max MP) atk (attack) def (defense) mat (magical attack) mdf (magical defense) agi (agility) luk (luck) Download Script: http://db.tt/svZVRaxm Required: Magic Units must be placed above this script Notes Junction bonus formula: junction_bonus * num_units
  4. Simply, the topic. This looks interesting, but there's no info on how to do it.
  5. AeghtyAteKees

    Simple Message Feature

    Hello! I'm using MA's Advanced Text System (extensively!) in my project. It's just missing one feature. Displaying pictures in the message window. I need to add this option. Yanfly even has a very similar script that HAS this feature, and it looks to me like it should be as simple as copying the code and adding it to MA's. Maybe I wasn't adding it in the right spot? At line 556 in MA's script is the section for processing escape characters. Yanfly has a very similar section in his script at line 436. I'm unsure why it doesn't work to copy when 'PIC' text.sub!(/\[(.*?)\]/, "") bmp = Cache.picture($1.to_s) rect = Rect.new(0, 0, bmp.width, bmp.height) contents.blt(pos[:x], pos[:y], bmp, rect) and add it to MA's script. There's clearly something I don't understand. I'm not a coder. Thank you guys for the help, as always.
  6. Vis_Mage

    Don't Show Damage if Damage = 0

    Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
  7. Gravemaster

    Files Corrupted

    While VX Ace was open, some idiot pulled the cable from my computer, and now every single data file has been corrupted. I don't know what to do. I've uploaded the data folder here. There is at least a month of work here that hasn't been backed up, probably 2-3. I'm at my wit's end. Windows 10 for some reason does not keep restoration points at its folders like it's supposed to. Please help. Alternatively, I had uploaded a much more recent version for a friend, but I had checked the "encryption" box, and the data folder isn't visible when I open the downloaded file. If someone can somehow extract them from there, I will only lose a week's worth. https://drive.google.com/open?id=1ZasZQZbnoNLooSPI4PA7PBh4PRJ_oNUZ Corrupted Data folder: Data.rar
  8. Lucas22

    JPS Pathfinding script issue

    Hello everyone, I created this topic about a script that has been around for a while and that can be found here : Here is the problem : this script seems to be the best in its field and available, but it turns out that its programming completely prevents to save in game. I'm surprised that no solution has been provided since then. The author no longer seems active, but I find it a pity that his work can not really benefit anyone in the future, because a rpg without the ability to save is not an acceptable option. I am not a script programmer, and I ask if there is a programmer in the community who would take a look at this script to see if a fix is feasible ? If not, I would like to know more about the possible solution mentioned by Sixth : Concretely, how to clear these variables in a script ? For example, we could do a common event with a script call (which clears the variables, then saves and finally returns the variables in their original form) ? Thanks to those who bothered to read me.
  9. Script name DoubleX RMVXA Confusion Edit Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns. Screenshots Features Use of notetags(requires knowledge of notetag usage) to set specific states with those restrictions to have the edited confusion effects A way to set all states with those restrictions to have edited confusion effects without using notetags(and ignoring them) Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - evaluate_item_with_target, friends_unit, opponents_unit, prepare, valid?, make_targets, confusion_target, targets_for_opponents or targets_for_friends under class Game_Action - make_actions under class Game_Actor may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.02e(GMT 0100 13-8-2015): - Fixed some syntax errors and typos v1.02d(GMT 1400 7-7-2015): - Improved this script's efficiency and readability v1.02c(GMT 0000 2-6-2014): - Fixed bugs on adding stuff other than damage in custom damage formula v1.02b(GMT 0300 22-3-2014): - Fixed bugs on <exclude self> notetag implementations v1.02a(GMT 0600 21-3-2014): - Added <exclude self> notetag v1.01b (GMT 0000 17-1-2014): - Methods are aliased rather than rewritten v1.01a (GMT 0000 3-1-2014): - Added <confusion edit> notetag to enable confusion edit for states v1.00a (GMT 1600 1-1-2014): - 1st version of this script finished (DoubleX)Confusion Edit v1.02e.txt
  10. Keypad Input - Version 1.1 Galv Introduction For those sci fi games where you enter a code at the door or something. More for that than anything, really... heh. Features The keypad is just a fancy version of the 'Number Input' event command. When "OK" is pressed, it outputs the entered number to the chosen variable. When "X" is pressed, it outputs -1 to the chosen variable (for eventing). From then on, it's up to your eventing skills what to do with the number. Set a variable for it to use and maximum numbers allowed to be input. Screenshots How to Use Place script under Materials and above Main. Read script instructions. Show the keypad with script call: keypad_input If you want to check high numbers in a conditional branch, you can use 'script' $game_variables[1] == 123456789012345 Script Get it here FAQ None yet. Credit and Thanks - Galv Author's Notes 2012-10-15 - Version 1.1 - Updated to allow for larger maximum number input to display properly.
  11. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  12. Triacular

    Virtual tile size?

    I am attempting to make a battle system similar to Deltarune's battles. I asked what things to change in the code to remove the walking grid. I was told that I should reduce the size of the virtual tile size. I'm wondering where the code for the virtual tile size is. I know that Game Maker is a thing, but I can't afford it.
  13. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.
  14. (I'm new and I'm not sure where everything goes and it looks like a couple other posts here are about help with scripts so I apologize if this is posted in the wrong section) I added Calestian's Multiple Currency script to my game and when I tested it everything worked fine But then I added some more scripts and the currencies option no longer appears in the menu I am using several Yanfly scripts including the Ace Menu Engine as well as the Class System (it adds a class option to the menu so I'm wondering if maybe that interfered with the currency menu option) I would appreciate it if someone could help me get the currency option to appear in the menu again Edit: Someone gave an answer elsewhere but I'm unable to see if it works as my computer doesn't want to load right now. I'm marking this as solved for now but may change it again if the suggestion doesn't work Edit 2: The answer that the person gave me worked so I no longer need this topic solved
  15. This is not a video game! This is Sprite Anime with voice actors! Check it out! Also be sure to like, share, and most importantly subscribe!! I will post new episodes on here! Be sure to check it out!!! - KOC - 316
  16. MultiMouths

    Variable display on Menu screen

    Well hello... I'll be brief, I have been looking for a script to vx ace, but I had no luck, what I'm looking for is: - A bar, or anything that displays a variable in the main menu screen below the command window - That could display more than one variable, but only one per time (switchable, with switches, like "Show variable 1 switch 1" and "Show variable 2 switch 2"), like when changing groups or something, showing that group or party collective stats (e.g: Fear, regret or anything related to it), so it could affect the outcome of certain events or reactions - Can be a bar or anything else, maybe even a number display, I'm not picky about it, I just would want an information display in the menu to variables in the main menu And yes, I have been looking up and down for it, I'm not a scripter, but I had dealt with it trying to figure it out if anyone could help me I would be extremely thankful Anyway, from brief this had nothing, anyway, sorry for bother, I would appreciate any help, thank you very much
  17. If I lay down certain tiles it'll have this brown ground box around it so it blends into the ground. Other ones have the light blue around it to blend into the water. I want to be able to control what terrain surrounds each tile, cause I have these ice tiles I made but every time they go into the game they get those brown boxes around them that make them look like ground and not floating ice. Help would be appreciated.
  18. I am currently making a game and using the rgslll something somthing mod and the hacked .dll. What will happen if i publish it. What would i have to do?
  19. Kargan3033

    Permanent Death Mod?

    I was wondering if there is a permanent death mod for the secondary active party members as well as the main character? Meaning if an active secondary party member died in battle the player can not simply reload a save slot before the death of the active secondary party member and the dead secondary party member will be alive. In the case of the main character if the main character dies then the game is over and you have to restart the game from the beginning and you can simply reload a saved game from before the mian character's death and continue on from there. Also would the perma death mod be optional like the hardcore mode in some games so it can be activated from the game's option menu?
  20. Valjean83

    Stack Level too Deep?

    Hey all. Was wondering if anyone could give me some help on this. On a recommendation I downloaded Mithran's Graphical Object Global Reference script. My game was suffering from rampant disposed window errors and I was told this could help. However, once I paste it into my scripts and then start the game, I receive the error message: SystemStackError occured Stack level is too deep i was reading the reasons why this might occur, but I don't have this script anywhere else. Also, it appears the same in my script as it does as where it came from. Does anyone know why this is happening? http://pastebin.com/DvuinNFU
  21. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  22. Hello there! I'm using Yami'sBattle Engine Symphony and Vlue's Paper Dolls. Paper Dolls is a visual equipment script. It overlays equipment sprites on top of the sprites of the party members I noticed that it doesn't work when the character enters the battle scene. It seems Paperl Dolls is only taking into account the on-map display of the sprite, or maybe Symphony is not allowing it to display the overlays in the battle scene. So I'm sure either of those two scripts needs patching or modification. Could anyone please help me make it show up? Or tell me if it cannot be done or if it's not simple to do. There's another visual equip script that does work in battle, but complicates other aspects of the game I'm making so I'd rather not use it if I can help it. Thank you in advance!
  23. Heyo! I'm currently working on a game that is based around duels and training. It's rare for any enemies you fight to actually die, so I'm looking for a way to change the "__ has been slain" message to "__ has been defeated" after you ko an enemy in battle.
  24. Currency System -Tsukihime Overview This script replaces the default currency system with a more sophisticated way of managing currency. It allows you to easily create as many currencies as you want in the game, and exchange between currencies through events. Usage Start by setting up the currencies in the game. In the configuration at the top, you will see a Currencies table. You can have as many currencies as you want by entering the appropriate entries. Each currency has an ID which you will be using throughout the project. Each currency contains a display name, a symbol, as well as an exchange value. Some simple script calls for getting or losing money: $game_party.gain_money(amount, currency_id) $game_party.lose_money(amount, currency_id) By default, the currency_id is the currency currently in use (more info below), so it can be omitted if you want it to be based on the current currency. The exchange value determines how much the currency is worth. For example, suppose we have the following setup { 1 => ["Gold", "G", 5], 2 => ["Silver", "S", 1] } This means that For each gold you exchange, you receive 5 silvers For each silver you exchange, you receive 0.2 golds In order to exchange currency, use the script call $game_party.exchange_currency(src, dest, amount) $game_party.exchange_currency(1, 2, 200) You pass in two currency ID's, the currency you start with, and the currency you want to exchange to, as well as the amount. The script will use the exchange values defined in the Currency table to calculate the exchange rate and add/subtract the appropriate amounts from the two currencies. Different currencies can be used throughout the game. At this time, only one currency may be used at anytime. You can change the global currency by calling change_currency(currency_id) change_currency(1) # change the gold change_currency(2) # change to silver This allows you to simulate different currencies in different cities or regions. The currency that is displayed in your main menu is the currency that is currently used. If you want to see all of your currencies, use the script call SceneManager.call(Scene_PartyBank) I have added it to the main menu for the default system. Examples Download Script: http://db.tt/U9bBddiZ Notes Having a specialized "Money" scene to view your party's funds should be created. Does anyone want to write it? Also, a "currency exchange" scene would make it much easier to exchange currencies. Someone want to do that? Actually, the windows are designed very poorly. I didn't put much effort into them because I just needed them for testing. We need a Money scene. The actual gold window only displays the current currency in use. Basic money window I've added for the default system. You can access it via Scene_PartyBank Clearly it's pretty boring.
  25. So iv'e come across a problem. My battle log gets stuck sometimes when enemies are defeated. I demonstrated this problem here: If i could get some advice on how to fix this i'd really appreciate it!