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Found 1,514 results

  1. Hi everybody ^^ Here i present you my last scripting project, this script allow you interact, with events, game player, game map terrain tiles, game characters, the feeling of realism is inminent, in version 2.0 you can use powerful tools that allow the game developer to create a professional game. Featuring the next 13 enguines - Interactive Push system - Interactive Pick Up system - Interactive Fall System - Interactive Jump System - Interactive Sensor Vision System 2.0 version! tools - Interactive Tool HookShot - Interactive Tool Flame Thrower - Interactive Tool Bombs - Interactive Tool Barrel - Interactive Tool Blade - Interactive Tool Arrows - Interactive Dynamic Light Effects - Interactive Dynamic Drop All in one ^^ Changes on 2.0 version - Added 8 more engines including tools - Character graphic is showed when picking up an object - Char anime has been applied - Added an auto character graphic, so the tool anime are showed for every single character - Fixed some minor bugs It is important to know that this is not an ABS script, this just provide you a set of powerful engines for the game development, but if you are ingenious you can create your own abs system using this scrip kernel. If you have any pixel movement script installed get rid of it otherwise it may alter the native X and X axis Rpg maker offer - The push system allow you to push events to your desire place, allow you to press targets and easily tell them to do something when collide, events can press targets by themself if you give them movement - The pick up system allow you to pick up events and move it wherever you want when you throw the event you can easily tell them to do something afther throwed - The fall system allow you to fall to espeficific tiles, events fall, fallowers fall, events can make the player fall, also you can make something happen when an event fall - The Jump System allow you to jump by triggering the action key, followers jump together with the player. - The Sensor vision system allow you to activate any event within a vision range between the player and the event, the event deactivate when out range - The tool hookshot allow you to pull yourself to a different positions in the map, you can grab objects from x distance and also start events tagged - The tool flame thrower alllow tou star events tagged, burn torchs, burn the barrel etc, create a ligh effect to see in the darkness - The tool bomb allow you to explode some areas activating events tagged, bombs can be picked and throwed, game party is affected if the bomb hurt them - The tool barrel is a native tool created for this system never seen before in a game, you can make a lot of things as: use it as a lantern, pick up throw, burn the barrel with the flame trower, can be grabbed with the hook shot, allow tou to solve puzzles, push events from the push system and much more. - The tool blade allow you clean your path by cutting grass or wherever you want to do with it, also you can apply drop to it - The tool Arrows aloow you to activate events from long distance, you can interact with bombs like creating a bomb arrow at real time - The dynamic light effects allow you to create real lights on event tagged you can set intencity, direction and do a lot of things. - The dynamic drop allow you to create events to drop items jus by tagging a simple command. Instructions All the instructions are inside the script. Credits By Falcao Demo version 2.0! Mirrow 1: http://k006.kiwi6.co..._system_2.0.zip Mirrow 2: http://www.mediafire.com/?cc9ldtb0tv32qn7 2.0 Patch with bug fixes and add-ons Once you have installed this script you can install the new patch for this script, adds a quick tools selection window, and a service pack with bug fixes and much more! http://www.rpgmakerv...7556#entry57556 Script Wiki documentantion PDF This wiki contain a very detailed information of this script, contains pictures explanation and more FA Int PDF Script code I recomend you to download demo but anyways here the code, you will need the graphic provided in the demo http://pastebin.com/SD8KtFCv Video Here a video showing the features of this amazing system: Video of new version 2.0! Video of the version 1.7 this no include tools
  2. I implemented a multi-currency script for my game and it works just fine. The only issue I have ran into is not knowing how to create conditional branches to check for different currencies as to allow or not allow actions. Is there a way to run the currency through a conditional branch? Im using the multi currency script for a "casino". You exchange gold for a different currency just for the casino and That money is used to play games and exchange for prizes. Think like the old Pokemon Red and Blue casino. However, I cant see a way to run a check against the amount of the second currency to confirm whether or not you can play. Without that check, you can just play all the games for free. Hopefully, what I wrote makes sense and someone has an answer for me. I tried to run "if currency(1) >=1" as part of the conditional branch thinking it would work and it crashed my game. lol.
  3. 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
  4. Hey everyone, Okay, so I've been fumbling around with this particular script and scouring the internet for an answer regarding this issue, before coming to the professionals here in the community. This may be a HUGE noob question to be asking, but I can't seem to find a fix, or anything online relating to it. The script does seem to run as it will scan the map. It just doesn't push any further when it completes its scan. When I was attempting to scan a map shot of one of my maps, it offered me the error message: "Script ' Game_Interpreter' line 1411: TypeError occurred. can't convert Array into Bitmap" I don't know if anyone here has run into this before, of if anyone has found a fix before, but I would really appreciate you help. I assumed it was User Error from the beginning, and it still might be, but it seems the script was implemented properly. The map isn't too large, I don't think; it is 70 x 40, if that helps. Is there a specific extension I should use to make the "Blank" file? I used Bitmap/PBMP, JPEG, PNG, and they all seem to bring the same response. Or honestly, what would cause the script to not be able to convert? I'll post a screenshot of the error message. Thank you for your time!
  5. Chucksaint

    Battle Guests

    Hi againn, I don't know if already exists (I found nothing at least) So I have theo - TSBS battle system right now, is there any way to implement a system of guests? (Like ffXII?|?) For instance, in battle we can see/heal the guest and the guest takes actions such like attack/heal/skills but the player cannot control him
  6. N.A.S.T.Y. Animated Main Menu Nelderson's Awesome Scripts To You I wanted to make something like this for VX, but I guess I got to Ace first..... This will make the main menu animated as you go into it.....I plan on implementing a bunch of features, at a later time. I just figured to release it, and see what you think. As always, ask me any question, or suggest something in this thread! EDIT: Updated script for transitions upon leaving the main menu.
  7. Hey guys, I need some help please So I'm using the awesome "Large Sprite ☆" script by Neon Black you can find here: https://forums.rpgmakerweb.com/index.php?threads/large-sprite-☆-display-fix.22243/ It is required for larger sprites being shown correctly with ☆ tiles. The Problem: As you can see it works as it should for standing beside, in front and behind the pillar. But whiIe walking diagonally between the side tiles of the pillar and the tile right behind it it won't work and the player appears above the pillar until he stops moving. I tested it on vanilla ace without diagonal movement scripts and used move route to let the player walk diagonally between these tiles but got the same result so it is definitely an issue with Neon Blacks script. I tried to contact Neon Black but it seems he isn't active anymore. So.. can anyone please help me fix this? Greetings Kias
  8. Fomar0153

    AP System

    This is a tool for developers who wish to create system that rely on AP (ability points) for example, Final Fantasy's V's Job System, Final Fantasy VII's materia system etc. I intend to follow this up with a skill system where by characters can learn skills from weapons. AP System Script Category: Creator Tools First you need to make an attribute for AP like so: Then on your enemies you need to add a trait like this: Note the 5 is the ap this enemy will give. If needed edit the script to use the right attribute, look for: AP_Element = 11 Then you're done, a screenshot to celebrate: Now for the script: Planned Future Development -May need updating when RPG Maker VXA is released in English.
  9. Hey all. I have been using Effectus to great...uh...effect, but I ran into a snag. The script works great but there are some passability issues on the world map the ship hits an invisible barrier when it reaches the edge of the map instead of looping. if you switch the top true/false to true, the barrier disappears but you can walk off the edges of the other maps. I would like to make it so the ship can loop around the world map while also having the game recognize barriers on the other maps. The ship and boat are the only ones i've seen that hit the imaginary barrier. Any help at all would be so helpful.
  10. Chucksaint

    fullscreen

    So I have the script Σ Fullscreen and for me it's great! at least not in fullscreen! Don't get me wrong, in terms of screensize it's great but In fullscreen it gets images/text resized and it looks pixelated (as the image shows) Normal Screen: Full screen: Is there any script that I should know to make it look better? At the very least least to look the original RMVXA, I prefer blurry than pixelates lols Thankss
  11. Hi guys, I have 2 questions: 1) I'm using vlue formation bonus and yanfly party system, I was wondering if it's possible to combine them into one scene OR If after actor index in formation bonus could be added a new command to yanfly party system scene. As for a command in party system to formation. 2) Is there any way to change battle formation via actor command in battle? (it can pass turn or not) I hope you can help thanks in advance
  12. Hey everyone. My final boss has a spell that is very powerful. So much so that I only want him to be able to use it once. How would I go about this?
  13. Chucksaint

    Image animations

    Hello,here I am again lol I would like to know how to make animations with images ( frames?) thank you
  14. hello guys, here I am ...again! ( Sorry but I have too much questions?!) Does anyone know how to animate windows and elements? I know that there are scripts to do that, the closest that I found to what I wanted was with the script Khas smooth sliding, but only applies to windows (and I managed to work with it) for what i understood lolz 1) Is there any way for example slide each actor index in Main menu instead of all window_menustatus? (SEE IMAGE) 2) Also each index in Menu_command? 3) for instance, If cursor is in index Party > in main menu can add padding in the next index? (see image example) If is on index "Items" No padding I had more questions but I forgotzz lol Thank you
  15. I'm testing out the Theolized Sideview Battle System, fun script, learning the basics. but when my characters are about to do a critical hit, I get the error shown above. idk if others have had this problem and they've been answered as well, but I'm having trouble finding answers. I saw ONE on another forum that suggested putting this line into datamanager: BattleManager.setup($data_system.test_troop_id, true, false) which I did, but it looks like that didn't work. i HATE asking for help with errors that are probably VERY simple to fix, (I feel like an annoying customer service client...) but google hasn't provided me with any answers. so if anyone knows how to fix this or at least has an idea that COULD work, please help!!
  16. I've acquired a little skill in RGSS code, so I've decided to share the fruits of this with you! And without further adoobie (lolz)... 1. System Options Modded (original - Yanfly; mods made by myself and a fellow game dev) Modifications made: Added the ability to change the Music Effects volume (originally attached to BGM for whatever reason); this was done by the game dev and chose to remain anonymous. Added :bar as an option which displays a long line of ASCII/10-key text that is reminiscent of a border bar (depending on your font choices this might look weird); I added this one. Implemented @Ninjamida's Jukeboxy-box feature so that one can go straight to that from the system menu. It won't be arsed to access it if you don't have the script installed either. Modified the control bars; holding combinations of buttons will increase the multiplier (holding down A and Y would increase the multiplier to 50 for example). Now, onto the script! ... Next, my little Set Level scriptlet. All this one does is allow the dev to directly set the level of any given actor. It will set the earned EXP to that of the minimum required EXP to attain that level. One can set the level using a static value, or the value of a variable, or really, whatever. Scriptlet: ... Last is my Set Gold scriptlet, as well as the companion for @Calestian's Currencies script. With both of these, the functions are basically the same as my Set Level scriptlet, though with my add-on script for @Calestian's Currencies script, one can do a little bit more with it. Now, onto the scripts. ... Pretty straightforward. ... And that's about it. It's mainly just rewriting what has already been written but it's a start.
  17. Chucksaint

    members faces

    Hi all, can you help me please? how to show next_actor face? Is it possible? thank youu
  18. A little showcase video I made of the script in action: As for what the script does I think the video should show it clearly enough. Additional information is in the header of the script. Some needed gfx files to put in Graphics/System: :: This windowskin isn't needed but goes well with the speech and thought bubble tags. It's made by Soruve (not sure if it's fine to use in commercial projects. Contact Soruve if you want to use it): The script: Pastebin link Edit/Changes: 19/01/16 - Another update. 14/01/16 - Minor update. Added functionality to allow chatter messages to have no time limit by setting the duration to a negative number and added a method to use in script calls to clear all chatter messages: clear_chatter. Fixed a few bugs, changed the code a litlle. And moved script to a pastebin. 13/01/16 - Pretty big update. Added more functionality. 10/01/16 - Thanks to Absurdiness finding the original script I was able to separate them properly. Also cleaned the code a little.
  19. Hi guys, I'm using Yami's Pop Messages script on RPG Maker VX Ace to have background chatter in my game, so when the main character walks nearby a conversation starts between two or more NPCs. I've got other aspects of the idea working fine (such as continual player movement during these conversations) but one thing I cannot figure out is keeping the text window 'stationary' as it were - whenever the camera moves with my character the text box does too - From this || To this Is there a way to stop the text window from moving with my character and keep it above the head of the talking NPC? Hopefully it's something simple but I can't figure it out. Any help would be greatly appreciated. *edit* I figured it out I'd tried it before but couldn't get it working, but for anyone who may stumble upon this while having the same problem you need to download the Chatter Messages Addon alongside the original Pop Messages script, and make sure to start a new game when testing otherwise it'll throw an error message at you. You'll also need Yami's Basic Module which is a core script, that part isn't mentioned in the instructions which is partially why I couldn't work it out.
  20. Finally done it! I can't find any more bugs! ITS FUNCTIONALLY PERFECT! NOW UPDATED TO BE MORE USER-FRIENDLY! This allows the player to steal items from any shop in your game. The player has a 47% success chance, but the other 53% is up to you to decide! How stealing works: You select the new steal tab in the shop, select the item you want, then hope to god that you got that item. How to make the consequence: If the player fails the dice roll, then switch 21 is set to true. I will let you figure out what to do with that switch in the events; I usually make Parallel Processes that swap 21 with the other switch. How to change values: Just change the values under preferences. Contact me about any problems Warning: May not work with other shop scripts Terms Please give credit to me if you're using this, even if you modify this or merged it with another shop script, give credit to all those who were involved. If you got questions or small modification request regarding this, let me know. Also let me know if you want to use this in your own shop script. Paste this under materials, but above main
  21. AeghtyAteKees

    Adjust Loading Time

    Hello! I'm using Galv's Variable Instance Bars script, and at line 73: ACTIVE_TIME = 100 # How long the bar takes to fill/change. I'm wanting to change the fixed value (100) to a variable I can adjust ($game_variables[160]). However, I can't simply replace the number with the variable. Can someone explain to me why not? (I get an undefined method '[]' for nil: NilClass.) Thank you!
  22. EST - BRIBE AND BATTLE ROYALE VERSION 1.3 version history v1.3 - fix some bugs where the faction a or b cannot target bribed member - make the bribed enemy cannot be targeted by actor. - compatibility with EST - ENEMY POSITION v3.2 v1.2 - add some method alive and dead method for each faction &amp;amp; bribed v1.1 - change some method to alias for better compatibility v1.0 - finish the script (ADD ONS) - currently have 2 add ons - Agro System - Bribed Enemy join after battle since i got some request i post add ons for that request here this script have two function: 1) make bribed enemy: bribed enemy will attack other enemy beside bribed enemy. how you make the enemy to be bribed. just add the state to that enemy. (for the bribe system is up to you... ex: bribed by hitting enemy with skill that give money, enemy have loyalty, etc) note: bribed enemy is excluded from $game_troop.alive_members so you cannot hit them (hey they are your allies... don't hit kill them will you) and thus you will win if all alive enemy is bribed unfortunately i haven't added function so our actor could heal the bribed enemy. since it need to rewrite the windows actor selection. and could be problems with compatibility with other script. 2) do battle royale currently this support battle royale. we assign enemy to faction. example: slimeA, slimeB is faction A batA, batB is faction B then slime will hit either our party or faction B members. and bat will hit either our party or faction A members. thus the battle royale begin. let's the best team win. to set the faction just add the state at battle start using troop event pages example : turn 0. slimeA +faction A state, slimeB +faction A state BatA +faction B state, BatB +faction B state. this script already tested to work with normal battle system and victor animated battle system (victor map battle havent tested yet) i also used it with yanfly ace battle engine. if any bugs occur using above system just tell me and i will try to fix it. unfortunately i don't use other battle system and thus i might not make compatibility with other battle system. especially tankentai (just because it's hard to make compatibility with tankentai).. Script http://pastebin.com/Nd8nXkaa Demo https://www.dropbox.com/s/1ebi8uoine4tt38/EST_BATTLE_ROYALE.rar Screenshots 1) lets the battle royale begin ! I use Tsukihime Enemy Reinforcement to set more than 8 enemy. because if we only have 8 and split it to 2 faction... it will only 4 v 4 v party. not intense enough LOL. and to add the state i use script call since i cannot add state using command editor for the extension enemy:
  23. I been trying to get Mog Hunter's Linear Motion Battle System for Ace to work with Tskihime's Shape Shift script. The issue is it changes everything except the battler. I know it's an update graphic issue but I am not sure how to fix it, or patch it. So it would be great if someone could make a patch for it work with Mog Hunter's Linear Motion Battle System properly. Here are the scripts: It requires the Effects Mangager. http://himeworks.com/2013/09/effect-shapeshift/ Here is a demo of the Linear Motion Battle System. https://atelierrgss.wordpress.com/rgss3-lmbs-linear-motion-battle-system/ Thank you in advance.
  24. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  25. Tidloc's Minimap v.1.0.1 by Tidloc Introduction Ever wanted a Minimap to float at the corner of your screen or have the opportunity to scout through a map for something without having to run from A to B to C...? Here's a solution for you! Features shows a minimap at the screen minimap discovers itself upon traveling over the map adds a scene where you can interact with the minimap: add custom marks see notes only visible in this scene for marks on events change maps (like on teleporting events) if that map has been discovered so far Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. This script is pretty much plug and play, only needs the constants in the beginning of the script to be set up. (Either way, please read the instructions at the beginning of the script) Also you might want to use my HTML-like-tagging script. See the demo for examples or the side of my header for details about this script. Demo Download this open zip-file. Script Download this file for the script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! otherwise, will follow when questions appear Known Bugs - none so far Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog:
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