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Found 1,421 results

  1. So I wrote this commen event, which uses script calls to check which kind of weapon type hero1 has equipped on the main slot and depending on which weapon type that is and on the value of a certain variable the hero gains a certain buff and of course these buffs shall get removed if the hero has no weapon equipped or if a different weapon type is equipped. Right now I only have added the buffs for one weapon type, since I am just setting this up, but the part of receiving the buff works fine. The problem is, that if I remove the weapon entirely (changing weapon is no issue), the game crashes and I get the error I set all of this up by finding pieces via google search, so I only semi understand what these script calls are doing.
  2. I need someone to tell me how I can use a timer inside a battle. What I did was putting a control timer command and the a control switch command. On the next page where the switch was activated i put a control conditional branch command and put the timer to 0 minutes and 0 seconds. When the timer would reach that time I put to say Time is up. But instead it just exits the battle. What should I do?
  3. How to add existing (in database) monsters to the map?
  4. Hello! I wanted to make a state which turns incoming damage into HP. That is, if your actor had the state applied, and the enemy used an attack which deals 100 damage on that actor, instead of losing 100 HP your actor would gain HP (I wanted to make it to be 50% of the incoming damage, so he would gain 50 HP in this case). I tried to figure it out by myself, but to no avail. So if someone was kind enough to help me out with this, that would be really, greatly appreciated
  5. I decided to change my actor but problem is I need to change actor picture from all the texts. Is there any easy was to change them all at the same time or do I have to go every event and find actor talks and change them by one by?
  6. jamesdomus1861

    Return problem

    Okay, this is a frustrating problem. When the player levels up, I've created a skill tree, so the player can choose what skill they want. I want to take the player from say, for example, map A, where they are when they level up, to map B, where the skill tree is, then send them back to Map A, where they initially were. The Common Event I'm using for the Level ups: 1st line has Control Variables [0011: Elf Female level] = [Elf female]'s level Line 2 is a Conditional Branch Switch for Warrior chosen, so the Common Event knows to take the player to the Warrior tree. Line 3 is a Conditional Branch Variable [0011: Elf Female level] == 2 Line 4 is a Conditional Branch Switch [Level 2 reached] == Off. Line 5 is Control Variable [0017: return map ID] = [Map ID] Line 6 is Control Variable [0018: return x] = Player's Map x Line 7 is Control Variable [0019: return y] = Player's Map y Then I fadeout screen and Transfer Player to the Warrior tree map, flip a switch Return = On, and flip the Switch [Level 2 reached] On, then fadein screen. So, this should save the map and coordinates where the player was when they level up, right? Trouble is, it's not working correctly. The event in the skill the player selects, once they get to the Warrior tree, after the skill is granted, I have Transfer Player: Variable [0017][0018][0019] and the Return switch is set Off, but when the player is transferred, they are still on the Warrior tree, not where they were when they leveled up. So, to summarize, I use a Common Event to acknowledge the player has leveled up, it's supposed to remember where they were and on what map they were, then transfer them to the correct level up tree, then when they select a skill, they are supposed to go back to the map they started on. What am I doing wrong? Thank you, James
  7. Hey, I'm working on a state that increases the HP an ally regains from healing spells such as Heal, Greater Heal, etc. I've created state (36) Heal Buff, and now I'm trying to get the damage formula to work as it is supposed to. The formule i have in my Heal Skill right now is this: b.isStateAffected(36) ? (100 + a.mat*1.5)*1.5 : 100 + a.mat*1.5; I want the skill to check if an ally has the Heal Buff and then multiply the original formula by 1.5 Now, I can't seem to find the problem but whenever I heal in-game, 0 HP is healed, but mana is still subtracted. Why doesn't the game see target b is not affected with state 36 and heal with the original formula. Is it something I did Is there something else that could influence the 0 healing? It could be the fact that I created armor and gave it a state rate(36) of *100%. I just want the player to get healed more by healing spells when a certain piece of armor is worn without checking for every piece of armor in a skill formula PS: I have used the same formula in my fireball spells to check a different state and they also deal 0 damage.
  8. I set them to custom move route and marked repeat so even will go back and foward all the time but problem is they start moving when I see the event. I want them to move even when Im far away from them.
  9. Hi! I was wondering if I could make an event move between several other events. In the game I'm working on, there's a part where you have to stealth around. If the guards see you, they'll stop doing their typical routine and actively search for you. However, this is difficult to do since they'll actively chase you down if they see you, resulting in move routes breaking. A lot. Is there a way I could have them move by event locations? Maybe by, like, a script call or something? Thanks in advance!
  10. Purple Phantom

    Downed Sprites (RMVXA)

    Hello! I need three downed sprites for my game! I'm not good at free-hand spriting yet and I need these before this week is up (07, Jul, 2018), the sooner the better, as I need them for eventing a stealth system in my game. Thank you in advance!
  11. Hello I'm in desperate need of some assistance in regards to Yanfly's menu script. You see, when I open the main menu the MP bar isn't there. I've added an image to show what this looks like. To give you some more information, I use Yanfly's core script and menu script but don't use his battle script, instead I use MOG's Battle HUD EX. I think that might be the issue I'm having but I'm not confident enough to be sure. As well I've turned off the TP bar on the main menu. When I tested it with the TP bar on it showed the HP, MP and TP as normal except for one character where it seems to all be crushed together. Ideally I would like just the HP and MP menu on show. I somehow feel this could be an easy fix, but there's something obvious I'm missing. I'll also add a copy of the menu script so people can see where I'm going wrong. I would be eternally grateful for any assistance anyone can give. Regards Declan Yanfly Menu Script.docx
  12. Edit: Here is a clearer example of what I'm trying to do : https://youtu.be/4ui7TE40o2g?t=6m47s Like this but looping I'm trying to make an object that falls from the sky and the player takes damage if hit. For example in Ib in Mary's sketchbook objects fall and might hit the player. I found this link: http://www.rpgmakervxace.net/topic/12232-event-touch-and-through/ but the tutorial seems to be gone. Here's what i tried, the player can only walk on the green part. I managed to get the rocks to fall and loop but The player doesnt get hurt when hit by the rocks, idk what I'm doing wrong. If anyone can help it would be greatly appreciated, thanks for your time ^^
  13. I use a menu background script to have a cutsom window skin for my menu. But when i open the game, go into the menu, i see the background of the image in black! (I save the back gound image as png). can someone please get rid of this background with a script for me? Thanks.
  14. What I am attempting to do, is use a slightly modified Lantern graphic that comes pre-loaded with Khas awesome lighting effects, to serve as the visual indicator for the 'sight-line' for an enemy. I know how to get the LoS to work, but I want to know how to get the actual graphic itself to work properly for an NPC.
  15. jamesdomus1861

    Damage formula help

    Hi, I'm working on a fangame and need to do some (I think) advanced formulas based on skills in that world (Dragon Age). I was thinking about a formula that added damage based on the attackers MHP. Would (a.mhp / 3 - b.def) work? What I specifically think it does is take the attackers MHP, divide by 3, then subtract the defenders DEF. A separate question, how can I direct a skill that has the option of (One Ally) to a specific Ally? Like, the player has a party total of 3, a warrior, rogue and mage, but the warrior wants to target the mage ally for a skill, not randomly choosing (One Ally). Is that possible? What I'd ideally like is a mentor to help me learn all I can about VX Ace. I absorb knowledge quickly. Thanks for your time, James
  16. jamesdomus1861

    Item Carry Weight

    Hi, can someone direct me to a good Weight system that doesn't clash with other scripts? I've read that some will not work well if you use other scripts. I main use Victor Sant scripts, but I am also looking into using others, so I need a Carry/Weight script that doesn't clash. Thanks, James
  17. So I got a couple of tilesets that are not lining up properly. I know there is a way to resize this stuff, but I have no idea how that is done. If anyone can explain the process of getting tilesets to the correct size, that would be greatly appreciated! If it helps any, here are the images I am trying to fix.
  18. Alright. So, I figured this out, with some contextual aid, but for those of you looking to simplify messages, or however this may be useful to you, here's how to store the price of any item in a variable. Event Command Set Variable Script $data_items[00].price Replace 00 with the item ID (like Potion is ID 1 by default), and when the variable is set, it will be set with the price as defined in the DB (by default a potion's price is 50). You can also do this with $data_armors and $data_weapons to get the prices of those. One example of this being useful is in messages. "A Potion costs \v[1]\G." This way, if the DB changes, you don't have to alter potentially hundreds of messages to match the DB change. Yup, that's really all there is to it.
  19. I have a fire based actor and I want at the start of his turn for him to always deal a bit of fire damage to every enemy but also be able to attack. PS: I also want to set up a skill that self damages the actor casting it and heals an ally if someone knows how to do that.
  20. I am using Falcao Pearl ABS and I am loving it so far. But I am having one issue; the knockback. I am aware that there is a notetag to turn it off completely (Enemy Knockback Disable = true) but is there a way to reduce it, so one enemy gets knocked back more or less frequently than another? Having it completely shut on or off makes a battle either a bit too hard or a bit too easy, so if you know a work-around to make the battle a bit more balanced, that would help fix my issue as well.
  21. So, I have a bomb skill. The scope of the skill is set to All Enemies, and the formula is this: (112 * 2.25)/$game_troop.alive_members().length - b.def However, if I target two enemies, for example skeletons, and Skeleton 1 dies before Skeleton 2 is hit, Skeleton 2 takes the same amount of damage as it would if it was the only one alive at the start of the skill. If the skeletons have 10 DEF and 120 HP, the first one takes 116 damage, and the second takes 242. With three skeletons, the skill works properly on the first hit - all skeletons take 74 damage - but on the second, after Skeleton 1 takes 74 damage again and dies, Skeleton 2 takes 116 damage, and Skeleton 3 takes 242. How can I change this skill so that even if Skeleton 1 out of 3 dies, Skeletons 2 and 3 will still take 74 damage? Even if Skeleton 1 out of 2 dies, Skeleton 2 will still take 116 damage? Edit: Fixed the b.def subtraction. I imagine this would have to be done with some other script call. Another gripe I have with the skill is that it plays the animation once per monster, instead of on all monsters at the same time, but I remember reading that that can be remedied with a notetag in Yanfly's Battle Engine. I'll test that after I get this fixed.
  22. Hello, how are you? Can anyone tell me a script to permanently align the message box text horizontally and vertically? Using the ATS Formatting [VXA] script I can leave the text aligned horizontally (which is very good for me), but it is very large for some reason and does not support page wrap (\ n) without presenting formatting problems . In the original script of the program it is possible to leave the menu text aligned: Windows Window_Command: # ------------------------------------------------- ------------------------- # * Acquire text alignment # ------------------------------------------------- ------------------------- def alignment return 1 end Is there any similar way of aligning the text boxes permanently in message boxes?
  23. I'm fooling around with the idea of using some massive monster sprites like the attached image *from breath of fire 2). In the scene, the player would enter a dark room, and not be able to see the dragon/demon or whatever, and when the lights come on, realize that half the room is occupied by the thing's upper body, with a stepping animation cycling. Anyone have any ideas about any good ways to do this? like maybe linking custom aligned sprites or with a scripts and a parallax background pushed to the foreground? Any ideas are welcome.
  24. CT_Bolt's Timers v3.0 by CT_Bolt Features A whole new set of timers (unlimited ). Each has Custom properties (font color, font size, x, y, z, etc.). Scheduled Tasks (turn on/off switches, run common events at specified time including start & expire) Let's you press buttons with while a ct_timer is active. Counts the button presses & stores them in a variable. Allows a switch to be used to determine if the ct_timer will be visible. Optional text before & after time numbers (ex. Timer #1: 0:25 Remaining). Multiple buttons can be pressed. Add\Remove time from a currently running CT_Timer with a simple script call. Pause\Resume a currently running CT_Timer with a simple script call. Play Audio with optional Fade-In settings ... & much more Compatibility This should be compatible with all scripts as long as they don't overwrite any methods used in this script. How to Use Screenshots (outdated, will make new ones soon): Demo: https://forums.rpgmakerweb.com/index.php?threads/ct_bolts-timers.9856/ Script: https://forums.rpgmakerweb.com/index.php?threads/ct_bolts-timers.9856/ FAQ None yet. Version History: Planned Features: Credit: Please credit me (CT_Bolt) if you use this. Thanks - Sindaine - Tsukihime for this post, & just for being awesome. - Everyone who tests/uses this! I really appreciate it. - To everyone who has ever contributed to this community! Author's Notes Enjoy! Let me know how it works for you. Please give feedback, anything that could be added, etc. -- Unlimited CT_Timers -- Schedule (turn on/off switches, run common events at specified time including start & expire) -- Much more customizable
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