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Found 1,461 results

  1. TobiObito4ever

    Certain Order Puzzle

    So I'm creating a puzzle in my horror game where you have to decapitate some dolls in a certain order: 1368. The problem is figuring out exactly how to do it. I tried messing around with variables, but I'm totally stuck. Do I need variables for the correct dolls? Any help, please? ^ Clue to the puzzle
  2. I've never run into this problem before, but I'm having issues getting events to move during a cutscene. This is the ONLY time I'm having this problem. All other things are moving. The event that RUNS the scene moves fine at the start. And here's the map set up, color coded with above for your convenience. The tileset is appropriately set up with the star at the top of Tab B. But in the end, during playtest... No one's moved. Again, this is the only map that is having this problem. Is it because I put the self switches in the beginning of the move routes? It's the only thing I can think of. (The self switches being what causes everyone to appear)
  3. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://www.caspergam...rms_of_use.html
  4. I'm a RPG Maker newbie and just join the forum. I just want some help about the Mode7 Script. I create a new project to test it out. I paste the script between Material and Main, I paste the .dll file and the pictures like the instruction. The things is, I just want my character to get on the airship and move the airship around the map, like in the demo. But when I F12, an error occurred. I honestly don't know why. Please give me some tips.
  5. I have completed my game, but in random parts errors come up crashing the game. Admittedly, I have many scripts in my game, so what do you do when an error pops up to stop it from happening again? If it mentions a certain script, is it best to just remove that script?
  6. CodeHunterEx

    Text Reader

    I am looking for a way to be able to load a text file and have a text box the size of the game window where you can display and scroll the text on the screen. Is this possible? Is there a script or other way to accomplish this? The idea is to have the player click on a event that loads a text file and lets them read the text and then close the window. Thank you
  7. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  8. I am using Mr. Trivel's Simple Crafting script and I keep getting this error. Script 'craft' line 761: NoMethodError occured. undefined method '[]' for nil:NilClass Keep in mind that the instructions of use were not very clear, so this could be me not doing a step but I believe I have done everything. I am so confused.
  9. So, I am modifying the windows for my scene battle and got it down for the most part, but I cannot seem to get my actor command window to go any further than the battle status window. This is what I get: Here is my script: Don't worry, I copied the Battle Scene and put it in my Materials section and am making it my own. If someone could help with this, that would be great because I know it's a simple code I'm over looking, but I've spent the last 3 hours just today trying to figure it out.
  10. Zvart

    Auto-Battle not working

    Edit: I'm pretty sure its Yami's ATB and the lack of a "start of turn" mechanic. At least that's what I have read, and I may go searching for that but yeah. Edit #2: I found DoubleX's Bug Fix script for the ATB system. Linking it here in case anyone finds this topic instead of his while searching for a solution. I am attempting to make a Rage Effect (Lose control of character, they attack allies) My Auto-Battle flag does not appear to be working. I'm unsure which script is causing the issue. The multitude of scripts doesn't help (They are listed in the order I have them in the Script Editor): Yanfly's Battle Engine -With Edits by Me (There are also Window_BattleStatus edits but I don't think that'll effect Auto-Battle at all?) Addon: Enemy HP Bars Lunatic Targets Addon: LTP Conditions Yami's CATB Addon: Lunatic ATB Sixth's Don't Target User AdiktuzMika's Slip Damage GreatRedSpirit's Alive and Dead Targetting I can set up the state to make you target allies, but I feel ilke once you learn that's how it goes, you can just do defensive things until the state ends. Which I want to avoid. Of the scripts, only YEA Battle Engine and YSA CATB have any mention of the Auto-Battle system. If there's something else I should be looking for, please tell mea nd I'll do that digging for you.
  11. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
  12. Script http://www.crimson-castle.co.uk/rpgmakerscripts/ExtraSkillnItemUseMsgFunctions.txt The database editor is very limiting on how you can you customize your skill and item use messages. For skills, you're always forced to include the name of the user at the beginning, and for items you don't even get to make your own use message for them at all. This script fixes all of those issues by providing those functions for you.
  13. So, I found a lovely Achievement Script that I've been doing a few edits to in order to suit my needs. However, I've hit a snag. While I certainly intend to use it either way, the notification window appears to fade out the frame it hits 255 opacity. I was hoping to have it where it would at least stay completely visible for a second or two to give time for the player to actually. Ya'know. Read it. Below is the part of the script I've been working on. While I added methods from BattleLog in an attempt to change the speed of which the window fades, I've found no matter where I put it, it seems to have no effect. I've attempted to put it in both Frame Update and Notification: Achievement Completed. (While maybe useful to others, I have no use for Unlocked and Points Reached) The current example of my attempts is in Notification: AC Any assistance as to what I'm doing wrong would be greatly appreciated!
  14. Alphaistimz

    Appearance change script

    Hi, guys I'm working on a farming game for now, but my main problem is changing the children's appearance. Since I want to make the game sensible, I want the children inherit their parents' hair, eyes, and skin color. I'm looking a script for one, but if it's possible with eventing ,I'll stick with eventing. (earlier, I got a video for changing clothes, does it work the same way for appearance?) Thanks in advance
  15. Zvart

    Target Lowest Health Actor

    I have attempted to find this already but haven't discovered any scripts or Add ons to assist. In using Yanfly's Random Skill Invoke, I have healing skills included, but received a suggestion from another developer to try and set up the skills to target the lowest health actor instead of just random (as I currently have it set up with Lunatic Targeting, LTP Conditions, and Target Manager. I have a very base knowledge of scripting, and I'm sad to say my knowledge is not enough to create my own Lunatic Targeting addon. Would someone be able to assist with its creation, point me in a better direction, or tell me where to start? Many things! -Z
  16. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  17. rpgveir

    In need of script edit.

    I have this tiny "script" which lets me change font name and size of Luna Engine Item menu text. I need someone experienced to add a few lines, so I can move "Golden Key" text slightly downwards without affecting cursor position. class Window_ItemListLuna < Window_ItemList alias font_draw_item draw_item def draw_item(index) # Change your font settings here contents.font.name = "Quattrocento" contents.font.size = 22 # end font_draw_item(index) end end
  18. Nekomimi_Cotton

    Need a quick FAQ for how to use scripts?

    I am such a trashy noob. T_T In specific, I'm trying to use Mog's weather script, but how do? I know i have to install all the weather effects but.. I'm using VX ace. Is this not possible?
  19. I have the following Event (Autorun): @>Control Variables: [0010:Intro X] = 0 @>Control Variables: [0011:Intro Y] = 0 @>Conditional Branch: Variable [0011:Intro Y] < 6 @>Control Variables: [0010:Intro X] += 1 @>Control Variables: [0011:Intro Y] += 1 @>Set Event Location: [Event NW], Variable [0010][0011] @>Wait 30 frame(s) @> : Else @> : Branch End I have another Event that is just an image that I wish to move. When I run the auto event, the image moves once and that is all. Nothing else happens. Does anyone know why this is?
  20. Hi everyone, i use this script in my project (like a lot of people lol) : https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/ from Yanfly. I wanted to know if it was possible to modify the script for the name window to have its own font and size. Thank you in advance for your help.
  21. Looking for a script to do something similar to the old Mystic Quest Item/Menu HUD, or Zelda ALTTP. If anyone has or knows of where I can get one I'd really appreciate it. Something like in this old video.
  22. Emotional Responses - Version 1.1 Galv Introduction This is kind of gimmicky and I don't know if anyone will ever use this, but thought I'd share anyway. It was more for trying to get more experience anyway Features A gimmicky graphic menu with 4 responses (by default they are: angry, sad, happy, none. These can be changed easily.). Call this menu whenever you want the player to make an emotional response. Use conditional branches to determine what happens depending on the selection. Each time one of the four responses is selected, it records the number against the actor that is leading the party so you can check how many times each actor has selected each emotion. Using this data, you could make NPCs respond differently depending on how happy or how sad the party members are. The demo includes examples of using it in conditional branches. Screenshot How to Use Place script under Materials and above Main. Read script instructions for script calls to use. The demo shows how to use the emotional response counts in conditional branches. Script Get it here FAQ None yet. Credit and Thanks - Galv Author's Notes You could achieve this with show choices and billions of variables. But I thought I'd make the system easier and more interesting.
  23. CodeHunterEx

    Autorun for events

    I am trying an experiment. I have 6 maps and each map has an autorun event. When the event is complete and it goes to the next map, does the event automatically get removed and ignored (no longer running), or do I need to use 'erase event' before I go to the next map?
  24. I'm using the Suikoden Save Scene script, and i got a problem. How can i disabled the background? I try to delete the draw_bg command but the background became black other than become transparent. Can anybody help me? Please???
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