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Found 1,386 results

  1. hey all. There is a cutscene I have during the beginning of my game that is timed out. If the player skips dialog, it throws it way out of whack. This is the only part of the game where I want to prevent this happening. Any help would be greatly appreciated.
  2. His old Dropbox pages have long been defunct, and was wondering if anyone had Kread's Runic Enchantment script and it's dependencies saved as a text file by chance?
  3. I need some help understanding Accuracy/Evasion in RPG Maker VX Ace. I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this affects chance to hit. The program's Reference Material says only "if accuracy on the attacking side is 90% and avoidance on the target side is 10%, avoidance will be 10% of 90%, resulting in the overall accuracy being calculated at 81%," which is unclear to me. 1. What is the default formula for HIT/EVA in VX Ace? 2. Can the HIT/EVA formula be modified (for instance to factor in AGI)?
  4. So, obviously, I know you can change the name of MP, HP, TP, yadda yadda. But what I was wondering was if you can change the names of them, specifically MP, for different characters? For example, I have 3 main characters in the game, and they all use different types of weapons. The first one uses a gun, the second one uses bludgeons and the third one has a hat which can shoot out different objects 'n stuff. And what I wanted to do was make it so, the Gun user's MP was named "Bullets", the bludgeons user's would be "Energy," and the hat user's would be "Tricks". Is it possible to give them all different titles? Thank you so much!
  5. BrWagnerRyan

    Help

    Hello, I am new to the RPG maker VX Ace and would like to know where in the script editor I could configure the window to show choices (the option to show choices) And if it is possible to do so. Thanks for the attention.
  6. lordfulger

    Visual Equipment

    Hey, the demo for my game is nearly complete all except for one thing, visual equipment. I am currently using Modern Algebra's visual equipment script and cannot get it to work. For my combat system I am using Sapphire Action System (FYI). Can someone tell me how to do it with examples or suggest a better script? Thanks ~Lordfulger
  7. I just recently started to use RPG Maker script MARTA and FLPE, the first person crawling script. I'm trying to make a new tileset for it using 64x64 tiles, but when I try to import them into the editor the MARTA program isn't reading them correctly. So I can't make my own tilesets to use with the editor because of it. Am I doing something wrong? I have them in png format, and a supported size. If anyone can help me figure it out, it'd be much appreciated.
  8. Can someone help me how am I exactly supposed to use this? because I really need it to stop the animation of stepping when an actor has death state. # These are state-based sprite changes. If the actor has one of these states # then the game will search for a sprite of the character's regular sprite # name with the special state tag appended to it. So if Jimmy's sprite # name was $Jimmy, and he had poison inflcted on him, and poison's id was # listed here as ["_poison", 0], it would change Jimmy's in-battle sprite # to $Jimmy_poison at the first sprite index. STATE_SPRITES = { 1 => ["_Death", 0], 2 => ["", 0]
  9. Since his blog page links are obsolete, I was wondering if anyone by chance has a copy of Mr. Bubble's Info Pages Window script? I need it for his Tactics Ogre crafting script.
  10. Hello, I've noticed that every time an enemy that has a sprite (like <sprite: char.png, 0>) dies by counter the game crashes and it shows this error.. any idea on how to fix it?
  11. A friend and I are wanting to start work on a fanmade tactics style game for a show we both love and we were wondering if Fire Emblem type Cutscenes were able to be used in RPGMaker. She is an amazing animator and I would love to showcase her talents more than with just sprites and a few portraits. I would appreciate for any help with if this is possible because the initial look and feel of VX Ace is what we are wanting to go for more than Unity. Or if any other systems would work better for this, but still have that old style Fire Emblem or Advance Wars feel to it recommendation would be wonderful as well.
  12. Engine - RPG Maker VX Ace Synopsis - Join Nova and his crew as they explore the many planets of the 3 galaxys while trying to prevent the Evil Cult Of Kai from gaining the unimaginable power of condensed dark matter - Hudokai. Gamplay Feature . * Tales of Battle system * Tactics Space Battle * Outlaw Card Game * QTE ( Quick Time Events) Characters * Nova - Imprisoned with no memory of who he is , nova finds himself at the center of the Cult of Kais plans , he must find the truth and stop the cult. * Lione - The Vice Warden falsely accussed who reluctantly joins Nova in order to prove her innecence. * Kim - A weapon of mass destruction in the shape of a young girl , kim is the final gear a experimental geneticly enhanced Alien race who joins Nova to understand life and be free. * Aliza - A young lady with Multiple Personality Disorder who is seperated from her other selfs and is going to die if she does not track them all down. * Max - A young man trapped in the void , with a burning desire to track down his father. * Phoenix - A Fox with a robotic gauntlet joins the crew to gain freedem for the people of his planet and to get revenge for those killed. Screenshot Hello guys and girls I hope you are all doing well. I am posting here looking for help with our 2D Action RPG project Hudokai. For the last month i have been trying to get a range of the work im about to advertise here , done on a website called Fiverr. Unfortunately the work has been a complete let down time and time again so i am requesting the work here to see if i can find someone that cares about the work they do. So we are looking for. Logo Designer - we have a clear vision of what we want for the game logo and we would also like to work with someone to create a company logo. This is our old logo. Battle Background Artiest - we are looking to have backgrounds done for the new battle squstem that we have in the game , bellow is an example of what we want (exact size) and an example of what we don't want. There has to be a white line between to top and the bottom of the screen to define where the top starts and where the bottom ends. Concept Artiest - all concept art is welcome and all is credited and most are placed into the game as collectibles items for the player to find we have a list of ideas for concept are so if you are bored or just want to see your name and work in the game then give us a shout. Please to contact me if you are interested in one of the roles. darkmatterhudokai@gmail.com We hope to hear from you soon and thank you for the interest. Check out our facebookpage and trailer for the old version of the game below. The old version of the game was created on RPG Maker VX and as a basic side battle system where as the new version is on VX Ace and has a "Tales Of" battle system. https://www.facebook.com/Dark-Matter-Hudokai-374965645902347/?ref=bookmarks
  13. Hello there, I hope everyone is doing fine. This may be a bit hard to explain, but here it is. Let's say the player character can only save when interacting with a particular type of flower. The player can find some of the special flowers already placed on pots or growing from the soil . Some of the areas will not have these flowers around, or they will be few and far inbetween. So for the latter occasion, the player would be able to carry an item (for example, seeds) that when used it makes the special flowers grow right on the next tile in front of where the player is facing (basically placing a new event on the spot. Now the new save spot should stay there for the rest of the game and the player can interact with it again when the player returns to it. Is doing somethin like this even possible without scripting (or even then)? Can I set this up with events? Or can I do something close to it with just events (even if it's not the same)? I don't think it's a good idea to litter the whole map floor with invisible events checking if the player has the necessary item whenever they press the action button. I mean, that's an option, but the game would be horribly laggy, right? This is just a sudden idea I got. It's nothing vital to my project, but I liked the idea of giving the players that kind of freedom. I was just wondering is something like this can be done and how. Thank you for your time~
  14. Online Database System by efeberk Version : 1.0.5 Introduction It will enable player interacts with your MYSQL database. So players can have accounts or you can create some ranking tables or you can make a mailing system that players can send message to another player etc... I can give many samples. And I prepared a useful demo that introduce you how does ODS work exactly. Actually It is not like MMO script, doesn't require any machine that must be open 24h. I made a photo about procedure with my newbie design I used php + mysql but I don't say that you must use them. You can use asp.net + access database of course because this script just requesting(GET) to the webpages. I said GET because I didn't make a script for posting. But php has a parameter like $_GET so it works like posting datas Also I recorded a video that how to install this system to your hosting + your game. You need to have a hosting (free or paid) to store database and php files. I don't support free webhostings because they putting their ads on your php files. So it will cause of some errors on game. Let's see in the video: Video has been blocked for a while. Also I made many systems these you know on some MMORPG games. They are: Login / Register Ranking Table - Players racing Guild System - Players cooperating Couple System - Players flirting Rental Shops - Players gaining Bazaar System - Players trading I also added a location API that finds your real country when you talk with a guy ;p Try it on demo. You don't need to use custom scripts on your games. I just prepared them to show you what can you do with this system. Core scripts work on all RGSS version but custom scripts are only work on RGSS3. There is a guide about SQL injection in scripts. Look this in the demo. Core + Custom scripts won't effect your base scripts. I mean if you are using Tanketai SBS or Gubid's TBS(actually I didn't try), it won't be problem I think. But I don't say with %100. So any problems/errors/bugs can be posted on this thread. Core Script ( I prefer play demo to understand something) Screenshots(12) Known bugs Download Demo(Opened) : https://www.mediafire.com/?t8x0y9bfu6icba3 Download Demo(Compiled) : Not available
  15. Hello, I hope everyone is doing fine. Here I am wondering how can I set up a shop where the price of a good is permanently increased after each purchase? For example, a potion costs 500 gold, but after your buy one the price on screen immediately increases to 600, then the next one to 700 and viceversa. I've seen a topic mentiong Tsukihime's Shop Manager's price formulas (I'm already using the script although for other reasons), but from reading the script instructions alone I don't really understand how the formulas work. I tried to replicate a formula I saw in an example somewhere in a different topic but had no success. Is there any way to achive the price increases without scripting? Is there a way to do it with the Shop Manager's formulas? Or maybe I need a different script? (BTW I'm using Yanfly's Shop Options script, I don't know if there is compatibility issue with the Shop Manager) Thank you.
  16. Hi, this is my first time posting on forum so forgive me if this is posted in the wrong spot. I use quick event creation-door to create my door event. The door animation works when I first enter the house. If I leave the house and tries to reenter immediately, the door animation does not work. If I leave the house, walk at least 1 tile down, and tries to reenter, the door animation works fine. I thought the problem may be because of one of my scripts but I tried the same thing (enter, leave, and reenter immediately) on other houses and the door animation works fine. Essentially, I think my problem lies in the door animation but I don't understand why it does not work for a few houses but works perfectly fine for others. If you're confused, please let me know and I'll try to clarify. Thank you!
  17. Nérylis

    Compass Mode 7

    Hello, Since long time, I use Mode 7 for aircraft movements, and people have been made an interesting remark about the fact that it is not necessarily easy to navigate. They were suggested to integrate a compass, and it would be perfect. So, I thought why not do like in Skyrim, the kind of frieze that scrolls when changing the character's orientation. Do you think it's possible to integrate in RPG Maker? Only when on an aircraft. After, I do not know if it can be easier using a more classic wind rose like this: https://i62.servimg.com/u/f62/11/18/80/66/rose10.png I would already like to know your opinion on this subject. And if you want to try to implement it, I have a little demo from the creator of Mode 7: http://www.mediafire.com/file/55bpiqirrfwpoci/Mode7.exe Thank you in advance.
  18. Ahoy guys! Hey I'm just wonderin has anyone thought of creating a password system that correlates to the players level and items that they can type into a sequel and start with everything they finished the last game with? I'm about to release a game in 2 parts and have heard that transfering saves to a new build can be bug central so I thought of this as a possible solution. So basically I'd like people to finish chapter 1, be supplied with a password and then when they start chapter 2 be asked to enter said password. Starting the next chapter with the level and every item they ended the last one. Guess a possible downside is we could be dealing with a bloomin long password here, but even if it was just key items and level thatd be great! Much obliged for any help, scripts or even peg-legged steps in the right direction with this!
  19. Okay guys, so here's my issue, I'm trying to design a skill called Aimed Shot, which applies a state called Aim to the user that gives them +30% to hit and THEN attacks the enemy they've selected. I've already asked for help on the rpgmaker forums, and someone told me to use: a.add_state(26); a.atk * 4 - b.def *2 Except when I use that the game crashes and I get the error message ------------------------------------------------------------ Script 'Game_Battler' Line 352: SyntaxError occured Unexpected tSTAR, expecting $end a.add_state(26); a.atk * 4 - b.def *2 ------------------------------------------------------------ I've tried putting the "end" everywhere but nothing works- not in the middle and not in the end. Does anybody know how to do this? I'm not much of a programmer so I'm pretty lost and the skill is essential for my combat system. Thanks in advance!
  20. Custom Menu Backrounds Version: 2.0 With this script you can add custom backgrounds and layouts for all of you scenes. You can also change the Opacity of the Windows in the Scenes Picture(V 1.1): Download: Here Demo: Here If you have some suggestions or need some changes feel free to say. mfg.
  21. So, forjerum is online support for rpg maker vx ace. I can't really understand how to use it. I have some knowledge on scripting but I really don't know what to do with it as the instructions are very vague. Has anyone used this? Could you tell me what to do? https://www.rpgmakercentral.com/topic/39466-forjerum-create-your-mmo-with-rpg-maker-vx-ace/
  22. Hello, I hope someone could help me with a scripting issue I'm having. There's a problem in my game with the Customizable Item Menu script by Modern Algebra. Link to Script Explanation Page Link to Script on Pastebin I want to add two item categories to the Item Menu. I followed the instructions of the script to the best of my knowledge, however when I run a play test I get a NoMethodError. The game starts, the main menu opens, the item menu opens. It shows the icons for the two item categories I added, but the moment I move the cursor to either of the two item categories the game crashes and I get these messages: Script 'custom item menu' line 650: NoMethodError ocurred. Undefined method 'ores' for Vocab:Module Script 'custom item menu' line 650: NoMethodError ocurred. Undefined method 'souls' for Vocab:Module It looks like this This is what line 650 of the script looks like I'm pretty sure the error is my fault. I think there's an instruction I didn't understand well or didn't follow correctly. The problem is my lack of scripting knowledge won't allow me to understand what the error means and what part of my input into the script is causing the error. There's a section in the instructions that says: (...) all you need to do is first create a symbol for the category and add it to the array below. This can be anything as long as it is unique and in the format: :unique The example given is custom_categories: [:item, : potion, :weapon, :armor, :key_item] The array of categories for what I want would be something like [:item, :weapon, :armor, :key_item, : ores, :souls] I'm unsure whether this is related to the problem, but when the instructions say "create a symbol" the symbol is the word that follows the colon (like ": potion")? Or is it something else, so that it hasn't been created and the problem is that the script line is refering to something that doesn't exist? When I reread the instructions I began to question my understanding of that part of the instructions. This is what my script looks like (only the designated editable section has been modified. No changes to the script outside of that) Sorry for the long post but I hope the information provided is a good start to find the root of the problem or a solution. Any help or guidance will be greatly appreciated. Thank you for your time.
  23. Okay, so I have a cutscene before a certain boss fight. The boss is supposed to comment if you have a certain weapon equipped/in your inventory. The problem is even if you have the weapon equipped, she still acts like you don't. I've been tearing my hair out figuring out how to fix this. A little help, please?
  24. I have a problem when importing tilesets, let me explain. I downloaded this tilesets from internet, and they have a white background (see the first picture), and, when he tried to use it, it appears like the second picture. Does vx ace have any way to make this white background dissapear, if not, does anyone know about a program that could delete that background? (the only one I have it's not useful, I have to do it manually with a tiny eraser)
  25. So I was making a game when I just discovered that my conditional branch with requirement of specific Actor name is not working correctly. here is my event: Code Translation: Change actor name for actor: (unnamed), amount of signs: 6 If Actor [unnamed] name is 'A'{ } Else { Message: OK } End The problem is that its doing else function even whet I type correct name I tried to use scripts but its still the same Maybe someone knows what's wrong with it or have a script that fixes this also thanks for any help
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