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Found 293 results

  1. Hi everyone! Sorry if i am in the wrong section. Like the title says, i would like to know if theres a way to separate skills into different categories when in battle. For exemple, instead of just having the magic command and then a list of spells, i would like to know if it would be possible to do something like this: Magic - Fire Magic - Fire - Fira - Firaga - Adv Fire Magic - Flare - Summon Magic - Summon: Salamander In other words, the usual magic command, sub categories for different kinds of magic and finally, the list of spells. It would be really useful for characters with lots and lots of spells, wouldnt you agree? Thanks to everyone who can help or tries to help me! Have a good day.
  2. I am trying to create a weapon that will drain MP from the wielder each time they swing. In return, they get an automatic critical hit. Can't get it to work for the life of me though. I've tried to have the weapon's attack skill cost mp to use. However, that just greys out the attack option when they lack mana, which is what I don't want. I've wrote a custom damage formula using Yanfly's lunatic damage script, but I don't know how to make the formula take mp if that is possible. Honestly, I don't know how to make the formula cause an auto crit either, but right now I'd be happy just to figure out this first part. anyone have any ideas? I'd love to hear them.
  3. Request: Text Sounds

    I was wondering if anyone would make me a script for a text sound. I'll throw in an example of what I want. Hopefully it's not that complicated x x; https://www.youtube.com/watch?v=16eAkYZwGpA ^ basically a text sound that goes when you're talking to someone. The script that I found only works when you press z or enter to go to another message bubble. I'm looking for more of the text word-to-word text sounds but unlike that video x x; like more smooth. My FE7 isn't that bad with the text sounds for some reason. it actually flows better than that lol.
  4. Hi there, I've been looking around for a hopefully simple way to add a new stat to be used by an actor, and unfortunately can't quite seem to find what I'm looking for. The game I'm making will have 3 base stats : Hitpoints, Mana, and Vitality Of course the Actors already have Hp and Mana stats included and have TP. Pretty much what Im needing is to get rid of TP (which I've done) and add a new stat like mana, as in there will be certain abilities that use Vitality to power them instead of Mana. Of course this stat will have to show up on the characters Status screen and in battle as well. Any assistance would be appreciated. Thanks in advance. Thorgrimm
  5. Hello, everyone! I'm posting here today for support on a specific problem I have with tile passability. The areas I cannot pass are highlighted in red below. If anyone could give me support with this problem, it'd be great. Thanks for reading the post. =D
  6. Hello everyone. I was taking a moment of free time tonight to work on a map that I'm really enjoying, but I was starting to wonder, how big is too big when it comes to maps? I have a multi-map dungeon with the main room itself at about 140x60, not including two separate rooms leading into it. I want it to seem big, but I also don't want it so big that it will wear on the players, even with putting in a healing point. I know it's one of those things that is hard to quantify specifics without being told details, so rather I'm just curious about what would be an ideal maximum? Thank you. =)
  7. For example, I want the text to begin showing and halfway through before it's finished the picture will change to another. I can only seem to do things between text displays but not during.
  8. Hey everyone. I just had an idea that is love to have some constructive criticism on. I don't know if it's been done before, but my idea is to place hidden treasure chests with random loot drops, but also to have a hidden variable that will raise all of the loot rolls for every other chest so that eventually finding every chest can have greater rewards based on how many have been unlocked already. Let's say for example that I have 100 chests that will roll a random number between 1-5, but give the chest a total of 104 different drops. Each previous chest will improve what all of the rest will drop. I could even copy/paste the chests for ease of use. I'm already using hidden chests with random loot, but I was wondering if this would be a worthwhile endeavor to integrate before I get too far. Edit: Here is a simplified event I made for testing purposes: So now all you have to do is choose your chest picture and set it to call the common event on one page, then an opened chest picture on the second page with Self Switch A as the condition. I hope that this helps anyone who is looking to create chest events where the loot is progressively increasing in total value while still remaining random.
  9. Hey, I hope I have this in the right place. This was the only one that looked like the place to put this. Anyway. I have been looking for some event based walking sound effects, and right now I have it set as a common event that makes a walking sound whenever you press a key. The problem I am having however is that as long as you hold the key down the sound effect will play, even if the character isn't moving. Such as cases where you are against a wall or other immoveable object. So I was wondering, is there anyway using events to cause the sound effect to stop playing if the player is no longer moving. I've seen various tutorials on this, and all of the event based ones seem to have this same flaw, and I don't want to use a script. The reason i want to avoid using a script is that A) I am not all that skilled in doing scripts and I am better at doing events than scripts at present. If anyone knows of a solution, or even thinks they might know of one, that doesn't involve scripts being used I could use the advice.
  10. Name Input Window Problem

    I don't know what happened, or what I may have altered, but the edit window of my name input scene is really crammed together. I don't know enough about scripting to fix it myself but I suspect it might have something to do with char_width in Window_NameEdit. I'm not sure what's defined there. Thanks!
  11. Hello. I am trying to make a (what I thought was) simple event where a water element boss monster appears out of a shower of water, talks, walks up to the party, talks again, then attacks them. So far I have managed to get all of it to work, except for the monster walking up to the party. I use the forced walk event, I have changed the event to walk towards the party, but so far nothing works.
  12. Hello fellow users. Have you dealt with the same problem I suffer from? When ever I try to save my work in RPG Maker VX Ace (which I'm sure is the latest version) the program crashes. The same issue pops up when I do certain things as well, like when I try to view the element page. I must also note that no, I do not have the steam version, I use Windows XP SP3 with no intent to upgrade to anything but Linux, and that this also happens with every single game made with this program, which disappoints me greatly. If there is anything that could help me, like a solution or a patch, feel free to direct me to it. I have a game that I am working on, and I want to finish the demo soon. Thanks in advance ElfMan.
  13. Hello, Is possible to make one actor to speak, while the other moves around by move route in another event? There is one scene with it and I do remember that in (I guess) RM2000 you could allow to another event to continue processing or not. You just had to check some check box, or so. My problem is like this: I set ON switch for parallel process event (Actor 1 moving), that makes player to move, while in another event, that started by action button, actor 2 speaks (Actor 2 speaking)... too long for actor 1 tastes, so he decided to wander around... At least I want him to Setting the "actor 1 moving" event to autorun didn't help either. Move route command works fine, if it is in the action-button executed event (Actor 2 speaking). I'm really at lost here, please, help me and I hope a described my problem with enough details. I tried it in new project, but I guess it is RM default feature. PS. And again I apologize for my bad English.
  14. What I want to do is use just a still image that i have and use it as a sprite for one of my actors when battling, kinda like this.
  15. Okay, sorry for the noob question xD Well here goes: My question is... "Is it possible to prevent players to unarm or remove equipment unless they will swap it with another equipment? Like no bare handed(No weapon equipped) or being naked(No armor equipped) xD" I asked this question since most of my skills, actions and sequences involve the players equipped weapon or armor`s icons so if the character doesn`t have any equipped weapon/armor, no icon will be shown on the skill, actions and sequences ^~^ Thank you in advance~
  16. Hey guys! I'm very new to this forum and this engine. I'm having an interesting problem, and since this is one of the most supportive forums I've ever seen, I thought I might ask for your guys' knowledge. So, how do I make part of my map non-walkthroughable. Down below is an example of what I'm talking about: Why is he in a shelf? And how can I make him not be? It also does this with the other shelves in that room, the sofas, and the beds. I've tried looking for a fix and I'm truly out of options. All help is greatly appreciated!
  17. Hi! So I'm trying to create a very basic on-screen enemy, and I'm having trouble with variables. I created my enemy under 'enemy' in the database, and even made a troop for it: Now I thought that I could open up an event>control variables>gamedata as such: but my enemies aren't showing up here. Can anyone tell me what I'm doing wrong please? I've got a couple scripts loaded (by Galv and Hime), but even when I opened a completely new project, variables>game data>enemy data looks the exact same as above. Where is that coming from?? Also, I'm new to these forums. Terribly sorry for any breaches of protocol (wrong place, excessive attachments, etc)
  18. This is going to sound really silly but I want to start on the first village map (not world map), which I have it set to, but then I want it to auto-kick off a bunch of text so you're not thrown directly into the game with no hint on where to go. Now, the silly part, since it won't let me edit the starting position event or put it any where in with my other event, do I create the starting position event and then surround the character with copypasta of the same first cutscene event so that when you move it kicks it off no matter where you go? Or is there an easier way to throw the character into the game and then kick off the first bunch of text? It's probably staring me in the face and I'm too dumb to see it, considering I couldn't even find this forum for over thirty minutes. XD
  19. Move Route Question

    So, I'm working on making a world map and I'm going to have some ships sailing to and from different ports. Considering my map is kind of large, (500x500), I was wondering if there was an easier method of creating custom move routes other then counting out each individual square and doing the whole "Right, Right, Up, Right, Ect" thing? I think I remember a custom move route option where you could make the route directly on the map. I think it would open up a smaller version of the map you're working in and you'd make the route from there, but I'm not sure...It might be from an older version, or I may be remembering things wrong. EDIT: Ok, I ran into two more difficulties. First, is there any way to make them follow their move route without having the event in view of the player? Currently the boats don't move at all unless you are able to see them, and once they move off screen they seem to stop. I want the boats moving continuously, that way when a player is at one end of the map, they might spot a ship sailing past or docking at the city they're entering. Which brings me to my second question, is there any way to prevent the events from resetting when a player changes from the world map to a town or a dungeon? Because it might seem a bit strange if you enter the city the ship starts from after you watched it leave, only to enter the world map and discover it's back all of a sudden.
  20. Hatred: A Christmas Story

    Abstract: This award winning game is about Santa being tired of having to deal with the naughty list... so he's coming to town... to thin it out. Genre: Shooter Average Game Time: There is an ending, which only takes maybe 20 minutes to get to... but play it to your heart's content. Story / Setting / Purpose: Saint Nick visits an unamed town and kills everyone for being naughty. Eventually he meets his nemesis... Jack Frost. Character Bios: Saint Nick: Also known as Santa Claus... He is a murderous villain out to murder people so that he won't have to spend so much money on coal... Oh, also he hates people, especially the naughty ones. Credits: Volke Locke - everything not listed below... Scripts by: Victor Sant Khas Arcthunder Yanfly Leon-S.K AndreMaker 4ndreMTM Moghunter Raizen modern algebra GreyFox Cidomar R. Dias Jr And... Akrium, for inspiraing the combat system. Music by: Metallica Futurama Graphics by: PandaMaru Screenshots: Features: A Christmasy theme Santa Epic battles Massacre Violence Controversy Parody Download Link: Without RTP: http://www.mediafire.com/download/sb3vupv99shc53g/Hatred.exe With RTP: http://www.mediafire.com/download/eowna6bhc4gdd9f/Hatred(WRT).exe Unencrypted: Soon to be release... Known Issues: Passage seems to be partially nonfunctional in one map, workaround established, looking for cause in bug. Sometimes the face disappears from the HUD, script needs editing. Font colour didn't change as was intended, looking for bug. Death doesn't always result in gameover.
  21. Hello everyone in the community, I need a little help, use takentai but I need to know how to remove these movements of the enemy when attacking and also to allies .. I want to modify it to resemble the style battle of Final Fantasy, the i want to know where the enemies remain static and the Allies only give a few steps to the front and attack. ... Please help
  22. Hi! I need help in making an event where in the event will flow based on the actor's graphics or simply the sprite. I'm talking about conditional branches, it seems that there are no choices where in the condition is based on the actor's sprite so I thought that it can be done with a simple script. The problem is, I do not know how to script. So basically in my game, if you chose to be either a male or female, of course, the actor sprite will change and I would like to make an event where in the character will change sprite again however, this would be conditional, if the player chooses male, the new graphics will be the sprite for the male character, on the other hand, if the player chooses female, of course, the sprite would change but then, if there's an event where in the graphics will change, it will be based upon the sprite of the actor. So basically the flow would be like this: Gender: If male -> Sprite change to male char -> Event where sprite will change again -> If male char sprite, change sprite to new male sprite If female -> Sprite change to female char -> If female char sprite, change sprite to new female sprite I hope someone will understand the flow anyways, help would be really appreciated and thank you in advanced!
  23. Modify Storage Script

    I need help modifying Galv's Multiple Storage Containers script to aesthetically resemble Nicke's Icon Item Menu. It would really help maintain continuity in my game and look much better. I tried doing it myself but miserably failed. Thanks in advance, and I got permission from Galv to mod his script.
  24. Hello, I created a generated character to be my main character in the game I am currently making. I am wondering how to get my character to fall down similarly to the damaged sprites. Would I have to create a sprite for that? Wondering if I'm gonna have to go back and change my main character's appearance in all the dialogue and stuff so that he can have a sprite that falls down. Or is there perhaps another way of getting a similar effect that my main character has been defeated? The situation is this: My main character fights two spirits, he loses, there is a cutscene after the battle and I would like for my character to be lying on the ground as if he is dead.
  25. So this happens when ever I export any project. I've tried with my anti-virus off, but it still doesn't work.
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