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Showing results for tags 'actor'.
Found 15 results
Make an actor learn a skill type through an event
MasterMoes posted a topic in Editor Support and DiscussionFor some reason, there is no option to make an actor learn a new skill type through events. It's either through weapons, armors, states or by pre-setting the skill type into the character or class. Is there a script call that permanently adds a skill type to an actor?
MasterMoes posted a topic in Completed Scripts/Plugins/etc.Some video games like to show the perspective of multiple groups of characters in order to create more story. Doing this in VX Ace doesn't really work, like when a group of characters have the items from the inventory of another group. With this script, you can create and save parties, each with their own assigned actors and inventories. The script is extremely easy to use and very compatible with practically any other script. The instructions are in the script. This script was written by Kayzee. As the script wasn't posted publicly I got confirmation to post it. If you notice any big issues or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/e956b56329b0b1f91e51df5fac6361b9 Thank you Kayzee!
Actor Idle Animation Script
Vis_Mage posted a topic in ProgrammingHello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animationâ€‹â€‹â€‹â€‹â€‹â€‹â€‹ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
N.A.S.T.Y. Extra Stats
Nelderson posted a topic in Completed Scripts/Plugins/etc.N.A.S.T.Y. Extra Stats(Version 1.1) By: Nelderson Updated: 3/27/12 Introduction This script gives actors and enemies extra stats that you can use anywhere in your game! Features - New Stats for your game. - Define a formula for each new stat you make. - Use these new stats in skill formulas, or whatever else you feel like. - See your extra stats on the Status screen (Up to 6). - Equipment can increase these stats with a notetag. How to Use The instructions on the script itself has everything you need! Demo I'll make one if you guys want one! Script FAQ Q: What does N.A.S.T.Y. stand for? A: Nelderson's Awesome Scripts to You! Credit and Thanks - Nelderson - Zetu, for her original script, and showing me the value of Structs <3
Put actor's id in a variable
Pukurin posted a topic in Editor Support and DiscussionHello ! As I said in my introduction, I'm making a game to present my lessons. I'm using the YEP's plugin "Main Menu Manager" and I want to make 2 commands : - One is to give experience to a selected actor - One is to delete an actor (if one of the student is moving out) So my problem is that I don't know how to apply the methods to the selected character. I was thinking of calling a common event in the "Actor Bind", and maybe put the id in a variable, but I don't know how I can get the selected actor's id. Can you help me ? Thanj's for reading !
mv [Show Picture] below the Actor?
NickNick posted a topic in ProgrammingHello all I am using RPG maker MV.. Any [script - plug in] for how to display a picture below the actor? (I want to use the picture as the Map that the actor steps on it)
Huge Update, Hell yeah!
Perang Cemen posted a blog entry in Perang Cemen's Devil Boy QuestDeer! (Hi there!) Finally I got time and hell yeah! I manage to screenshot em and put it in my game page, forget it you may don't like it, anyway I just add a featured stuff in my game page, be sure to read it. Yo there whoever you are, a people just pass by or accidentally click this or something I just want to tell you Devil Boy Quest is almost complete, the left thing to du is just translate it to anglish, I mean English, Note that my English are suck. Anyway there will be a forge, potion mix/brew, formation, and lots system. Let's move to case 1 the FORGE?! it's like create weapon/armor you need a hammer, anvil(in tsugi blacksmith worry not they let you use it for free), forge recipe and the material you need to create new weapon, naturally it would look like a mixed weapon/armor, anyway it would be boring if there no failed chance to make item but you may ended up complain if you failed so... I make it that you must press down button at right time, success or failed it's up to you. (if you failed you lose your hammer but not your material) Now move to case 2 MIX/BREW?! just like forge you need to mix potion in a pot(there a building in Mizu that has no shop sign), note that you also need special item that sold by the man in that town, the cost of that item is around 300, anyway the system is same but it may look different, there 3 possible happen, first you press at right time and success, second you miss a bit and failed, you miss a lot and bum it explode. (If it explode it may damage you a bit and you lose the item used for brew) Which case is now... oh right 3 a formation, you can set formation of the character by use Format Pen, what a strange name... anyway if the character put in the front will gain extra attack and magic defense but lowering defense and magic while if the character put in back will have extra defense and magic but lowering attack and magic defense while they put in mid they didn't get extra or get lowered. case 4 what again... I forgot... oh right secret dungeon in Iparas Village! whops! it's secret area so you havta to uncover yourself, anyway be sure to have at least one stonebreaker so you can come to that ehem pub so... forget it. case 5 error translation, please skip this one I don't want to talk about it. case 6 new character, Right, she naturally a future protagonist in Perang Cemen VII. (Devil Boy Quest is Perang Cemen I.) her name is Dauna, yet she like Lexar but she always act cruel, and trust no one, she do what she like, and well she close to be a bad character, anyway she very strong and she use a unique weapon that not sold in normal weapon shop, what is it? a Sword-Gun/Gun-Blade, she may reveal herself if you manage to do some damn hard task. case 7 new system graphic, looks like you don't care huh? okay skip that case 8 fishing system, it may not appear in demo, since you have to go to Zukaru City and get Fishing Rod, while the demo end before you reach that place, anyway the fishing system like BoF2, you will throw a bait based on power you press and if it's hit a fish you must pull it before the time over. case 9 Bound system, to raise mood of your ally you may need to talk them, present is great way to raise their bound, more bound more they will support you, when bound reach it's max amount some secret quest will be unlocked, note these secret quest won't unlocked in demo. case 10 give me more feed back, those case above are based on those who give me feed back. if you have anything in mind be sure to tell me, and thank you if you do so. ~Perang Cemen Below are Devil Boy Quest Album...
Change actor zoom/scale and speed according to Y axis?
Jonath4nC posted a topic in ProgrammingHi all, So there's a really cool script here that allows you to scale actor's and event's size. I want to see if I can give my game a depth perspective, so I'm wondering, is there a way to alter the actor's scale depending on his/her y axis along individual pixels (not by grid)? So the further up the actor is on the map, the smaller he/she gets and the lower the actor is, the larger he/she gets. Again, the script is found here - Aramis Sprite Zoom I was also thinking that the speed of the actor would appear slower the further away he/she is (take longer to get from one side to the other on the x axis), so I'm wondering if there is also a way to change the actor's speed according to their y axis as well? (I did notice though, when you did this through events, the animation is slower which is not what I want haha. So if the actor could be slower, but keep the same frame-rate?) Thanks!
Add an actor in mid-battle
AngelCou posted a topic in Editor Support and DiscussionYou see, one of my characters is a necromancer and I was trying that she has the spell to summon an undead in the middle of the battle, I wanted the undead to be an actor that only shows up in the middle of the battle, with the same level as the necromancer and goes away at the end of the battle, but I having problems with the common events and I am unable to summon the undead. Any ideas in how make this happen?
Actor vs Class Skills
Thagrahn posted a topic in Theory and DevelopmentI'm having trouble with figuring out if it should be the Actor or Class that learns skill. In one of the games I am designing, the races have elements and elemental weaknesses. Characters are not suppose to learn skills which have an element type to which they themselves are weak against, nor should they learn skill from an element which is weak to their own element. The elements I am using are as follows; Fire -> Water -> Lightning -> Stone -> Ice -> Metal -> Air -> Plant -> Fire This means Fire is weak to Water and strong against Plant, and so the character who is of a Fire race should not be able to learn Water or Plant based skills. If the characters are allowed to change classes to have access to different groups of skill, would it be better to have the skills under the Actor? Is there a way to have the skills locked until the Actor reaches a certain level? ((Note: at the time of this posting, I am tired and recovering from a migraine, so please for give me if I haven't been to clear.))
Actor Portraits in Battle
Average Party Level
lonequeso posted a topic in Editor Support and DiscussionHi. I want to make a variable fro a conditional branch that checks what the party's average level is. I'm sure there's some little line of code that'll do it. Thanks!
Multiple actor graphics
Purple Phantom posted a topic in Editor Support and DiscussionOkay... So, in two of my projects (Nightmares of Insanity and Nightwatch Nightmares), there are characters who kinda... Lose it. With both games, it depends on your actions, etc. I guess a good comparison would be the infamous Yandere Simulator. In that, the more yandere actions you preform, the higher your yandere metre goes and the more predatory and insane her actions and movements look. When you look at pictures of Senpai-kun or you laugh it off, you return to normal. Would there be a away to incorporate a similar feature into a RMVXA game? If so, how would I go about doing that? Thank you, in advance!
Add or remove actor using variable directly
Cyberdrakes posted a topic in Editor Support and DiscussionHello all, i'm here need some help with adding / removing actor. Since the default engine can only add / remove actor manually (add actor A, add actor B, etc.) i need a way to add / remove actor directly by using the variable to determine which actor will be added / removed. It does can be done by using conditional branches, but looking at the number of actor i have, it will become a very very (very) long event ._. So can someone give an idea or maybe this can't be done unless using script? I can provide further info if it still not clear enough Thx
New to portrait making thoughts?
RoxziJames posted a topic in Artwork Gallery"Flash!" Hi'o Everyone ^.^ I just started today in the field of revamping,editing and turning original portraits into something new and over all spiffy. Below are the two that I worked on, I do not own a drawling tablet so I have to use a mouse and the laptop touch pad believe me , it kills the finger D: But I'd like to know what you think about the ones I did,how I can improve and over all blossom as a new artist ^.^ please note I have never,ever done these before so I am "new new" I call him Elzarian Pretty nify Elf I hope ^.^ Here is the original for scope: _____________________________________________________________________ Here is Luke, I'm not sure what to do about his Tattoo >.< And here is the original for scope Thank you very much for viewing I hope I can learn more, and do better ^.^ Now I must go my people need me! "Flash!