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Found 114 results

  1. Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
  2. This topic aims to share the basic knowledge on what the default RMMZ TPBS battle flow implementations do in general, but you're still assumed to have at least: 1. Some plugin development proficiency(having written several easy, simple and small battle-related plugins up to 1k LoC scale) 2. Basic knowledge on what the default RMMZ turn based battle flow implementations do in general 3. Basic knowledge on what the default RMMZ TPBS battle flow does in general on the user level(At least you need to know what's going on on the surface when playing it as a player) Simplified Flowchart Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience Battle Start Input Action Slots Thinking In Frames Frame Start Start Phase Turn Phase Action Phase Turn End Phase Battle End Phase Update TPB Input Summary That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ TPBS battle flow implementations, feel free to correct me if there's anything wrong For those wanting to have a solid understanding to the default RMMZ TPBS battle flow implementations, I might open a more advanced topic for that later
  3. Im trynna make it so the characters have portraits in the battles rather than showing the character and they rotate to face the enemies, and it ruins the effect. How do I fix this
  4. YEA - Visual Battlers v1.02 (Minor Update) Creator ~Yanfly~ Modified ~Yami~ ~Kread-Ex~ ~Archeia_Nessiah~ Add-Ons/FIXES ~Levi Stepp~ History Introduction Visual Battlers is a very simple script that shows actors in battle using their default character sets. The actions and movements are alike Final Fantasy 1, only move forward and backward when start and finish actions. The script can be used with or without Ace Battle Engine. This is a good base script to create graphical changes to your games. Features 4 Default Battle Angles (Up,Down,Left, and Default: Right) Toggle On/Off Stepping Anim (Add-on) Change the direction of the battlers in-game. Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. Change the direction of your actors battle using an event script call. n = Number of battle style in the script Line 71 - 76 Demo No demo is needed, Plug N' Play. Script Get it Here FAQ Q: What was fixed? A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors. Credit and Thanks All credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah FIXES by: Levi Stepp
  5. Face Frames - YEA Ace Battle Engine Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0.1 (2020-10-04) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Ace Battle Engine. Adds Face Frames to Actor Statuses in the Battle Screen. + Allows some additional customization in Actor Statuses there. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play, but some minor configuration might be required. -=> Place script(s) below ▼ Materials; above ▼ Main Process Customize offsets and display in the configuration. Due to the nature of varying status widths, only frames drawn from windowskin are supported. "frame" images are not supported. Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Ace Battle Engine Addon (v1.0.1).txt
  6. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  7. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  8. FANthonyfiction

    Need help with skill.

    So what I'm trying to do is make a game where team mates are basically, single use. You got the MC who's a general fighter. A Tank character who can't hit any targets. A healer that can heal almost exclusively. and a Glass Cannon that can kill any enemy in one hit, assuming she gets to use her skill. (It'll make sense if I get around to the end) The trouble I'm having right now is the Tank. I want her to have a move called 'body guard' and how this works is she'll 'distract' the enemy, forcing all of them to target her for for a turn. The issue I have is getting them to target her. I've made the move as a common event, and the event command is under Battle, force action, Enemy (I'll do one for every enemy on screen) Skill: Attack, Target (??????) I don't know how to make it so they target the Tank character. There are Index entries 1-8, but I'm not sure how to find to change them. Any help will much be appreciated. Sorry if this is basic and I'm just blind to an obvious solution that I can't see. I'm very new to RPG Maker. Oh, and is there a way to put a two turn delay on an attack? A start up/charging time?
  9. I have a question for something I’d like to do in my game. I have a bit of a strange enemy HP system - the gist of it is, each enemy’s HP starts at half, and the enemy should be considered dead if the HP reaches 0 OR if the HP is full (with negative attacks, that heal). I need help with this latter condition… how can I make it so that the enemy is considered “dead” to the game when the HP is full? The player should still receive EXP with either win condition. I know I’ll need to make it so that the status cannot be inflicted until the halving command has run, but I’m a bit stumped as where to go from there. I don’t think this will require a complex script, but if it does let me know and I’ll move/repost in the appropriate section.
  10. Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
  11. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  12. Of course, there has to be one on the forums. Introduction This is a simple counting game, with tiny little bit of RPG elements. The number represents our experience. Rules Rules are obviously simple Post a number higher by one than in the previous post. We start with level 0 and we will be leveling up for every 100 experience (posts). Random chatting in meanwhile is allowed, though keep the messages relatively short. Do not double post, unless the thread was inactive for 72 hours (three days). If someone double posts too soon, ignore the next messages of that user, as these will be merged. That's all, so let's start! 1
  13. Links to plugins: As the title says, when DreamX's Battle Status Core extension is used in a project also containing YEP's sectioned gauges, the sectioned gauges are not drawn in battle. I assume this is because DreamX's extension didn't take into account that sectioned gauges could also be used too. See the attached image for an example. On the left is my Battle Status Window's previous set up. On the right is with DreamX's plugin. While I like the new set up better, the sectioned gauges are now gone. (they still appear outside of battle) As far as I understand this isn't a complicated fix. DreamX's plugin would need a part added to it that checks to see if the project also has YEP's Sectioned Gauges. And, if it does, it draws the black lines on the gauges to the way the user has set them in YEP's plugin. Anyone willing to take a crack at this?
  14. ... So, Here is the place where we're going to show our ideas about skills, any great skills you have in mind, you had in your game, why don't you share it here? We can call this is "Skill's Sanctuary" #################################################### #################################################### Cool eh? Here is the first one! This is the must-have-skill in your game #1, Poison Bubble >Pop up from beneath an enemy, it explodes like a bomb and deal damage to only one enemy 25% * a.atk + 300 Poison damage >Then after exploded, it cast poison gas to all enemies +30% chance to Poison all enemies How about that?
  15. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  16. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  17. Hello, I am writing to ask how I might go about implementing a rear-view battle system, as shown in the following images: https://m.imgur.com/gallery/hJWenhT https://imgur.com/a/PQZiChc Just a simple system w the party on the bottom of the screen & enemies on top, that lets you use walking sprites that step forward when it’s their turn and step back when their turn ends. I have asked in various ways in various places how to achieve this, but I’ve met with little success. I have seen a lot of chatter online about this type of system and many games that use it, but no clear answer on how to achieve it in RPG Maker MV. I’m open to methods that make use of plugins as well, but so far I haven’t seen any for MV. Thank you for your time.
  18. GTBSv2.4 for VX Ace! GTBS has been a side project of mine for many years. After deciding to learn scripting all the way back in 2006 so that I could create a game with it. The system is now completely functional in RPG Maker VX Ace. The system boast a number of features including: Tactical/Grid based Battle Smart/Configurable AI Note Tag Configuration of MOST options Animated Battler System (Now supports Holder/Minkoff as well as GTBS animated sprites) Action List - A list of actions(movement, icons, screen etc) that should be played when a skill is used Mini Side View Battle Integration Summons Configurable skill/weapon ranges MGC Layy Meta Engine (3d Isometric) support Many many more! If you have any questions regarding setup or advanced functions, please start at the FAQ page on the Wiki If you still cannot find the answer your looking for please visit the Forums to post your question. You can also create new bug reports from the New Issues tab to report it as a bug in GTBS. Change Log: v2.4 - Release Notes Download/Demo Download from my Dev Website How to Install License Also contained within the download zip file: The script contained herein known as GTBS is the work of GubiD and a few other contributes, namely MGC/Cowlol. This script can be used free of charge for all users, including commercial game creators. This Script(GTBS) requires only that you show credits within the game to GubiD. If you do plan on selling commercially then it is recommended that you at least donate to the GubiD Scripting Service on Paypal. NOTE: There are other scripts included in this one that may require Commercial Licenses. Specifically Victor Saints Pop Damage script. It is required for GTBS to function. The using of this script in your game is at your own risk. This script is not without error, but it is has been through months of testing from over 300 users to ensure it is. If an error is encountered, please post it on my development website under the GTBS project. There other users or myself can provide answers/solutions to the problems. Bugs may or may not be fixed when reported. Do not post direct links to the downloads files, instead link the page on my website that contain it. This is the best way to ensure not only that people are receiving the most current copy. Plus it is courteous to send the traffic my way. Known Issues See the Issues Tab for known or pending reported issues. You can also use this section to request new features or browse what others have requested. Final Notes Thank you everyone whom helped. The work you have done and assistance you have provided was invaluable. You have helped make this project a success. But have no fear, this is not the end for GTBS. It is merely but another starting point. Please help Support the project by 'ing. Don't forget to visit the GTBS forums and wiki for installation and other help in regards to GTBS. Issues reported on this thread will be ignored. If you want to my attention to the issue, please search and post the issue on my dev website mentioned above in the download link.
  19. obsorber


    BATTLE OF THE HEAVENS Note: This game doesn't need the "RTP" to play but its currently going through some rigid updates. ESTIMATED GAME-PLAY TIME: 10+ GAME STATUS: COMPLETED INSTALLATION: Extraction, No RTP Needed VERSION RELEASE: V1.7 GENRE: FANTASY RPG DIFFICULTY: HARD When the Demi War ends, a valiant Magnus Zarkodius goes on a quest to end the chivalry once and for all. His purpose, to unravel the cause of the war. Magnus is accompanied by the Paladin Hyperion who knows more than he lets on. As he journeys Safehaven and uncovers the truth about the war, friends are made and a band is formed to save Treter, the world sealed beneath. (Battle of the Heaven's should keep the player busy for hours to come.) MAGNUS ZARKODIOUS The hero and protagonist of this epic tale. Magnus Zarkodius born from ancient ancestry, a Terraphim related to the Celestial's charges for battle. He's a vigorous warrior with a knack for rushing into the front lines. HYPERION SHADOWBREAKER Holding the "Seal of Metatron", Hyperion's power is known throughout of the kingdom. His purpose is to unify the kingdom using the seal and restore order to the once dominant lightbearers, the Paladins. LUCEAL The fallen Celestial of the light. Lucy sees all the terror awaiting Safehaven's future and has to prevent its demise. She is bound to the Kapyre's recovering from the blackness of the void. VAMPIRO MELLOW Half Vampire, half Elf commanding the Red Knights, Mellow is a titan. She prevents the Elves from getting into conflict thanks to her brethren with the use of her tamed hell hounds. When the war ends she uncovers the conspiracy to reconstruct the order in Safehaven. SCREENSHOTS CREDITS DOWNLOAD THE GAME HERE AT: https://www.mediafire.com/file/zbugi5190kb7rb9/Battle_of_the_Heavens.exe
  20. marcusB

    Actor and battler state tints

    I don't know if theres already one or whatever, would apreciate it if I could get pointed if there already is one, But like when a specific state is applied to player or enemy it will tint whoever is applied, Like you can put a RGB colour code in the state tag that tints it towards that colour at a specific opacity Idk, This would be for a non comercial game, just for a rpg for me play on my own time
  21. This is part 1 of a two part tutorial on how to make Graphical First Person Battles using events. Part 2 will come when I figure out the best way to animate the attacks. So if anyone has any idea how to check if an actor is attacking for the purpose of a conditional branch condition, let me know. I love the default combat system. Side view is all right, but its been done by 34956875602 different games. I like the first person aspect. To me it just feels more personal. Sadly it is a little lacking in the flair department, and so I set out to fix this. Keep in mind, what I am about to show you isn't for the faint of heart or those allergic to chocolate. And it might give you a quick glimpse of how certain events can be used differently and more creatively. Evented True First person battles. (Disclaimer, this is not animated. It simply shows hands, and weapons/gauntlets/shields if you set them up. See opening comments about the system being animated) (Disclaimer 2, this only checks for the equipment of the first actor, or whoever you set up the common event for) Step 1. Creating the Resources In this evented combat system, we will be using pictures to show the player and weapons instead of sprites. In this tutorial, they will be referred to as the "Frame" or "Frames". All frames will go in your "Picture" folder, in the img folder at the root of your Project Folder. I HIGHLY recommend using gimp to modify/create pictures. I use it for all of my sprite art. You can find it at http://www.gimp.org/downloads/ All frames must be the native resolution of the game you are creating. Meaning that if you are using the default resolution, the frames must be 816x624. I started with a basic empty picture, sized 816x624. Make sure that it is transparent. If you dont know how to do that, well, google works wonders when learning to use a program like Gimp. I then cropped and modified some of the SV actors hands to create a kind of Elder scrolls esque view. For the Spriting illiterate, here is a basic image to use/build off of. I then modified some of the weapons sprites in the same way. You may also use/build off of these. After you have these resources, you are ready for the eventing! Step 2. Creating the Event First and foremost, we will be using a common event at the beginning of each battle to show the equipment. So name a common event something like FPB or something, idk. Within that common event, we are going to be using conditional branches to check for equipment at the start of battle. The first event will be Show Picture. This is located on the second tab under Picture. The frame we will be using is "Holding.png" Set that frame to be picture number 3. The reason this is set first, and not in a condition, is so that even if we dont have a weapon equipped, it will still show the fists. So barehand fighting is a thing. From there the flow of adding items is rather simple. Condtional Branch> Actor> Weapon>the weapon you want to check for Make sure to leave "create else branch?" unticked. Then within that conditional branch we set the corresponding weapon frame. Show Picture> "name of weapon frame you wish to use" Set that to picture number 1 E.g Conditional Branch>Actor 1>Weapon> Longsword the conditional branch will show up as *If: Actor 1 has equipped Longsword Show Picture : #1, Longsword, Upper Left (0,0), (100%,100%), 255, Normal The picture number indicates in what order it will be drawn, 1 being the first and lowest frame. Therefore when we use the "Holding" frame as picture two, and the weapon frame as picture 1, the holding frame will overlap the weapon giving the appearance of being held. Do the same for each weapon in your database. By the time you are finished it should look something like this; Step 3. Calling the system for battle The very last step in this process is to run the common event from the troop tab. Go to troops, and in the battle event, run the common event we just created. Set the conditions for Turn number 0 and the span as Battle. It should look like this If you don't fell like setting up EVERY troop event I highly recommend Yanfly's Base Troop Events. It will allow you to use the first troop's event as a general event that ALL troops use. You can find it here http://yanfly.moe/yep/ Step 4. Prepare for BATTLE! With any luck I have described this well enough for you to have the event set up perfectly. Go in to battle young one, and draw thee pixel sword!
  22. Im wanna make a amazing battle! Help me will ya? I need some idea for my actor skill, so please tell me if you have anything in mind. I need skill for following Class: Devil's (he can use Claw, axe, swords, katana, and even a Gun) Youma (katana) Kitsune (claws) Youkai (Staffs) Seraph's (Swords) I got some example -Devil Slash: Cut Enemy Hp by 1/2 Cleave: Kill enemy instantly Lion Heart: Shot one enemy 8 times -Youma Excalipoor: 1 damage to all enemy Masamune: attack all enemy Zantetsuken: Cut all enemy Hp by 1/2 -Kitsune: Howling Moon Eat Moon alive: Make the user harder to hit Moonlight Cannon: Drop Enemy def and cruse them Moonlight Healing: Revive ally plus add regen on them -Youkai Chaos: Dangerous skill that can kill the user or damage ally and enemy or put any status to them. -Seraph's Spirit's: add state to user depending on area C'mon community! Whadaya got?
  23. Hello, I am planning to have one of my characters use an attack that does heavy damage to an enemy. Should the enemy be killed, the character will use another attack (shortened, slightly weakened) version of it on another enemy. Should that attack kill the second enemy, the character will use this attack on a third and so forth. How could I achieve this? My main problem is checking if the attack kills an enemy, the rest should be fine.
  24. Bricius

    Lose When One Actor Remains

    So Ive searched for a while and something I cant seem to find is a plugin that makes the player automatically lose when they have one actor remaining, or win if the enemy has only one actor remaining. This may be a result of my inability to search things right sometimes, but if it isn't, can I ask someone for help making this?
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