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Found 13 results

  1. Looking for a face set generator...

    I'm going to be brief with this. Does anyone have Skye's face set generator? It would be great if someone did, because the mirror links on the website itself are no good. If anyone could assist with this, much appreciated. Merci beaucoup!
  2. Hi, I'm First Edition and I'm totally new to these forums, so, let me begin by saying if this post is in the wrong spot, please let me know. I should also mention, I posted this exact same thing at the forums at rpgmakerweb.com just to cover all my bases. I'm really just trying to reach out and get as many ideas as I can about how to do al this stuff. Okay, so, I'm an artist and I'm working on an RPG project. I've done a lot of custom graphics for my RPG but I've come to the part where I need to start doing things with the battle system and... well... I could use some advice. Right now I've got a number of things I want to change in the battle system (as well as one or two things I want to change outside of it). I figured I'd just list the stuff I wanted to do and then you helpful folk on the forums could point me in the right direction. I'm not expecting anyone to do anything for me, but I definitely could use some help figuring out what I need to do to get what I want. Alright, first, I've uploaded a helpful graphic. Each numbered item will relate to a certain number on the graphic that hopefully clarifies what I mean. So, here they are: 1) My characters move in a single direction in any given room (either vertically or horizontally). However, I'd like to add a 'space' in between each character in the lineup. Any idea how I could do that? 2) When a battle occurs, I don't want a 'battle screen' to pop up. Instead, I want the characters to A Halt movement, and B turn in a direction and walk in place in that direction. I should mention that I want the monsters to appear in formation (like they do in the regular battle screen), I just want to see the normal map behind them. I hope that makes sense. 3) When a character attacks in a battle, I want to have the map character disappear, then play an animation related to the skill used, then make the character reappear. I figure, since art is my forte, I can just use the 'spell animations' as the primary thing that does the motion? That way I don't have elaborate scripts. But still, how would I make a character 'disappear' while there's a spellcast animation going on? 4) This is basically the same thing as 3, but for the monsters. On the monster's turn, I want to have the monster image disappear, then play an animation relating to the skill they've used (showing the monster swinging a mace or whatever), then have them reappear. Any way to do that easily? Any help at all would be really appreciated. I'm really good at making sprites and graphics and stuff, but in order to do the project I need to get all this battle stuff figured out. Alright, thanks very much in advance forums. Can't wait to hear what you have to say!
  3. Hello everybody! I'd like to request a simple script, that would improve how TP works. I saw a script for that, but it had more features than I needed, so I was thinking of having a simpler one without any unnecessary features, to prevent from potential incompatibilities. What I'm looking for is to simply implement equipment, states, possibly 'growth' items and stuff like this, that would increase or decrease the amount of maximum TP of the characters just like HP or MP. There's no need for any cool features - a simple notebox like <mtp + 40> would be more than enough. I just want to replace that: #-------------------------------------------------------------------------- # * Get Maximum Value of TP #-------------------------------------------------------------------------- def max_tp return 100 end With an MP like parameter ~ each character has own max_tp value etc.. Thank you! < Question Regarding Similar Subject >
  4. More Sounds While Shopping Version 1 This script replaces the default sounds in Shop with specified ones. ● Customize sounds played in Shop ● Set 11 different sounds for various actions Paste below '▼ Materials' and above '▼ Main Process' Easy configuration; Plug & Play. What happens when clicking stuff in shop: FREE for both, COMMERCIAL and NON-COMMERCIAL projects as long as credit will be given to me. (Rikifive) More Sounds While Shopping (version 1) [Pastebin Link] ===[ Version 1 (08-11-2015) ] '-[ Initial Release ] "Eric Approves!" Certificate given to high quality products Written by: Rikifive
  5. Hello everybody! I have read about some scripts and editing stuff, but I want to ask you for a quick advice. How to disable "Skill Type" in battle commands? I have three types of skills: Skills, Magic and Passives. What I want is to have only "Skills" and "Magic" shown in the battle command menu, because who need to have "Passives" command in battle. Is there a quick & simple way to disable that or I really need to use a script for that? If I need a script, then please tell me which one is the simplest, because I'm using many scripts and these things may be kinda problematic. Also, I'm using MOG set, so if I can set that in these scripts, please tell me, because I might overlooked it. Thank you in advance. =)
  6. Hello everybody! I would like to request a script, which I know is too hard to make, but always worth trying to ask. The Impossible Request Basic Information Type: Adding Scene; Fancy Stuff; Skills Difficulty: VERY HARD Usefulness: HIGH - I'm sure it would be useful for many people. Reward: I can't offer anything besides crediting in my game. :< The Impossible Request I'm searching for a script, that provides: - skill learning using points (no skill upgrading, just unlocking). - it's own "scene" (I'm using ~120 scripts atm. and that makes incompatibilities when script edits existing scenes). - each skill with it's own point cost. The weaker spells are cheaper than the stronger ones. - gaining certain amount of points every level (optional: adding by events [gaining after battle]). - customizable placement - making a tree by setting X and Y positions of skills. Skills represented simply by their icons (or imported). - of course skill requirements - to unlock strong spell you need to unlock the weaker one first. - it would be great if it could import a background image, where I could draw lines etc. and place skills in-game on it. - different trees for each actor - (optional: multiple tree or scrolling or something like that, because putting ~100 skills on one window could be hard, but I can do that.) - (optional: grouping skill into one - for example: FIRE I would unlock fire lv 1 and fire all lv1 skills, where FIRE II fire lv 2 and fire all lv 2 etc.) Reference: Shin Megami Tensei: Digital Devil Saga - Mantra Grid --- I can't offer anything besides giving HUGE credits in my game --- Or, do you know any good skill-tree-scripts? If I didn't manage to get such a script I'll be forced to use standard gaining skills by leveling up... Thanks for reading!
  7. bm Actor Alignment

    Actor Alignment By Blackmorning version 1.03 Released 01/29/2014 Updated 07/04/2015 Requires BM-base script (place above Alignment Script) Features assign your actors an "alignment" between good and evil or however you choose to define it. set initial alignment for actors add or subtract from alignment through script calls assigns alignment to variables for events a gauge can be shown on the actor's face in the menu to show their alignment is shown in status window "biography" with BM-YEA status addon added message codes for actor alignment, party alignment (as of version 1.01) SCREENSHOTS if using BM-YEA status addon, put alignment script below it NOTE: If you want more options, let me know. Any ideas I'll be happy to hear. If there are any problems, let me know. I will try my best to fix it.
  8. Ok, here goes another one: In my game each character has its own unique skill progression (most attained by level, some by finding, others unlocked through the decisions you make along the plot). I'm also using Galv's shard system to give an extra level of customization (and story-wise, it's the only way regular people can use magic). Some shards also unleash class-specific skills, and you have to combine different elemental shards to produce magic spells. Ok, so far so good. But I came across the equipment level up system... and what if each shard can be leveled up? Thus, instead of acquiring a new shard with a more powerful spell, you would level your shard up. But by doing so, I'll have to forfeit the combination system. Pros and cons: * Another way to evolve the characters and a way to make a low-level character make up in battle. * Adds another level of customization, and the player has to actually play the game and do battles to evolve the shards instead of just buying them. * Will look too much like Final Fantasy VII and I don't know if it's a good thing. However the characters will have more individuality (gameplay-wise) than the FFVII. * There are only 5 elements (Tao/Shintoism): Ground, Water, Fire, Wind and Mu (nothingness, this one still divides into tranquility/purity and entropy). Now try to add a "thunder" or "poison" spell without actually combining two of those and it gets pretty unrealistic for the game's universe. So.. .that's it. Opinions? Suggestions?
  9. Full Enemy Customization

    This tutorial showcases a number of scripts that provide a number of advanced functionality for managing your enemies. Gain access to more control over parameters, action conditions, drop items, drop item conditions, exp, gold, and more! Enemy LevelsThis script adds levels to your enemies. The level can be a fixed number, or it can be based on a variable or some other game data using a "level formula". Enemy levels can be increased or decreased during battle, allowing you to change an enemy's stats and skills dynamically during the game. Enemy level can be based on party levels as well, if you would like to provide party-based scaling. Enemy ClassLike actors, you can assign a class to an enemy. You can then proceed to set up an enemies parameters and skills using its class. Combined with enemy levels, you can set parameters for levels from 1 to 99. Classes come with skill learnings, which you can use to determine whether an enemy is able to use a certain skill or not based on its level. Parameter TablesIf you don't want to manage an enemy's parameters using a class, you can use parameter tables. This script allows you to manage enemy parameters using spreadsheets, individually setting parameters for each level. Enemy levels will be required to access parameters for different levels. Enemy Param FormulasIf you don't want to use enemy levels to scale their parameters, you still have the option of using param formulas.Enemy Gold Formulas Enemy Exp Formulas These two scripts allow you to control how much gold and exp you receive from an enemy based on formulas. This allows you to dynamically alter gold or exp obtained from battle based on any arbitrary conditions.Drop Item SetsThis script provides advanced enemy drop management. You create "groups" of drop items and then add conditions to each group to control which ones are available for the party to receive depending on whether the conditions have been met. You can add arbitrary items to each group of drops, allowing you to overcome the 3-item drop limit that the editor imposes. Synchronized BattlersThis script allows you to link battlers together to enable special "synchronization effects". For example, you can link together several enemies together so that when one enemy dies, all of the others in the link die as well. Level Difference ExpThis script provides an "exp modifier" that allows you to determine how much exp an actor receives from an enemy based on the difference between their levels. High-level actors defeating low-level enemies may receive no EXP, while low-level actors defeating high-level enemies may receive bonuses for defeating stronger enemies. Originally posted at Hime Works!
  10. Change system>Window.png

    AKA: Script request #2. I've got a bunch of different window themes that I can choose from downloaded, but I thought it'd be cool to allow the player to chose between them. SO, what I need is (a) script(s) that do(es) two things: 1) adds a menu option for changing the look of the menu/textboxes/etc based off of the images that I have examples: Currently the game only uses the default window.png 2) a script that chooses from the images (such as Celestia.png) and uses that rather than the default window.png. I would prefer to not have to go in an hand code all of it, like most scripts, as I'm still a beginner when it comes to ruby and scripting. Something simple would be best. I can enter in the different image names, no problem.
  11. My fiance and I were talking while playing Lost Oddysey and have noted many things we would like to see improved. Just a little brainstorming and trying to focus on one project for now. I am pretty bent on creating an RPG FF style game. Here is what she proposed. In games like the Lost Odyssey and similar titles, turn-based strategy battle systems have been popular but relatively remained untouched for quite some time. If it's not broke, don't fix it. Now I,m not saying it's broken, rather that it can be expanded into how your character developes in the end. In the game I am proposing, there are 5 main elements with a hidden 6th. To keep things mysterious, Ill only list the first five being Aqua/Frost, Flame, Lightning, Earth and Life/Mana. In many RPG games, you undergo a leveling process that upon raising, randomly (or not) raises your stats. We were talking about a more diverse system in which fighting certain types of monsters (ex: Aquatic beings) would allow you to raise a sub stat (swimming strength or water breathing abilities) that can be maxed out and such. That way there are advantages and disadvantages to fighting certain types of beings. Now, this will take quite a long time to develope each "skill" and allow access to places you normally couldn't venture too with an example using breathing underwater as an ability would allow you to venture into an underwater city. One thing I really like about Lost Oddysey is that you can build accessories based on the items you acquire from the monsters you defeat and upgrade them via the same manner but reconstructing them again and again. Why not do this with weaponry as well. Of course by adding one thing you may have to sacrifice another to keep the balance of the weaponry noticable but not overpowering. Another thing we were discussing was the process of magical energies, swordplay and such and how they affect you. Well for one, she dislikes that I can hit a flying creature with a sword calling it unrealistic that you should only be able to hit it with Magic and/or weapons such as guns which can realistically reach them while swords can benefit you against ground dwelling creatures. Now she happens to love Fable and enjoyed the third installment saying that her favorite part was, "setting things on fire." That aside, she also loved being able to acquire skills like at the blacksmith or pie making areas. She thinks she would enjoy the game more had it used these for leveling up certain things like magic. So lets say you are Lv 5. You now are able to apprentice under a sorcerer, mage or what have you in some distant city and they will teach you what they know for a price or for items that can be found around the maps. However, if you approach a Mage capable of teaching lv 10 magic, you will be barred from becoming an apprentice. Same with blacksmiths, and such. You would only be able to combine materials to make more powerful accessories if you study under a blacksmith of some sort. This would extend to all manors of gameplay to create a character that is unique to you. We, however, disagreed on one point. I personally love turn based strategy but am willing to go without it. She, however finds that it is dumb and doesn't offer a lot of strategy or quick-paced gameplay like she likes. She proposes something more like FF12 in which the character free-roams and fights randomly generated creatures, some of which would be very rare or only appear during certain conditions. From there, you can engage them and fight giving you a bar similar to FF where it charges the next time you are able to strike which can be influenced by leveling up and training. I will be editing this because it seems she has more ideas but wants to watch me play Lost Odyssey to gain more influences. let me know what you think guys.
  12. THE TANKENTAI FOR ACE GUIDE/ERROR COLLECTION TANKENTAI FOR VX ACE created by: Enu CURRENT VERSION: 100 COMMERCIAL USE: Available (click here for proof!) Click here to download this script from Enu's Site! ****This page has been UPDATED as of January 18th, 2013**** (I TAKE NO CREDIT FOR Enu's Tankentai SBS for RMVXA and NEITHER DO I TAKE CREDIT FOR ANY OF THE USER'S GUIDES OR WORK THAT I LINK TO OR PRESENT IN THIS POST EXCEPT FOR, OF COURSE, MY OWN.) Hello there curious developer! You have just stumbled upon the Tankentai for Ace Guide/Error Collection! What does that mean? That means that this page will be updated to contain links to everything related to Tankentai for Ace errors and frequently asked questions, its customization capabilities, add ons, and more! Everyone give a big thank you to those crazy developers who spend the time to find the solutions to these tricky situations. This post is really a community creation, so make sure to stay active. Have an error to report? Post it here! Found a way to do something cool with the script? Post that here also! Just make sure you take a look through everything that exists already so that you know your info is new and relevant. I'll handle the rest with adding your info into the database. So what are you waiting for? Get to developing! Your friendly neighborhood, Passive Lion ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Still need to install Tankentai into your VX ACE project? Don't worry! There is a lovely guide complete with a video tutorial in the link just below! How to Install Tankentai for VX ACE (Fully Functioning English Version, not translated): Tutorial Creator: The Passive Lion Just click on a link below and be re-directed to the exact post containing the information! Pretty neat huh? (Thanks to Mr. Bubble for showing me how to do this) All credits to Tut Creators in the spoilers. Tankentai ADD-ONS and WORKAROUNDS: How to Add Guns to Tankentai for Ace While Still Keeping Melee Weapons! How to Add Skills to Tankentai for Ace! (Scroll to the bottom of the post!) How to Add Transformations and Combos! How to Equip Weapons to Charsets! How to Add Holder's Battlers (or any battlers for that matter) into Tankentai! How to Add Animated Battlers! Yanfly Compatibility Patch Add-Ons How to Customize and Edit Cut-In Graphics! How to Put a Basic ATB System into Ver. 100 How to Extend the Battlebacks to see more of the Sky (Keep Scrolling Down to See ALL PARTS of Tutorial!) Tankentai FAQ and Common Errors: So I made a custom skill that makes the actor go towards the enemy and play a certain animation. The animation works but the damage won't appear. How do I fix this? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Direct Quotation: Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Why does my animated enemy charset flip position or turn his back on my party when he has reached critical hp? Is there a fix for this? There are currently two methods for solving this error: Method 1 Method 2 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Is it possible for me to add weapons to my animated battlers in Tankentai? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- How to fix the "Script 'Battle_Camera' line 300: NoMethodError occurred. undefined method '*' for nil:NilClass" error: This error will most likely occur if you are using Ver. 099 of Tankentai as the Battle Camera script remains separated in that one. At any rate, to fix this error, simply Specify your Battleback. To do this, right click on the map containing the battle and select MAP PROPERTIES, then check the box that says SPECIFY BATTLEBACK and then set it to your desired battleback. Do this for every map that contains a battle. If you are using Ver. 100, the error may look like this: Script Sideview line 3452: NoMethodError occured undefined method * for nil:Nilclass: If this is the case, don't worry, the fix is still the same! So get to specifying those Battlebacks! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- How to fix the "Script 'Sideview' line 1517: NoMethodError occured undefined method 'frame_max' for nil:NilClass" error: This error occurs when you have not properly copied and pasted the animations.rvdata2 file from Tankentai's Data folder into YOUR PROJECT's Data folder. If you are using Ver. 100 of Tankentai for Ace, this method will not work. Instead, you need to use Ver. 099's animations.rvdata2 file. Here is a link to where you can download only this file for use in solving this error: Click Here to Download the Ver. 099 animations.rvdata2 File! But I COPIED and REPLACED the file in my own project and I still receive this error every time someone uses magic or a skill! What do I do? Don't give up! There is still hope! You can try VenomTDA's method of solving this error. Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Is Tankentai for Ace available for commercial use? The answer is currently unknown. No one knows for 100% sure but recent evidence suggests that Tankentai may be in fact available for commercial use. Want to learn more about this "recent evidence?" Check it out and join the discussion by clicking on the link below! [RMVXA] Tankentai Commercial Use Status (Have our questions been answered!?) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I just added a new weapon type into the database and I wanted that specific weapon type to have the same animation as sword weapons. When I make my character with the new weapon type attack, it doesn't move at all. Is there a way to fix this? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What happened to my battle transitions? Why does it just cut to a battle instead of fading and such? There are two solutions to this: A) Eliminate the last script out of the Tankentai for Ace line-up (only recommended if you are using Ver. 099) or Remove this section from the テストプレイ高速化 script or the last script of the Tankentai Engine: #-------------------------------------------------------------------------- # ◠戦闘å‰ãƒˆãƒ©ãƒ³ã‚¸ã‚·ãƒ§ãƒ³å®Ÿè¡Œ #-------------------------------------------------------------------------- def perform_battle_transition Graphics.transition(2, "Graphics/System/BattleStart", 100) Graphics.freeze end Once it is removed, your battle transitions should be back to normal. Credit to: Miltix for this fix. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When I create new skills, it plays the wrong animation. Is there a solution? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Why is the number 001 Monster (Slime) playing the wrong animation? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My weapons don't match with my sprites! Their animations are below my actors hands! How do I fix this? (i.e. How do I adjust the position/orientation of weapons) Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When ever the actor attacks, the HP automatically shifts down but then returns and stays the same. How do I fix this? Click Here for the Answer! *Think something should be added to one of these lists? Contact The Passive Lion and let him know!*
  13. FP: Item and Skill Restrictions Author: Tsukihime Type: Features add-on Overview You can specify required weapon types. Well, only 2, but not that bad. What about armors? What about more than two weapon types? What if a skill can only be used when you're in a certain state? Maybe you can only use a skill when you have a certain amount of money? Or your HP = 7777? This script allows you to specify usage requirements for all items and skills using a simple set of tags. Features The following apply to all item and skill usage Require specific armors to be equipped Require armor types to be equipped Require specific weapons to be equipped Require weapon types to be equipped Require state to be active to use skill Require equips (any, weapon, armor) to have a specific word in their name Require actor to be a certain class Require class name to have a specific word More to come. Look forward to stat requirements, which may be extended to say things like "HP < 5%", "HP = 7777", "atk > 300", etc. Usage In the skills tab in the database, you can tag skills that you want to have skill restrictions applied. If you want to say armor 3 must be equipped, you can type <fp:sr armor: 3> If you want to say armor type 5 must be equipped (small shields), you can type <fp:sr atype: 5> Same applies to weapons and wtypes. You can also require certain states to be in effect <fp:sr state 12> Note that the second colon is not necessary but may look pleasing. For the options that only ask for a series of numbers (eg: weapon ID, weapon type, etc), I've provided a shorthand for you. <fp:sr weapon 1,2,3,4,5> This means that if you have any of the specified weapons equipped, you can use the skill. Unfortunately there is currently no support for "AND" logic. So you can't say "weapon 1 AND 2 must be equipped" Download Script: http://db.tt/KIXl7Ebw You may want to include Equip restrictions in your project to have more control over your equips. Compatibility Well, it works with Ace Battle engine at least. Notes Looking at it again, this script is amazingly short and simple for what it does. Most of it is just me taking up a lot of lines just to define convenience methods. You could probably condense it down to 60 lines lol
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