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How could I tie HP, MP and Gold into the same thing?
bebder_game posted a topic in Editor Support and Discussion
I am trying to make a custom battle system where your HP, MP, and gold are all one and the same. I am trying to make a battle system themed around the management of your money where your HP and MP are both always equal to the amount of money you have and taking damage or using a special skill takes away your money, I also want the player to be able to spend different amounts of money on specific skills to increase the damage or increase the chance to hit. I feel like I could figure most of this stuff out as long as I figure out how to tie HP, MP, and Money all to the same number somehow. This is my first time trying to do something with MV, before this I’ve only ever used 2k3. Any suggestions on how I can do this? -
while working on my game I have finally got to making the boss but I want the boss to be able to grab the enemy while in battle which would show a image and do bind damage overtime not to sure how to do this but I heard switch or a event would be best to do it.
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Hey, I'm having some problems with this plugin, can someone help me? I'm with problems to activate it. I don't know if the problem is my script or the event, but I have some screenshots to help. Sorry for the english, it's not my first language.
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My friend made a script from transformation in ATB System. This state increase by finding one specific item. Like 1 item = 1 turn. And while this state on character his sprite in battle must be changed for battle. But problem is state always dissapear, and picture of character in battle doesn't change. link: https://www.dropbox.com/s/xglgo5cnlor6edv/super sayian.zip?dl=0
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Erratic Crashes During Playtesting (macOS RMMV)
lotsoffish posted a topic in Editor Support and Discussion
Hi everyone! This is my first post here so my apologies if it's in the wrong place. Context and Problem summary: I've been developing a game for a month or so in RMMV (macOS). Any time that I want to play test the game, test troop battles, or play a deployed version of the game, I can expect to run into one of the following issues: Game launches with a black screen (sound still works) Game plays for a little while but eventually turns into a black screen (sound still works) Game crashes before opening Game plays for a little while but eventually crashes The frequency of these issues and which particular one occurs seems to be totally random. Usually if I try running the game enough times, it will eventually work for a long enough period for me to test what I need, but as you can imagine, this gets very annoying and makes a full play-through of the game impossible. From what I can recall, these issues have been occurring since the beginning of the game's development. Up until this point I have just kind of tolerated it, but I plan to ship the game to some playtesters soon, so I need to get this issue resolved. Plugins That I'm Using As I mentioned, these problems have persisted since basically the beginning (I'm pretty sure before I added any plugins), so I don't think this issue is plugin related. I also don't believe that I'm doing anything sophisticated with plugins that might break the game, but in case it's helpful, here is a list of the ones I'm using: Community_Basic HIME_ActorBattleCommands No Level & EXP FilterController Iavra Event Popups Solution That I Attempted I've unfortunately not been able to find many solutions to this problem online so far. I did see someone suggest creating a new project and copying the files from the game into this new project. I did this (using my friend's PC) but it ultimately had no effect on the issue. Thanks in Advance I really appreciate anyone who's willing to take the time to help me out : ) I'm scheduled to ship the game to playtesters on Tuesday (4/12), so I'm hoping to get this resolved before then. Happy to provide screenshots or additional information/context if necessary. Best wishes, Franklin -
So, Yanfly's Stat Allocation plugin is working wonders for a project I am working on, but there is one thing I'd like to change. It seems that the plugin adds flat stat increases to the parameters you can upgrade (I am talking about MHP, MMP, ATK, DEF, MAT, MDF). I'd like to alter this to add these increases to the BASE parameter. For example, a character at level 1 that has 200 MHP uses AP, items, what have you, to alter their MHP by another 100. I'd like the new BASE stat to be 300 MHP. In this way, it will be possible to further upgrade the character's MHP exponentially with gear or states. +50% MHP buff from gear with 200 base HP: +100MHP +50% MHP buff from gear with 300 base HP after using Stat Allocation to add +100 MHP: +150 MHP Any help in making this change would be greatly appreciated, thanks all!
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Hey How hard would it be to code a cooking mama style mini games in rm-mv?
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is there away to make a certain attack do more damage (roughly 4 times) if the Status is inflicted say Silent or blind
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So I've been working on this project in VX Ace for a while now, and despite having a lot of scripts (relative to what I usually do) it generally runs okay... except that sometimes it randomly crashes during or at the end of battle. The only trend I've seen is that it tends to happen when enemies or actors enter new states, including the death state, but it doesn't happen every single time, just seemingly random. I've attached the error it gives me, the line it points me to, and the scripts I have running in the game. I'm not much of a programmer, I've experimented with Python and Java, so any help would be appreciated.
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I'm currently working on a project where combat centers around raising your critical hit chance through using certain abilities and inflicting states on the enemy, as well as avoiding taking critical damage from the enemy. I am wondering if there is a way to calculate and display an actor's chance for a critical hit as part of the battle gui as well as their chances of taking critical damage from the enemy? Preferably as percentages that can be refreshed after every action. I'm still just experimenting with the system so I'm open to any suggestions on the matter.
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I'm just a newcomer here, I'm looking for script help, can someone please point me at the right direction? :)
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Hello everyone! Been awhile since last time! While I hope everyone of you is doing ok with their stuff, I know for a fact I'm not lmao BASICALLY yesterday I tried this script by Victor Engine: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/automatic-battlers/ While it sounds excellent in concept, for some reason I cannot make it work for my own enemies in my game. If I simply put the strategies in the note box and the flag "Automatic Battler" in the enemy's trait, the enemy will do nothing but normal attacks. It will ignore having other strategies possible, it will ignore that none of those strategies have a normal attack, it will ignore that some of those strategies don't have conditions, and are therefore always options, it will ignore not even having the attack skill in its skillset and it will even ignore when I forbid it to use normal attacks (in battle it will STILL try to, failing and doing nothing 'cause it can't). If I want, by the script, to make it use random skills, conditions or not, it will crash, saying: "Script 'name of the script' line 578: NameError occured. undefined local variable or method 'usable_skills' for # <Game_Enemy:0xcab55fc>" (note that I literally copied and pasted the method used in the script to use a random skill. So... can anyone help? If you need more info I'm willing to give'em
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Music Software Tools Something I've not actually written up about yet is tools that are useful for you to use when writing and creating music for RPG Maker. Some of these pieces of software are free other aren't. If you have any other useful stuff that you'd suggest any budding musician to use than reply below and I'll add them on DAW: Digital Audio Workstations DAW's is the MUST HAVE software for musicians. If you are wanting to take Music Production seriously then you need to invest/use one of these babies, with it you can create almost ANYTHING that your heart can have. Avid ProTools: Description: An Expensive Audio Production Center for Windows and Mac. I will openly admit knowing FA about Price: £550.80+ Cubase Description: A industry Standard DAW for Mac and Windows Only however, due to this is rather pricy... Price: £244 Apple Logic Pro: Description: The MOTHER of all DAW's only available for mac sadly, I personally don't like it as much, but it's what most modern day producers use. Price: $199.99+ FL Studio Description: A DAW that I know a little about, and is actually used by quite a few of the other RPG Maker Musicians! Price: From $99- $299 (Not including VAT) Sonar X3: Description: Another DAW in the countless end of DAW studio, is good for a medium sized budget, has a larger feature set than Reaper and LMMS and is what I currently am using now. Comes in three different flavours: Standard, Studio and Producer, each offers more effects/instruments etc for use in your tracks. You can also get it on Steam...if that floats your boat Price: From £119-499 (direct from Cakewalk) LMMS Description: A freeware DAW designed for simple day to day use with VST Instrument support available on ALL platforms Price: Free Reaper: Description: A GREAT value for money piece of software that is as quality as EVERY OTHER SINGLE DAW but is at a fraction of a price. You can download a DRM free trial version, (you are asked to purchase a licence after 60 days though) Price: Personal/Small Business Licence: $60,Large Business Licence: $225 Propellerhead's Reason: Desciption: I once again no very little about this software, it's not bad, but for me abit restricive, and the price tag is pretty high but provides a good amount of "Rack's" which have instruments bundled in on them. Not bad DAW. Price: $400 Finale Notepad Description: Powerful notation software that will, essentially, get your ideas onto actual sheet music that you can print out. The samples that come with it aren't the best, but I find it can be more useful than a DAW at times. Price: Free (there are paid options available if you need more powerful features! VST's (Virtual Studio Technology) Instruments and Sample Libraries Once you've finally got yourself one of the DAW's up there you'll have access to a wide variety of expensive and not so expensive VST Plugins. These work alongside your DAW's and are key for Music Production. Most DAW's come with their own VST instruments and samples but these give you more alternative choices. DSKMusic I love their series, and without them I wouldn't be able to have got this far, all of their VST instruments are FREE for commercial and Non Commercial use, and some of my earlier pieces used all of DSK instruments, you can get everything from Piano's to Choirs and then to Classical Guitars and even Sitar and Tablas. Price: FREE! Cakewalk Dimension Pro Description: A recent, accidental purchase of mine, and I really don't regret it. Over 3.5GB of instruments are located in this beautiful VST. Everything from Ghost Pianos to full Orchestral Ensembles. I don't normally sing the praises of more expensive VST's but this is BRILLIANT value for money, and it actually comes with three free expansion packs! I wasn't complaining that's for sure. Price: £69.00 EWQL Description: Oh holy hell. this is the BEST of the best, It is used by the best Music Producers in the industry, If you can afford it. GET IT. It's ridiculously HQ and sounds EPIC. Price: $199+ (that is it in it's current sale price ) LA Scoring Strings Description: Another one of the beautiful string libraries out there, it's also quite pricey too, if you afford it it's another one you could get Price: $999.00 Vienna Symphonic Library Description: Another library that is similar to EWQL, but is argued to be better uses Kontakt as well. Price: Varies SSO Description: Is EWQL too expensive for you? Then this sample library is beautiful enough to create some pretty damn good music with, i use it myself and it can sound amazing! Price: Free Kontakt 5 Description: Kontakt 5 is a VST that is, for the most part, extremely powerful in its versatility. It offers several articulations for a wide variety of instruments and styles, ranging from orchestral to band to full-blown choirs. One of the biggest issues I have with it is its... Price: $399. I have purchased this myself Also, there are discounts available for you if you purchase a Kontakt Player instrument LUMINA A sample library from Project Sam in their Symphobia series. I cannot say enough good things about this library, the newest in my collection. The expressive possibilities, the articulations...it's all first rate. This library is particularly suited for writing fantasy type game music. You've got pretty much everything you'll need for that in one library! Price: $699 (Current Price direct from ProjectSam) 8dio Description: They have everything you could think of in their beautiful VERY detailed libraries. However personally, they're useful once you've got the basics cause they really are very detailed and useful in certain situations unlike things like Kontakt, EWQL and others. Price: Various Orangetree Description: Value for money, but beautifully sampled instruments, I love their Angelic Harp! Price: Various SYNTHESIZERS: Massive Pretty much everyone's favourite commercial synth, this baby has three oscillators, two multimode filters, mappable modulations and various modulation types (from envelopes to LFOs to direct control via MIDI CC or velocity, or even macros within the VST). It can make some great leads, basses, and everything in-between, but its interface is not very beginner-friendly despite how sleek it is. Oh, and it has some nice in-built effects, though the EQ is kind of crap because it only has 3 bands and you can't control where they lay and what their width is. Price: $199, but you save a lot of money getting it in Komplete, which I recommend doing as I believe this synth is a tad overpriced compared to some other offerings which have similar capabilities. FM8 An FM synth with a lot of character, it has 6 normal operators, a filter, and a noise generator. Loads of other parameters and built-in effects make up the rest of this almost modular synth but it is NOT beginner-friendly AT ALL. However, once you learn how to use it, you'll be making everything from classic PC-8801 sounds to modern dance basses or chord pads. A lot of people dig this synth and I love it too, but it takes a while to learn how to use it, and even veterans will have to put up with a little bit of a learning curve. It comes with an insert effect version that you can use to process other sounds, but I don't really use that. Price: $199, but I believe it comes with Komplete so you'll save money just getting that bundle to get these synths, Kontakt, and the next entry in this list. Reaktor 5 Not really a synth so much as a somewhat simplified software synth development tool and runtime environment. Synths made with Reaktor 5 can only be used by other users with Reaktor 5, and making your own synth is a bit of a challenge. Fortunately, Reaktor 5 comes with a decent lineup of great user-made synths and Lazerbass, which is fantastic. Some of NI's other synths require Reaktor, or come with an install of the free Reaktor 5 player, which allows you to play Reaktor synths but not modify them or make your own. Price: $399. Get Komplete instead and save the money, because in my opinion this VST is only really worth it for a few of the synths that come with it (particularly Lazerbass) but they don't add up in value to $400 for me personally. So getting it in a bundle with a bunch of other stuff would be a better idea. Absynth 5 A semi-modular synth I haven't used much. Has some nice in-built effects and comes with an insert effect version you can drop into your mixer, but I don't really use that. Has some great presets and a soft, configurable randomizer you can use to give yourself a slightly weirder variant of any sound you pick or make yourself. Price: $199. Get this with Komplete. Z3ta+ 2 A hell of a powerful synth with 6 oscillators, two multimode filters, loads of mappable envelopes and LFOs, waveshaping, built-in effects, a huge modulation matrix that allows you to map envelopes, LFOs, MIDI controls, and more to either parameters or functions in varying ranges, and visual representations of just about every main part of the synth. The GUI is great, the presets are good, and there's so many options that you can make pretty much any sound you can think of. There's loads of included waveforms and you can even use your own! This is my personal choice for a commercial synth—there's so much you can do with it you'll be able to use this baby in most situations. Oh, and the built-in EQ is actually very good, as it shows you at least which frequency band you're affecting and it has multiple modes. Price: $99. A pittance compared to other commercial virtual synths, and for how much it does it is very cheap. DRUM SAMPLERS: Battery 4 A very good drum sampler which has built-in effects and an internal mixer. You can map drums to external outs as well if you'd rather mix them in your DAW instead. The included kits are varied and extensive, and mapping is very simple and logical. The interface is also very intuitive. It's my personal choice for a drum sampler, but it's probably because I've only used FPC and Drumaxx before and am not a fan of those as compared to this. Price: $199. In my opinion, worth it on its own but if you want to get other NI stuff, get it in Komplete. Geist Looks good, though I don't have experience with this one. A bit flashy for my tastes and a little pricey, but it does have time manipulation effects, envelopes, multi-output internal mixer buses, and a sample browser... much like Battery. Price: $249 FREEBIES: Synth1 I haven't used it before but I've heard good things and pretty much everyone loves it. For a free synth (or for a synth in general) it's quite powerful, and includes a few mappable LFOs as well. The GUI is cluttered and dated, though. Crystal The other free synth by which all free synths are measured. This thing is... really complicated. However, if you can master it, it's very good for making all kinds of noises, right up to absynth-style soundscapes. This is because it includes built-in effects and practically anything can be modulated, directly from the synth itself. The GUI is not the best, but it's intuitive enough and things are organized into tabs and the like. You could say this is like Absynth's free (possibly older? No idea) cousin, and it's certainly as capable. You might like it more! Other Useful Software Audacity: Freeware Audio Editing Software, also useful for looping OGG Files TinyWav Editor Useful for looping WAV files for IG Maker If you have any others that you find useful then add them below using this format:
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rpg maker 2k3 Help needed with autotiles and walls
194x posted a topic in Editor Support and Discussion
heya, i never expected to see myself posting on here when most of the questions i wanted to ask were already answered, but here i am regardless so, in a test project im working on, im trying to create a "border" effect along the walls, as shown in the screenshot below, courtesy of yume nikki and yume 2kki. circled is the part im talking about i made a new map inside yume nikki to try and test the border out and see if i should try and make similar sized borders to my own game, but came across a problem the walls don't flow uniformly. is there a fix to this? i've been dealing with this for over 2 days nonstop, using various methods, to no avail, and i'd be lying if it wasn't driving me insane. any and all help is greatly and sincerely appreciated. -
How to make player sit above and below map tiles
Decepticon559 posted a topic in Editor Support and Discussion
Hope this is the right place for this still new . But I'm trying to simply have my player be abel to lay in bed or sit on counters ect . Is it posible to have a player sit between 2 tiles such as a layer Bottom of bed Player Top of bed ? -
Hello everyone! I'm very new to RPG Maker (I started two days ago), and I'm working on a test project to get the gist of how it works. I created a quick-event to transfer the player from the outside of the town to the inside of a building, but whenever I go through the door-thing I created, the player gets stuck on one tile. Does anyone know how to solve this?
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looking for a game Need help looking for a specific RPG Maker series.
Boomstik98 posted a topic in Video Games
Hello! So I've been trying to find a series of game titles that were made from RPG Maker (both being Vx or VX Ace). I had all of their titles on my old PC but it died a while back and I can't access the memory anymore without having to tear it apart. I remember it used all the already packaged stuff from VX, as well as it using the free tracks from the RMN. Last I remember, their was a fourth title coming out using the MV's engine. If I'm mistaken, one of the playable characters is known as an otherkin or beastkin. If anyone can help me, I'd be grateful. Thank you! -
Character will not move once they enter the map.
underninja141 posted a topic in Editor Support and Discussion
Hay, so I'm starting to make my own JJBA fangame, 'cuz y not. But the issue is that on room 2, the player will not move at all. I've searched around on the internet and found nothing helpful (There's a huge chance I just wasn't looking in the right places though. The player can't even turn. Attached is a few screenshots of the code I've put in. Also I have tested a few times to see where the issue is located and I have only attached relevant code, but I cant figure out the issue itself. Please help. -
rpg maker 2k3 RM2K3 - Text Box Sound Effects?
andeislame posted a topic in Editor Support and Discussion
Heyo. I've been working on a game in RPG Maker 2003 for a few months now, and I find that the overworld is fairly drab, thanks to not having many sound effects. I want to solve this by adding some blip sounds that play while dialogue shows up, like how it happens in Earthbound. You know what I mean. Since RPG Maker 2003 isn't really compatible with scripts, I'm trying to find a solution in the event editor. I made a long looping sequence of the blip sound and made into a sound effect. My idea was to add the sound effect right before the first block of text showing up, and then have the sound effect stop right after it. But because the trigger is set to action button, this doesn't work. Does anybody have any solutions or other ways I can achieve what I'm going for? Any help is appreciated. -
I'm super new to RPG Maker and I'm having trouble with getting Galv's Message Busts script to work correctly. Every time the game tries to pull up a portrait, it'll say that it can't find the image. For example, the character whose portraits I was trying to test were called fira_portrait01, fira_portrait02, etc. When the error message is displayed for her, it would say it can't find it while citing the path Graphics/Pictures/fira_portrait01-1, so I changed the name to fira_portrait01-1, since the image is already in the Pictures and Faces folders. Then it gives me the same error message saying it can't find fira_portrait01-1-1. It does this with the Actor portraits as well, with my case saying it can't find Actor6-1. I may just be misunderstanding how this particular script works, but I read the guide in the script and looked at the demo provided. Additionally, is there any way to prevent Galv's script from conflicting with other scripts? I'm using a script to change the font in the event menu and Zeus81's Map Effects, and they both cause the game to crash when I interact with NPCs with portraits, saying something about line 151 = nil NoMethodError. Are there alternatives to this script? I want to use busts in my game instead of regular portraits. Is using plugins/scripts easier in MV?
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Hey guys, in the middle of developing a game right now and I've got a decent question, I understand VX Ace quite well but this has me fairly stuck. I want the player to be able to hire, and use armies in my game world. Much like what is seen in Mount and Blade One forum mentioned the idea of using a leader to represent the army on the battlefield below: https://www.rpgmakercentral.com/topic/25688-buildingleading-an-army/ However this doesn't answer how damage is handled, I want to make it so when the army takes damage, the player needs to hire new soldiers to replace the dead ones. I would also like it so that any injured soldiers can be healed and don't need to be replaced. For example: A commander has 10HP He equips a group of 9 soldiers each with 10HP He now has 100HP We get into a fight and he takes damage, after the fight he only has 85HP The player NEEDS to buy 1 soldier and heal the other for the commander to get back up to 100HP. One method I can think of is maybe having an equipment durability script tho I'm not sure one is available and have the commander have an infinite amount of equip slots so you equip each individual soldier onto him. After each set of 10damage, one of the soldiers equips break and then you use a special potion to heal the damaged one. I'm not a fan of having to learn how to script the software myself, so if anyone has any ideas on how best to handle this I'm all ears. Thanks so much for any help you can provide. :)
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This was a while back but still. My game crashed and I got an unexpected file format. How do I fix it? I don't think I can build my game up again. I have no buckups. I'm mortified...
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Hello, I have a thing in my game where at the beginning, there's this old guy, he's sad because his friend did and you half to give him an item to make him feel better so he can give you an item that let's you get the real ending in the game. How do I do this? I would also like to know how to add multiple endings. Please help me. I use rpgmaker XP if that helps
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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?
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Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
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