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Found 3 results

  1. I've been trying to find a way to create multiple inventories for separate parties in VX Ace, but I can't find any scripts that perfect this function. Basically, I'm trying to create a battle scene that involves a character who isn't part of the main party. After some dialog, your party changes to the character and begins a battle. The problem is that the character is able to use all of the items the player has collected, which doesn't canonically make sense. What I want is for the character to be able to use his own collection of items and not the items the main party has collected. The simple thing to do would be to get a script for multiple inventories, but the only two options have some major issues. Fomar0153's script is horribly constructed and has a lot of bugs; plus, it isn't compatible with Yanfly's Ace Save Engine. Hime's Party Manager script would do the trick, but it is ALSO incompatible with Ace Save Engine. I've done a deep search on the internet, but these are the only two scripts I could find, so I'm wondering if anyone knows where I can get another alternative, whether it's a different inventory script or a way to get what I need accomplished. Actually, these scripts might be simple enough to make it compatible with Ace Save Engine; I just need it to be possible to load up an old save and have it work. If no alternatives are available and/or if anyone is willing to help, I'm willing to commission a compatible script. I'm not smart enough in programming to solve this problem... Fomar0153's script: Hime's Party Manager: https://forums.rpgmakerweb.com/index.php?threads/party-manager.17270/ Yanfly's Ace Save Engine: https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/
  2. Hi guys, I'm having an issue with saving, more precisely the game doesn't allow me to save and instead it makes an annoying buzzerish sound. Everything runs fine in the editor and also if I compress the game data and try the stand alone .exe everything works. The real problem starts when I create a setup file, installing all the folders in a folder of my choice (I use Inno Setup to create the setup file). So I think that the problem is that the game script (data manager) can't find properly the right folder to save all the data. By the way I tried to check Data_Manager but I didn't find anything useful to my cause. So I need your help folks Thx a lot for every present and future answer! (All the setup thing works very well...everything but the saving D: )
  3. Okay, so since my issues haven't been resolved and since I've yet to properly solve my problems, I'm gonna give some details with my game and bring up a list of current issues or questions I have. I may edit this post if more things come. However, I will not remain idle while getting help. I'll try find some workaround methods I can use I can use. About the Project: Tower of Chaos is a fangame I'm making for one of my favourite YouTubers who I became friends with. However, this is not your typical fangame. The idea is, I want to improve to the point where I want to sell these games. I want to become a game developer, and perhaps become part of, or start, an indie gaming company. As such, I will admit, I am being rather ambitious. I want to put in as much work as I can into this project for my first time. I don't see it being my first game being a reason to half-ass it. This game, however, will be free. Story Premise: The story is that an entity is taking various universes and compressing them into a single space. The result is a mixed world with a massive tower at it's center. However, this world is delicate and the chaos of its instability is spreading. Four heroes from different worlds have come together to take this entity down and return the worlds to their normal state. The Heroes: Casta Medora - Class: Demi-goddess - Nickname: The Aegis Casta is the female protagonist and the mage of the group. She has high magic power and uses magic which is neither strong, nor weak against enemy attacks, but is high in power and costs a lot of MP to use. Skills: 'Equip' - Forge: Casta is able to forge weapons from mana and change her attack style on a whim. Each weapon wields it's own stat benefits and favours a type of fighting. Attack - Gorgoneion (Might rename): Casta's magic power is a memory muscle stored in a Gorgoneion tattoo on her back, surrounded by various other tattoos. Her magic is not only high in power, but lowers two stats per skill. She also has an endgame super heal skill. ???? - Class: Dark Soul - Nickname: Hui-min. This character is the first reference of the game and thus I will address him by his nickname. Hui-min is the male protagonist and the tank of the group. His attack is high and deals in single strikes and support skills that protect his allies. 'Equip' - Wards: Hui-min changes his attack element by equipping talismans. As a consequence, this also changes his strengths and weaknesses. He's the most versatile when it comes to hitting weaknesses, but he has to be smart about it. Attack - Soul Arts: Most of Hui-min's skills, save for the 'Limit Break' skills, are focused on support, but he does possess some attack skills if a harder hit is needed. Ahklys - Class: Death Dealer - Nickname: Harbinger of Death Ahklys is the first ally to the two protagonists and can not be a leader. She uses Dark element style attacks to fight her enemies and boasts the highest agility. She's the main DPS of the group. She's weak against Light attacks. 'Equip' - Torch: Ahklys forms her soul's fire into her weapon, in this case focusing on the different Harbingers, her allies. She also holds a special item which is another reference and is gonna be kinda a running gag. Attack - Bloodedge: Ahklys skills are about quick, successive strikes which lower the enemy's special stats. She also has the first healing attack in the game for support. Hecate - Class: Daemon - Nickname: Nightmare Hecate is supposed to be the most fragile in the group until she uses her skills. She performs a something like Geomancy from the Final Fantasy series. When doing this, her ability to take a hit rises, but the main effect is it inflicts status ailments. She's mainly support and is not that good for damage. She deals Light based damage and is weak against Dark. 'Equip' - Essence: Hecate's weapon holds the souls of countless ghosts and she can call them forth to add status damage to her attacks. Attack - Nightmare: Hecate's weapon emmits a light that changes the battlefield and inflicts status effects on her enemies. Her 'Limit Break' allows her to unleash magic damage on top of this. About 'Equip' Skills: Basically, these are skills meant to change how the character fights to a small degree while still keeping them specialised. They have a low to zero TP cost. For some characters, the animation they use to attack changes. Also, once the battle ends, they revert to their default setup. About 'Limit Breaks': These are powerful skills that ONLY are available when the a particular 'Equip' skill is in effect. These are your tide-turning attacks and each 'Equip' effect makes a different one available. They cost have an MP cost and need 100% TP to use. Now that the basics are down, the issues and queries: 1) Battle Start animation outside of battle: One of the early scenes of the game, Hui-min attacks Casta, thinking she's about to attack his home. This leads to a gag where the battle start animation is supposed to play, but it's interrupted by Casta smacking Hui-min away. However, the animation isn't in the animation list and the graphic isn't in the gallery. Is it possible to make this work? And if so, how? Possible Workaround: Import the battle start graphic as a picture and animate it? Create custom animation for it in the animation menu? 2) Class Change in battle: I decided the simplest thing to do to apply the 'equip' skills is to make it a class change system where the class of the character is changed to a class which holds all the skill's applied stats. But it doesn't seem to work. It's also supposed to make each 'Limit Break' available. Workaround: Go back to original idea and create custom states which apply these effects and unseal their specific skill? -Solved, but considering addition of Yanfly's Class scripts to them as subclasses- 3) Animation change: Not required for Hecate or Casta, but the 'equip' specifics for Ahklys and Hui-min call for a change to their attack animation. I tried making an alternative Attack command which would take effect, but the game refuses to acknowledge it. Workaround: Create copies of equipped weapons with different battle animations and use a custom event to sneakily replace them when the skill to change them use used and place them back when the battle is over. This has worked before, but may grow complicated with 5 weapons per character. -Solved- 4) Battle Background change in battle: As mentioned before, Hecate's skills are supposed to change the battle background according to the skill used. However, when I tried to do the code for it, the background change wouldn't occur. I might be missing something. -Solved- 5) User Stat increase while Enemies are afflicted: On the same note, making a state that was supposed to double her max HP when the skill was used didn't work either. Workaround: On a different topic, a workaround for a similar problem was provided by lonequeso. I might try that. 6) Story Checkpoints for New Game: This is really for production purposes and nothing else so I can test for glitches or errors during the actual story. Might not be needed but would be nice to know about, just in case. Possible solution: I assume I can just can make a switch to accomplish this and just have the starting script flip that switch while testing that point in the story. -Pending- 7) Bestiary: An NPC in the game is supposed to provide a bestiary of the enemies fought. Anyone know how to make one? 8) Key Items teaching skills: For equip skills. Is it possible to make Key Items teach skills just by possessing them? -Solved- 9) Once bought, sold out: All equipment and skills are supposed to be one of a kind and thus, I want them limited to one when bought from their respective sellers. Anyone know how? 10) One transporter, different locations: The 'home' area of the game is the hub map where the player may return to recover from traversing the tower. As such, I want to create a situation where an item or event transports them to different locations. I have an idea on how to do the latter, but can one make an item that can return you to your last location after use? Possible Solution: Make the player suck it up and start from the last transport location upon return? 11) Invulnerable final boss, special trick: I decided that halfway through the final fight, the boss uses a skill which makes herself immune to attack for a time being, but a friend of mine suggested that instead of waiting it out, there's a hidden target you can hit and remove the skill's effects. I determined that I could make a blank enemy of nothing that can be targeted for this. However, I assume I can't just make a million for the fight and just have them appear whenever the skill is used. Suggestions for a way to do this? 12) Post-Battle scripted fight: After the battle with the final boss, there's going to be a scripted battle in true Persona fashion in which the characters gain their final skills and can use their ultimate attacks which lead to events. I want to accomplish this in a certain a specific order where characters use their special 'equip' and then follow up with the finishing attack skill. Is there a way to block every other command so those kills can be used, and how do I make them attack in a specific order? Workaround (Solution?): Make classes that them that seal off everything except the skill types and only has the required skills and tapered agility to ensure they attack in said order so and activate their events. 13) Post Game and New Game+: Post-game will send the player into the canon 'credit room' where the player can learn about the characters and the creator who worked on the game. This does not need to be said. But is it possible to make an effective New Game+ where the character may restart the game with their last equipment, skills and level intact? If so, what are the various ways to do so? Also, can it be made possible to carry over specific things, like skills, but not level or so. Possible Solution: Probabaly once again involving switches. -Pending- 14) Enemies get stronger as you do: Mostly for the idea of New Game+. As much of a pain as some enemies may get, sometimes it may feel unsatisfying if it's too easy to beat an enemy again. Is it possible to make enemies that retain their specific level of difficulty even as you level up? Or possibly even get stronger with new tricks? Workaround (Solution?): Make multiple enemies of the same type which are stronger than their previous incarnations, probably having stronger once show up at 5 level intervals. -Pending- 15) Character portraits on character selection: This should be at the beginning. When the game starts, you choose which protagonist you want to play as, either Hui-min or Casta. Is it possible to show their character portraits when making a choice? Workaround: Text about character with portrait after choice with another choice asking if you the player is sure. 16) Instant black screen: To start, I want a proper black screen when this choice is made. A fadeout just briefly shows the starting screen, but I've noticed some games have an instant back screen to start. I was wondering how that's done. Workaround: Have an instant fully black picture shown, then make it go away in fadein? -Solved- More may be added to this, but this is a list of my concerns right now. I will mark these problems solved if I find a solution, settle on one, or I decide to toss the idea in general. Any help will be appreciated. I want to make this game good and I will be sure to credit you.
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