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Resource Request Ideas
Jonath4nC posted a topic in Theory and DevelopmentHello (it's been such a good while since I've been here and always great to come back). I'm wondering if any of you have ideas of what assets people want or need for their projects and games? Perhaps it might be better to ask what do YOU want or need for your own project? That is tilesets sprites and items etc. Like are there any extra assets that you feel are missing from the base set and feel it would be nice to have? Or just any assets that you would like to see that maybe you haven't found anywhere before?
Any script for having multiple inventories? (VX Ace)
MasterMoes posted a topic in Editor Support and DiscussionI'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/
Actor Idle Animation Script
Vis_Mage posted a topic in ProgrammingHello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animationâ€‹â€‹â€‹â€‹â€‹â€‹â€‹ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
rpg maker 2k3 RM2K3 - Text Box Sound Effects?
andeislame posted a topic in Editor Support and DiscussionHeyo. 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.
Hello and Help
Yujin Kamikaze posted a topic in Introductions & FarewellsHello every, I'm Yujin and I'm very excited to share my ideas with you all! I'm currently working on my first EVER game and production has come along quite well(even tho my events are very messy >_<) The game is set in a modern day magically world, mainly Japan, and I'v spent a lot of time in planning making characters feel real. Now with that being said I have ran into some speed bumps along the way😅 The characters in the generator feel a bit too medieval for the time period it's in(2000s) and I was hoping somebody could help me out with that. All I need is some modern looking clothing like hoodies and school clothing, but if you have a good tileset for maybe the outside or school area I'd appreciate it as well. I know this project of mine is very ambitious to say it's my first, but with a bit of patients and hard work I'd say it could be amazing. I'll send a demo of the first act when it's done :3
VE Materia - Tweak to AP
Vis_Mage posted a topic in ProgrammingHowdy! 🙂 I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you! 😎
Character select script?
MasterMoes posted a topic in ProgrammingHi, so I'm new to RPGMakerCentral, so I'm sorry if this is the wrong category for this topic... So I'm working on an open world survival game with RPG Maker VX Ace, and everything is going perfectly... except one thing. This game involves a gameplay mechanic were you must rescue survivors so you can play as them. I basically need a character select script. I know plenty of them exist, but the ones I found aren't what I'm looking for! So here's what I'm trying to do in my game: When a player finds a survivor, a switch is activated that declares the player has found that survivor. When the player goes back to base, the player can choose up to 3 survivors they've unlocked to join the party, plus the main character that is always in the party. Does a script exist for this type of game mechanic?
Struggling to find a Match
Chaos Krux posted a topic in 2D ResourcesSorry, me again. I do hope I'm not being a bother... At the moment, I'm trying to find a battler than at least vaguely matches a character from my project. There will come a point in my project where this particular character will be fought, but I so far haven't been able to find a battler that looks anything like the character. I suppose you could call this a request... Maybe? But I thought I'd put it here just in case... I'll leave a picture of the character's face and character graphics here, and if any of you lovely people could find a battler to match, I would be ever so grateful to you! It would be nice if the battler fits in with the style of RMVXA, but I can probably work with almost anything. Thanks in advance! Edit: If it helps, the character's weapon is supposed to be a crossbow or rifle of some sort... I did find a battler that I could use if I had no better alternative, but it is far from ideal... I'll add that battler here as well to provide a basic idea, but I'd prefer not to end up using it if possible...
[RGSS3] Yanfly Equip Menu Addon Request
Coolie posted a topic in ProgrammingHi! I don't see an official request board here any longer, where there used to be, so I hope I'm posting this in the appropriate area. If not, I apologize! So, I'd like to make an official request for an add-on to Yanfly's Equip Engine for Ace. I have some items with, let's say, LOTS of effects on them. So many, that it becomes impossible to include all of them on two lines of text in the Ace editor. I'd love to see an add-on where players can press a key (let's say the A key on the keyboard) while their cursor is on an item in the equip menu (either an item already equipped, or while selecting an item to equip) that would bring up a window with all of the item's effects listed (although not generic things like "MCR * 140", I'd actually want to be able to write a notetag that would return the exact texts I've input). Text coloring and icons should also be able to be included. The help window at the top should still retain whatever text was put into the editor. So let's say I'm going to equip an item, and I see it is increasing tons of different stats. The item's help text in the editor would say something like, "Press the A key to see special effects" and after doing so, a window would show, with all of the different lines I've input to explain the item's effects. Eight possible lines ought to be enough. If anyone knows of a script that already does this, please let me know. Otherwise, I thank you for reading, and hope someone takes on this request. :D Be well!
VTS-Elemental Charge Field - More than 8 Elements Tweak
Vis_Mage posted a topic in ProgrammingHello! 🙂 Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
MOG Battle Result - Learned Skills Tweak
Vis_Mage posted a topic in ProgrammingHello! I was hoping someone could help me a small change to MOG's Battle Result script. By default, when you level up and learn skills, it will cycle through all the new skills you've just learned. The issue I'm running into through is that I actually give characters a bunch of skills upon level up, but only access to certain skills, based on their class. What I'm hoping is to tweak the script to instead of going through all the unlocked skills, to instead just say "New Skills Learned" once (as opposed to giving the message for each individual skill). I hope this makes sense. By all means, let me know if you have any questions. Thank you!
Battle Pouch - Script Request
Vis_Mage posted a topic in ProgrammingHello! 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!
Don't Show Damage if Damage = 0
Vis_Mage posted a topic in ProgrammingHey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
Change Skill Targeting if user has X State
Vis_Mage posted a topic in ProgrammingHey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
RPG Maker Vx Ace Actor 3-5 Request!
TempestMedal posted a topic in RequestsHope i'm posting this correctly but.,, Does anyone have the custom made facesets/emosets for actor 3-5? The elf looking guy? I had it before but i lost it and i'd love to have it again. Apparently some person name Jalen made a faceset of this actor but, unfortunately all the images are down. Any help is appreciated!!
Thorn Skills for RPGMV
AdventAngel posted a topic in ProgrammingI'm looking for a way to imitate the effect similar to Szyu's ThornSkills for RPGVXA It's an effect where you can place a state on an ally, and whenever they are attacked by the enemy, they retaliate by casting a specific skill and removing the state. Ex. A [Flame Trap] skill that applies [Flame Trap] to an ally, and when they are attacked, that ally retaliates with a different skill, such as [Flameblast] and the trap state disappears. Is there any way to imitate that using either Yanfly Plugins (like Lunatic Code stuff) or other plugins? (I was planning to make a class that specialises on "Trap Skills" but after I moved it all to MV, I couldn't find a "ThornSkills" script for it >.< Help!)
Golem Sprite Request
Vis_Mage posted a topic in RequestsHello! I'm hoping someone help me create a cutesy golem sprite for my project?Resource Type: Overworld Character SpriteMaker Format: VxAce (although MV is fine too)Art Style: RTP (Chibi) styleDescription: I'm hoping to create a magical-looking golem, something that looks kinda rugged/worn down, but still kinda cutesy. I have an image below to base it on.References: I'm looking to have the golem based on this little guy:Very cute indeed!~Thank you!
Pokemon RMN - Seeking Pixel Artists
Vis_Mage posted a topic in RecruitmentHello! How are you doing? I am hoping to recruit a pixel artist or two to help me bring Pokemon RMN, a community-based Pokemon fan project in which I recently became the only active developer for, to life. You can check out the project here! We already have a demo released, that plays up to the third gym! https://rpgmaker.net/games/6734/ Engine: RPG Maker XP Synopsis: Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world. After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance. Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide? Positions/Roles Needed: As of the moment, I'm mainly in need of pixel artists. In particular, I'm hoping that you'll be willing to help out with creating overworld sprites for the Pokemon (for those familiar with Pokemon, imagine the fallowing Pokemon feature from Heart Gold and Soul Silver). My hope is to be able to create a lively world for the player to explore throughout their journey, and I feel that actually having Pokemon seen not only in battle, but all throughout the world would go a long way in making the world feel alive. The sprites would be the standard for the engine, being 32x32 sprites, with 4 directional walking. XP has 4 frames per direction, but I'd be perfectly fine with 3, as I could finish formatting them on my own. As of the moment, every Pokemon has at least a front in-battle sprite (with over half also having a back sprite) in which you can base its overworld sprite on. Of course, you could also ask for any additional information that you may find useful. I understand that this would be a large task to ask of you. The project is certainly something that'll take a fair bit of time to complete, but I'm hoping it'll be worth it in the end to deliver the best project that we can to the community that made it possible in the first place. Pokemon RMN is a passion project crafted by the combined effort of the RMN community. It has technically been in the work since 2013, however, the original developer had to abandon the project due to personal reasons about a year ago. Earlier this year, I adopted the project as my own, determined to see the project through it's completion. My Role(s)/Position(s): As far as my own personal roles, I take care of pretty much everything else as of the moment. Mapping, evening, collecting music, setting up stats and scripts, the whole nine yards. Art, however, isn't really my strong suit. I'm really hoping to find an individual willing to help me bring this project to life. If you have any questions, please don't hesitate to ask!
Party Rotate Button for MV
Skysagi posted a topic in ProgrammingHello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
Bush Bird Character Request
Vis_Mage posted a topic in RequestsHello! If possible, could someone help me create a cute little birdy creature for my game? Resource Type: Overworld character sprite Maker Format: VxAce Art Style: RTP (Chibi) style Description: I'd like to make an adorable bird monster. I have a battler sprite for it, posted below. References: Here's the battler sprite: Thank you!
sprites Diagonal Sprites for my Main Characters
Rock Paper Scissor Battle System Request
Nekotori posted a topic in ProgrammingHello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_*
Crescent Star Shading (png)
Rikifive posted a gallery image in Member's Album
From the album: PONIESThis pixel pony was made for "Making Christmas Merrier V - Charity: Water", hosted by Poniverse. I've decided, that I'll help the charity grow, by drawing ponies (including OC's) on requests for ones, who donated. Crescent Star is an Original Character and belongs to Mr Dash.
© Â©2017 Rikifive | Crescent Star belongs to Mr Dash | My Little Pony: Friendship is Magic and all related characters belong to Hasbro and DHX Media.
Cute Monster Overworld Sprite
Vis_Mage posted a topic in RequestsHowdy! I was wondering if anyone would be willing to help me out with an overworld (character) walking sprite for an unique monster in my game? In particular, I'm looking for a sprite of this little melon cutie: â€‹â€‹â€‹â€‹â€‹â€‹â€‹ As far as size goes, VxAce style is the preferred sprite size, but I'm not too picky. Thank you for taking the time to read over my request!
Blue Cobblestone Tile
Vis_Mage posted a topic in RequestsHello! I was hoping someone could help me out with making a path/ground tile. Essentially, I'm looking for a deep aqua stained cobblestone tile. I'm hoping to base it off of Prismarine. Here's an image of what prismarine looks like in Minecraft, which is pretty much spot-on to what I'm looking for: I'm guessing that it could be a re-color of an existing cobblestone tile, with a few tweaks. As for size, I am using VxAce.