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Found 29 results

  1. Okay, so here, I'm wanting to create a board for those of us who are experiencing script conflicts, and mayhaps someone may come along with a solution to them, or post their own conflicts. Rules: 1) NO STUPID CRAP. No flaming, trolling, etcetera. Take it to the back alley, thanks. 2) Links to scripts in question are appreciated, but of course, this is the internet and the internet has a well-known habit of deleting and yeeting itself from existence, so if the original source, is, you know, 404 ERROR NOT FOUND or likewise-similar, and there's no backup/archive, we will accept YOUR COPY, but please have one that's unmodified, kaythanks. 3) You have to be descriptive. One liners are not enough. That tells us nothing. Squat. NENHUM. Also, a single image with the default error dialog is not much better. It's slightly better, but not much. 4) This is not a hard rule, but a strong recommendation, and a bit of a nudge-plug. One of our own, dearest @Kayzee has a better error reporter for if Ruby doesn't like something. We suggest getting that and using it. They have two versions, one that replaces main and one that doesn't. Ties into Rule 3, pretty much, and will definitely help. 5) Lastly, if you are here to provide a solution, patch, or an update, then by all means, feel free. However, let those who posted their issues know about it though, kaythanks. Oh, one more thing. only one rule is an actual hard rule. Rule 1. We don't want that here. With that out of the way... I have a script conflict I don't know how to address. Conflict: SEE - Item Menu v. @Tsukihime - Instance Items Error type: Soft (no crash) Error Persistence: The Item Menu just simply does not recognize instance items and I do not know how to make it work with them. How I realized this: In the item menu, there's supposed to be four lines of text that describes the item in better detail, but it's attached to the item's ID, which per instance is different than the template ID, and the instance ID is not accounted for by the item menu script, therefore, the lines of text are blank.
  2. With that script, when an enemy dies and you save-load or leave-reenter a map, the enemy comes back to life. It seems to be an intended purpose of the script. But is there a way I can prevent this ? My games tends to be a little more "realistic", and human beings are not supposed to resurrect when you leave their house. I've tried using local switches, erasing events, and other things, but none of this has worked. I'd just like the enemies I kill to remain dead, forever (even if I leave the map etc). I desperately need help on that as I cannot see myself going deeper in my game's development without solving this issue. Thanks in advance.
  3. YEA - Visual Battlers v1.02 (Minor Update) Creator ~Yanfly~ Modified ~Yami~ ~Kread-Ex~ ~Archeia_Nessiah~ Add-Ons/FIXES ~Levi Stepp~ History Introduction Visual Battlers is a very simple script that shows actors in battle using their default character sets. The actions and movements are alike Final Fantasy 1, only move forward and backward when start and finish actions. The script can be used with or without Ace Battle Engine. This is a good base script to create graphical changes to your games. Features 4 Default Battle Angles (Up,Down,Left, and Default: Right) Toggle On/Off Stepping Anim (Add-on) Change the direction of the battlers in-game. Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. Change the direction of your actors battle using an event script call. n = Number of battle style in the script Line 71 - 76 Demo No demo is needed, Plug N' Play. Script Get it Here FAQ Q: What was fixed? A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors. Credit and Thanks All credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah FIXES by: Levi Stepp
  4. Hello! My name is Griml0ck! I am new to this page, however my involvement and experience with the RM community dates back to the year 2000 itself - the rise of rm2k! <3 I am once again back and am working on a new project, utilizing RPG Maker VX Ace, gathering resources and scripts to start creating. My issue is with Yanfly's Visual Battlers script, which I must add is an incredible script and exactly what I am looking for! Everytime I walk on map in a certain way (it seems pretty random), I get the same script error, attached below. When I Battle Test, everything works perfectly. I think its worth noting that I am also utilizing other scripts, the biggest ones being Victor Saint's Engine Module and his Damage PopUps scripts. Its also worth noting that when I do remove them, there doesn't seem to be any issues. I would love to be able to use them all - what is this script error and how can i fix it to work in tandem with these other scripts I am using? Thank you for your time and I hope to see you all much more :)
  5. Okay, so I've mostly been working on mapping, and getting art assets taken care of, among other things, but I've come to realize that somewhere down the line... Saving is no longer working, and that's going to be a huge problem for v.1.0. Right now, saving isn't needed to enjoy the demo, but I intend to have the first chapter of the game story done by the first non-demo version, and in that regard, I need saving to work properly. Thing is, I don't know why it doesn't work. So, I will need help with this, and hopefully, @Kayzee can find time between sessions of that new Switch game (that I'll likely never play due to my wealth privilege level being lower), to aid me. If not...hmmm... Well, I'll cross that bridge when I get there I guess. I'm still waiting on one thing from one artist, who finally has their laptop all setup, and that's great. I actually am curious about setting system functions like saving to game switches, if that breaks them. I mean, I set the menu command to a switch is all; it won't appear if the switch is off but I wouldn't of thought that would disable the functionality. Hmmm... Eh. I've a lot on my mind and it is difficult to focus on gamedev, and fuck, even on gaming. I barely can do much of anything without being distracted by this or that, and it's too damn much! I need help here, but I'm most certainly not getting it! Yeah! I need help here!!!! (and asking for it from people offline gets me a 'fuck-you-but-I-won't-actually-say-it' response) I love the story I have come up with and I want to deliver it; so can I get some damn help here!? Is that too much to ask!?!?!?!?!?!?!!??
  6. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
  7. ChrisClark13

    JPS Pathfinding

    Script Name JPS Pathfinding v 1.3 Script Link http://pastebin.com/raw.php?i=rdxSMW5m Credits By ChrisClark13 Based off of the Pathfinding script by Jet10985 & Venima Terms of Use Don't post this under your own name and credit me and the others if used. Introduction This script allows Events and the Player to use JPS Pathfinding (an extra fast optimization of regular A* Pathfinding) to avoid obstacles while going to a specified point on the map (or within a certain distance if the dist parameter is used). Features: • Uses speedy JPS Pathfinding, which is faster than A* by several times in most cases. • Only recalculates path when it absolutely has to based on if the path is blocked or not (configurable how far down the path it checks). • The find_path command can be seamlessly inserted into MoveRoutes and Event pages. • Includes a command (setup_patrol_routes) that will set up a basic patrol route given a list of coordinates inside of a Move Route. • Can be set up to call bits of code (see Proc objects in the Standard Library/callbacks) when the path either succeeds or fails. Also when a step is taken along the path or when the path gets blocked. * Has an option to instead path to the closest spot possible To install just put the script under Materials and above Main. Copied from the script's How to section: Compatibility Issues Likely to conflict with other pathfinding scripts and will not work properly with Pixel/Free Movement scripts or other scripts that alter movement. Will likely ignore diagonal movement scripts. Possible Upcoming Features Proc for when it has to start a new path or recalculates a path, if requested. FAQ None so far. Changelog
  8. Hello everyone! Today I come to you in the seek for a spriter and a programmer. Overall Concept The project I've been working on for over two years is a mix between three concepts: - From Digimon we have the characters, these already known creatures that are made of data and evolve into other digimon if the requirements are met. - Megaman Battle Network provides us with the concept of "net surfing", where our partner(s) will be able to travel around the net and various devices which are connected to it. - Final fantasy Tactics settled my love for tactic games, so I'm introducing it to this game. Starting in your home page, you'll have a set of mechanics to help you rise, train and evolve your digimons. A task board will be presented to you with quests to complete and progress in the story. With a team of 4 digimon you will be surfing the net fulfilling requests, helping others and battling several threats. But don't get me wrong, you are not inside the net, you're seating in your chair in front of your PC, you are you. Your digimons and various other characters will break the 4th wall when talking to you, acknowledging that you are the one controlling them. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Lore After eons of peace, Yggdrasil, the mother and god of the Digital World, decided to reset the server where it was located and start again. A time and date was settled for the reset, which will come with the erasing of all the digimon in existence. The Three Great Angels, protectors of the Digital World, saw this threat and transported 70% of the digimons to the net, saving them from the reset, the other 30% that couldn't be saved was infected with a program that transformed them in X- Digital Monsters. But it wasn't over, an evil wave that came from the dark ocean (a dangerous space where rejected digimon are being imprisoned) started lurking in the digital world and the net as well. In order to solve this problem, Ophanimon, one of the Three Great Angels, programmed a video game for humans to "play", a risky move to help the digimon evolve and battle this new enemy, that was infecting digimon and making them evil. Now the hope is in the hands of the humans, again. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Main scripts - Gubid's Tactical Battle System (some optimization and new mechanics needed) This is the core of the game, since it revolves around this battle system. There are several changes I want to implement to it, like the lack of animations for the skills and the basic attack. And I want to introduce a card system that will let players add some buffs, skills and weapons for their digimons. - Layy Meta (no change) With this script the maps are converted into an isometric view. - Yanfly's Class System (no change) The core script for evolution of the digimons. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Open positions - Spriter Overall, the digimon sprites are almost complete, I'm using the sprites from the game Digimon World DS, and it's sequels. But it's not complete, since I'm introducing more digimons than these games already have. The spriter taking this position must know that these are isometric overworld sprites, like this one. - RGSS3 Programer In order to accomplish what I stated in the section of Gubid's TBS, the programmer will be in charge of changing the animation script between the system. At this time when the attack is made, the actor jumps to the target and an animation is played. I want to make it more realistic by taking out that jump (or implementing it in some skills if necessary), and make it so the sprite only moves forward to the enemy. If it's a ranged skill, an animation or sprite will be replacing the movement. This is the most important change I want for the system. I also want to add a card system, like only battle items that will add buffs, skills, armors and weapons to the digimons in your party. This system will prompt a selection screen every turn, to choose from 5 random cards of the player's deck, will be used in the digimon that is taking the turn. Cards are usable once per battle, and will have a code to determine which cards can be used together, making it balanced and not overpowered. Gubid's TBS has been abandoned by its programmer and the web page is down. So there is no support for this battle system, and the programmer taking this position will have to learn how it works and how to implement such changes. I'm also willing to hear some ideas to make it simple and not waste time in something too difficult for it to be accomplished. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Well... that's all for now. I hope someone will read this out and help me with this project. Thank you all for your time! Goodbye!
  9. [LDS] Save Screen Version: 1.0 Creator ~Levi Stepp~ History Introduction This is just a basic Save Screen that draws a few things. Features Actor Faces Location Name Playtime 6 Party Member Save File Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. There is no config at the moment. Demo No demo is needed, Plug N' Play. Script Get it Here FAQ No Questions asked yet. If you have suggestions, let me know. I am still learning RGSS3, I don't know how to make custom configures for people yet.
  10. A new script of mine for you Szyu's Crafting System Introduction This script allows you to define recipe books and craft items, weapons and armors, to give the player new aims in the world of 2D RPGs. How to Use - "SceneManager.call(Scene_Crafting)" opens the crafting menu - "SceneManager.call(Scene_Crafting, x) opens the categorized crafting menu with category x (x = -1 for all lists) - "<ingredients> content </ingredients>" marks the area used to define the item's/ weapon's/ armor's ingredients Example: <ingredients> i: 3x 5 => 3 items of item_id 5 w: 2x 7 => 2 weapons of weapon_id 7 a: 1x 2 => 1 armor of armor_id 2 </ingredients> - "<recipe book>" marks an item as recipe book (Please only use on items while they are tagged as key item!) - "<category: x>" marks a recipe book to have a category from the list inside the script (0 based) - "<recipes> content </recipes>" marks the area used to define the recipes held by the book Example: <recipes> i: 5 => ability to craft the item with id 5 w: 7 => ability to craft the weapon with id 7 a: 2 => ability to craft the armor with id 2 </recipes> - "$data_items[book_id].add_recipe("i/w/a: id")" adds a new recipe to the recipe book Example: $data_items[5].add_recipe("w: 33") - "$data_items[book_id].remove_recipe("i/w/a: id")"removes a recipe from the recipe book Example: $data_items[5].remove_recipe("w: 33") Screenshots The crafting menu with the ingredients list The particular recipes can be found by using the recipe books from the item menu Links Pastebin via Adf.ly if you want to support me Pastebin direkt Credits Credits to Szyu if you plan to use this script. Changelog - Fixed issues with multiple recipe books - Recipe Books can now be categorized. So you can call different Crafting Lists for Blacksmithing, Alchemy or whatever you want. - An issue with the ingredients list has been fixed -> The ingredients list has shown the ingredients of the last item selected after returning to the category list - Fixed error with duplicates after adding recipes to a rb - Added function to remove recipes from a rb - Fixed error occuring whith SceneManager when running with other scripts manipulating this module - Recipe books now correctly store their recipes when saving the game - Added function to call crafting scene from menu - Fixed problem with currency as ingredient not to be displayed correctly - Added item count of recipe items in inventory - Fixed error when having currency for ingredients - Added customizable sound effects for crafting success - Modified status screen of recipes. - Fixed bug with savestates, where added recipes disappear after reloading - Added function to add multiple recipes at one (more information in the scripts description) - Fixed error when loading the items status information from the crafting menu
  11. Below lies the original blog that has lost relevance. Due to the way I was treated on a different and now completely untrustworthy forum, I've come to grips with the fact that as much as I love creating, I'm no artist, no game dev, and most certainly not able to continue on. I'd ask for help but there's no point so from now on, unless by some miracle of Eden and Yggdrasil that comes in the form of a deep apology and pledge to never harm me again and to aid me in whatever I need, I'll simply be a gamer. Hello, depression, hello, darkness, goodbye, fairness, honesty, and light....
  12. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.
  13. Black Mage

    Game Log Script

    Game Log Script by Black Mage Introduction There’s a time when you can’t continue playing a game due to some reasons. And after several weeks or months, you finally got some spare time to play it again. However, when you play the game, you forgot what’s the last task you’ve been doing. This script serves as a record of what’s happening when you last playing the game. It can stores some string as a game log and able to display it on screen. Though the intended function of this script is to show a game log, it can be used for many other purposes. Features 1. Let you save a string(s) in a named array. 2. Return the named array using it's name. 3. Show the array's contents inside a window. Screenshots How to Use The setup is simple. Just put the script above the main script, as always. Use this script call: save_log(key, text) to save the text on desired key. The new text added will be placed in the bottom of the log corresponds to the key. Use this script call: get_log(key) to return an array of log corresponds to the key. Use this script call: view_log(key, title) to view the log corresponds to the key given. The title will be displayed on top of the log window. Script FAQ None yet. Credit and Thanks Black Mage. Author's Note If you having trouble on using this script, and it seems that I rarely appeared here, you can go directly to my wordpress, and ask something there. I mostly roaming around there so there's no need to worry that your question will be left unanswered. Here's a link to the pages of this script in my wordpress. Game Log Script Although it's stated that the script is completed, I do aware that it's just the basic of the script, and the utility still can be expanded more. Feel free to add your suggestion regarding the script and I'll try my best to accommodate your needs. Have a great day!
  14. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  15. Recently i reinstalled Windows, after that i downloaded and installed RPG VX Ace. But still after i try to run any rgss3 game, it's just closing right away. Am i forgot to install something else?
  16. oichidan

    Weapon Powers

    Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to. Features: A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database. Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered. Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'. Some damage formulas created by using weapon power (though creativity -is- limitless): The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3
  17. oichidan

    8.times versus for i in 1..8

    I've recently came across a code excerpt that piqued my interest. # Taken from Ace Equip Engine, Yanfly Engine Ace# All credits and copyrights where they due.8.times {|i| draw_item(0, line_height * i, i) } The syntax above essentially repeats the instructions in the block given after the times method call as much as 8 times. If we define this code using a for loop, an equivalent would be: for i in 0..8 do draw_item(0, line_height * i, i)end Then a question arose on my mind. Which would be better and why? Let's consider the pros and cons of both code structures. First one is the times function. This function actually calls for an iterator block, requiring evaluation, as it defines a yield clause in its definition. It basically repeats the instructions in the iterator block, yielding a local variable to signal how many times the iteration had performed, as much as n times, where n is the said number. 8.times would mean 8 times. A consideration would be if the number is not a number literal, but is a variable that contains a numeric value. Fine, we can use to_i to convert non-integer to integer values, but what if the variable ends up being a negative number? exa = 0exa -= rand <= 0.5 ? 1 : -1# ...# at this point, exa would contain either positive or negative number, and we want to perform a loop# of instruction for exa times.exa.to_i.times do |ex| puts ex + "\n"end The RPG Maker VX Ace help files mention that if the instance variable that calls the times function is a negative number, it does nothing. It doesn't matter if we mean to check for negative variables, since we can simply just exa.abs.to_i.times do |ex| things out, but if we meant to do a loop (say, if exa is 2, then we want a loop 2 times, as do if exa is -2, and using abs function is tedious in your opinion), in such cases, the for loop is handy. exa = 0exa -= rand <= 0.5 ? 1 : -1# blablablafor ex in 0..exa do puts ex + "\n"end This way, whether exa is positive or negative, the loop will still perform its job. The downside of a for loop is that while iterator expressions introduces a new block scope for local variables (and thus, we can perform wider range of actions inside the block scope), for loops doesn't introduce such scopes, and so, for has no effects on local variables. Basically, we would say that the following two loops will output the same. 8.times do { |x| puts x }for x in 0..8 do puts x end So, we can conclude that both of them are equivalent in terms of performance. If we want to perform operations that modify the local variable passed to the loop, then the times and iterator block expression would come handy. Otherwise, the for loop might come in handy as well. The usage of both of them mutually is a choice of each own programmer.
  18. oichidan

    Documentation of in-game classes

    I noticed recently that there hasn't been any documentation made on the in-game classes, such as Cache, DataManager, BattleManager... I had to move back and forth at the script editor, and print out their instance variables via Yanfly's debug script as well as printing them via a line of code for many purposes. It might have been really, really convenient if one makes such documentation for ease of referencing. I guess I'll put a new blog category of RGSS3 Documentation and see what I can do there.
  19. Web script loading system. Older Method First get Dekita's basic HTTP processing script. Get all necessary files (DLLS and what not). Write this in your script window: def load() return eval HTTP::get('', 'raw.githubusercontent.com', '/Heark/rgss3/master/switch.rb') end Then use the call: load() Terms of Use:For non-commercial use only, Dekyde Studios forbids use in commercial projects Hime requests that you speak to him. Credits Jet Tsukihime Dekyde Studios / Dekita Yuuta Kirishima Credit the above people.
  20. TBWCS

    Destiny Engine

    I think one of the main gripes that most RPG Maker users have is that it isn’t easy to make your own custom menu or scene. To be honest, I myself had this gripe back then. You can also see some requests over forums over and over again requesting the same material but no one has yet to provide these script materials for them. I have thought of this project to save their time and their days searching on how to make these and let them design their own with my script engine. Read more from my blog!
  21. Hi everyone! I'm here to introduce my "experimental project". I work as a writer in the videogame field with indie companies, though I must say that my first love is Rpgmaker, the first gamedev tool I learnt to deal with, and in two weeks I started using a trial version of Ace and created a brand new project. The provisional title is Urban Fantasy. PREMISE Urban Fantasy is an experimental JRPG featuring an urban environment, social problems, thrill and fantasy. In order to melt these two different aspects (Urban and Magic) the game focuses on the commonly excluded social cathegories you never heard something about when played traditional JRPGs like students, salarymen, policemen, poors etc... the same for the representation of an environment which has a strong narrative potential as our cities are. Subsequently such a setting gives us room to portray an URBAN kind of magic, dealing mainly with the popular kinds of arts we usually witness everyday on walls, tv etc.. as Psychic abilities, Graffiti, Cyber abilities, Rapping etc... can be but those are just an example of what I have in mind. OLD TRAILER https://www.youtube.com/watch?v=7wj6-YWtqbU WHAT ABOUT STORY? CHARACTERS SCREENSHOTS NEW BATTLE SYSTEM VIDEO CREDITS If you want to know more just visit UF's INDIEDB PAGE http://www.indiedb.com/games/urban-fantasy
  22. Soul Horizon Battle System Development Log #2 – Multiple Element Skills This script in development allows you to have multiple element skills. It means when having any certain note tag, the enemies / target of the skill would be able to gain different state effects the skill has to offer. When two or more elements are tagged to the skill, then all those element effects would also be applied. https://www.youtube.com/watch?v=mF6QDn9yaS0 The release date of this script comes the same time the whole Battle System would be released. Script Release Date: September 27, 2014
  23. 3D Line Battle System is a custom battle system that allows the developer to create a more enjoyable type of a frontal battle system. This battle system creates a Zoom, Pan and Move Camera type of battle. The animations also follows the camera as the camera follows the actions of the player as it attacks the enemies. https://www.youtube.com/watch?v=3yQVHi2CybA&list=UUQ0uO5HhePerzORxJ106PlQ [RGSS3] SHBS – Sogen – Umi – Yami – Tengoku (è‰åŽŸ æµ· 日本語 天国) Script Add On (Under Development Battle System) Description: This is an add on of my battle system I am working on in the mean time. This script allows you to create different battle changes depending on what skill you applied to be your field. If the field becomes Sogen (grassland), then all Beast Warrior actors and enemies would gain 200% Attack and Defense Boost. It goes the same with the others, Umi (Sea), Yami (Darkness), Tengoku (Heaven) with their own respective State Effects. https://www.youtube.com/watch?v=QtEFH6lmwRs&list=UUQ0uO5HhePerzORxJ106PlQ
  24. Since its holiday today here, I will be doing all these scripts: Script to make this holiday: - Sword Art Online - Hollow Fragment Sub Menu - Sword Art Online - Guild System - Sword Art Online - Simple Dueling Battle System v1.0 - Sword Art Online - Infinity Moment / Hollow Fragment Friends System - Character Lifeline System - One Soul Battle System - Corpse Party Save File System - Evidence Keeping File System - Custom Defense System - Lucky Shot System - Gold and Experience Plus The ones with bold letters are my priorities and near completion.
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