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Found 1,809 results

  1. Haven't had any luck asking for help elsewhere so figured I'd ask here too. Essentially, I'm using the Composite Graphics script (found here) by Modern Algebra. The script itself works just fine, but I can't find a way to let me change the graphic being used for armour under different conditions, like a control switch being activated, a state being inflicted, etc. I mainly want to use this for cutscenes. I.e., the player is wearing their custom clothes/armour, but then when the player sits down in a chair, their clothing looks out of place due to being meant for the basic standing/walking animation. I'd like to be able to somehow use alternative 'sitting' variants of the clothing here, but I can't find a way to do this. Any help would be greatly appreciated, hopefully I explained myself clearly. (Alternatively, if anyone knows of a way to do the above with a different script (like Victor's), that would also work just as well.) Oh, and preferably, I would be able to manipulate an event with the same appearance as the actor for cutscenes, instead of having to manipulate the player themself. If that's too complicated, though, I can probably get by with moving the player around directly, although the former would be preferred. Thanks in advance anyone who tries to help!
  2. Player Turn & Move Version: 1.0 Author: SirBilly (silentkingdom.com) Date: 9 June 2013 Introduction This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. Features Ability to change delay time. Screenshot none How to Use Copy into materials, but above main Plug'N'Play, with optional customization Script Get it here Script to use with Khas Pixel Movement - Get it here Script to use with Sapphire Action System IV - Get it here Terms of Use * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated.
  3. Eventing: Fine Tuning v3.2 By V.M. Introduction You know what's boring? Having to conform to the guidelines set before you! Really though, this adds a feature to fine tune the x, y position of an event's sprite through a script call in set move route And now more!! Now you can set the rotation, hue, zoom, as well as mirror effect or rotation of events! And even more... waypoints and fades and self_switches and more! And yet more.. like special jump and move commands that just make cutscenes easier Features - Fine tune the x, y position of an event's sprite through a script call - Set rotation, hue, zoom, mirror effect, or rotation of events as well! - Set move routes using waypoints - Easily fade in and out events, change self_switches from within set move route, or randomly teleport Screenshots You should look at these, really How to Use Place script in. In any set move route command, use the script calls listed in the script usage section Demo A project with a single map showing several of the endless uses for this script! Isn't that fancy? You can download it here: Download (v3.1) Script Convenient Pastebin: Here FAQ None At The Moment Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given Author's Notes Nothing now.
  4. Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  5. Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  6. $D13x Teleport Dekita Introduction This script enables a reasonably animated teleportation scene. Each teleport location can cost gold. Easy script calls to add/remove each teleport location and disable/enable each available teleport location. This script also replicates the "Search" feature from FF10. This feature allows the player to "search" the map for specific co-ordinates, if certain co-ordinates are found it will activate/enable a new location. Screenshots How to Use Place Below "Materials" and above "Main". Place images in Graphics\\System folder. Demo No Demo yet... Script + Images LINK Credit and Thanks - Dekita / DekitaRPG
  7. Basic Real Time (System Time) v1.0 by V.M. Introduction Simple module to provide a series of functions and escape characters to incorporate system time into games. Features - Use conditional branches to activate or not based on current date or time - Incorporate current date or time within message boxes - Use current date and time within scripts How to Use Plug and play and read. Script Convenient Pastebin: Here Not so convenient but more helpful link here: Here FAQ None at the moment. Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given
  8. 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
  9. Mattsuharu

    Id and Quantity of something?

    Hello, me again with another script issue. I was breaking my head for 2 days in a row with this. In a script I'm trying to edit, I can't figure out how to create the next script call. This is the original script call that work perfectly: This return me if the card with a certain ID is in the deck of my actor. Now, the problem is that I tried to make another similar script call and I though it would be easy, but is not... (This is just an example, I know the * 2 won't return me the amount of that card) I want to create the almost exact script call but instead to return me if there's any copy of the card with that ID, I need to return me if there's 2 or more with the same id. I read a lot of articles of ruby code, but can't figure out how to separate the "ID" and the "object quantity". I can't find a way to ask by code how many copies of something with the same ID I have in the deck. I'm really struggling with this one. Thanks in advance to whoever hero who can help me out with this!
  10. Nevermind, I just solved it. For some reason the code "for actor is" doesn't work for what I wanted, I changed it to actor = $game_actors[$game_variables[27]] and worked perfectly. --------------------------------------------------------------------------------------------------------------------------------- Hello there. This is my first post in this forum! Sorry if something like this was already answerd, but I can't figure out how to search for something like this. Here's my problem: I'm using an script that has a script call. The problem is that this script call do something with all party members, and I want to do it with an specific actor. Here's the piece of code: def has_card?(id) for actor in $game_party.members for card in actor.deck return true if card.id == id end end return false end And I tried to make my own custom one with an specific card in an actor deck and ended with this: def has_card_in_deck?(id) for actor in $gameActors.actor($gameVariables.value(27)) for card in actor.deck return true if card.id == id end end return false end While variable 27 determine the actor ID of the last action made in battle. I'm not good at ruby, maybe there's an easy way to get the ID of the actor who performed the last action, and maybe with this coding I'm making something wrong. The error I get is related to: undefined method 'value' for nil:NilClass As far as I understand, this say that my method to define the actor is wrong. But I don't know what else to do. Any help would be welcome!
  11. SpuddyGoggles

    Request For Equip Menu

    The more I attempt to tamper with Ruby, the more I understand that I'm very very dumb. I have managed to get by enough to make a menu that fits my liking, along with an inventory that is also satisfactory. However I've hit a snag with one of the more vital options of my pause menu... The equip menu! Despite my ceaseless trial and error, I have found myself stumped due to nothing but my own incompetence. As such, I now find myself calling upon the help of those more adept at Ruby than I am. Below is the current pause menu. And this is a mockup of what I want the equip menu to look like. I know that I'm probably asking for a lot, but even some help would be appreciated.
  12. STATUS: EARLY DEVELOPMENT (NO PLAYABLE CONTENT YET) Developer's Note: A lot of what I'm doing now is working on the tedious stuff: items, weapons, skills, battle animations, etc. I know where I want the story to go, have the first quest mapped out, but I'm primarily a writer. I get excited to start putting in the story, then realize that I can't event the character collecting an egg because the item "egg" hasn't been created yet. This little piece of text will change as I start working on new things to tell you what specifically I'm working on. Note: This game is still very much in the development stage and I don't have enough for a demo. I don't think I'll be releasing one until I get to the playtest phase as it's not going to be a long game (I'm aiming at 2-3 hours). This page is to show off the story and a few of the elements that have been put together for the game, including some characters! Story: Jackson Cole is a loving husband and father living on a decent sized homestead. When he goes into town to buy some ingredients for a birthday cake for his youngest daughter, he returns to find his farm burned down, his son murdered, and his wife and daughters kidnapped! What the kidnappers hadn't seemed to know is that Jackson wasn't always known as a simple farmer, but was once infamous for being "Mad Jack Cole," a gunslinger and bounty hunter known for always opting for the "dead" option of "dead or alive" bounties. His temper is legendary, and they've managed to spark it in the worst way. Jack heads out determined to save what is left of his family and avenge his son. Along the way he will enlist the aid of his father-in-law, Roy Feathers, a Marshall quietly derided for being a little too friendly with part monster folks known as "half bloods," Gustave Weiss, a half harpy sniper whose deadly reputation haunts him, and Clarence Branch, a young mage and tinkerer who is hoping to make a name for himself and prove he has what it takes to rival more traditional magic users with his special "Sygil Shot" weapon. Their foe is no ordinary bandit either. "Blue Zander" Grimes is known for his vicious nature and odd, demonic powers. His reputation as an officer in the Half-Blood army, a rebel group that was put down a generation before, precedes him, and his small force of half-blood bandits all sport their own array of strange and useful powers and talents. Featuring: Jackson "Mad Jack" Cole: A retired gunslinger and bounty hunter with a reputation for rage and cruelty. Any man might be angry when his family is abducted, but traces of dragon's blood in Jack's veins make his rage a far more potent force! Without the calming force that his wife represents, it's unclear just how far Jack will go to sate his temper. Roy "Savage Law" Feathers: Gustave "Red Breeze" Weiss: Clarence "Clean Up" Branch: and our main villain, Alexander "Blue Zander" Grimes: Featuring art by: Landscapes and CGs: USA-Reiseblogger nass1c Character Sprites: Avadan Thatonenpc Tile Art by: Blind_Firefly Candacis Enterbrain GrandmaDeb Celianna Portrait and Character Art By: Candacis nass1c (She made all the character art you're seeing and has some super reasonable pricing! She brought all of these characters to life with limited references and my descriptions! I can't recommend her work enough! Locate her on Fiverr) Avadan Symfpnia And Music by: Prod. Ryini Beats: https://www.youtube.com/ryini (Seriously, if you're making a non-commercial game, check this guy out. His beats and loops are amazing and they're almost exclusively free for non-commercial use so long as you credit him!)
  13. Limited Inventory Version : 1.4 Type : System add-on Introduction : This script allow you to limit your inventory by overall possesed items instead of individual item Features : Limit inventory by overall possesed item Each item may have their own size / weight You may increase or decrease inventory limit using states or equipment Ability to discard item in item menu Define your own formula to determine inventory limit Penalty for having overburdened like slower movement / disable dash *New The rest of features is written in script Screenshots : Script: The script is too long. Grab it here How to use: Put this script below material but above main If you're using YEA - Shop Option, put it below that script Edit configurations and the notetags as described inside the script Credit: Credit me as TheoAllen
  14. Army Manager - Version 1.0 Galv Introduction A request from Rue, who is making a tactical battle system using Gubid's TBS script. So this script is not designed for standard rpgs. While I don't think there are many TBS games out there, I released this anyway for anyone interested. Features A menu scene designed for use with tactical battle games in mind - used to organise/manage an army of actors. It displays your party members in rows of 6 and allows you to: - Reposition the actor in the party - Dismiss actors (cannot dismiss your last actor) - Go direct to any scene using customizable menu commands (including direct to actor specific scenes like equip and status for the selected actor) - Disable/enable commands for specific actors (for example, order and dismiss if you want that actor to never be able to move or leave the party) - Display army name and some other details about the army. - Show actor/class specific icons (possible uses: male/female icon... or an icon to signify an actor's element). Show equipped weapon icon. - Call scene with a script call. Screenshots How to Use 1. Place script under Materials and above Main. 2. Read script instructions and settings to learn how to use. 3. Make sure to start a new game after adding the script. Script Get it here Credit and Thanks - Galv - Requested by Rue Updates 2013-06-15 - Version 1.0 - Released
  15. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  16. Hello again, I'm wondering if there is a way to disable the "pass turn" feature in Yanfly's Battle Engine script. When you press the left and right keys, you can scroll through the actors and select their skills. The only problem is that 1) it lets the player skip turns when I want the player to have to make actions and 2) when you press the right arrow key while selecting the skills of the final actor, it begins the battle sequence, which often leads to accidentally skipping an actor's turn. Here is the link to the script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
  17. SpuddyGoggles

    Removing Item Category List

    Once again I call upon the RPGMakerCentral forums for assistance in my (likely fruitless) endeavor to create a somewhat passable project. This time it concerns an aspect of the Item menu. I've already changed a few things to my liking, though now I still have the issue of the pesky category window which forces the user to redundantly press the action button twice. For clarity, I basically only have one item category with includes all item types (key items, weapons, armors, etc.) but it seems that the item list window and item scene are somewhat dependent on the category window's colon yellowtext variables (I have no clue what they're called) and I can't figure out how to tie the categories I already have to just the item list without the need of the category window output. (For context, this is what I put into Window_ItemList in case that is any help.) def include?(item) case @category when :item item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) else false end end
  18. Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
  19. Alright, so here's the skivvy on lost scripts. It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (https://archive.org) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? Yes, yes there is; you take these lost snippets of wonderful and useful information... And group them all together, which I am doing here. I will add to this list as I come across dead script links, and (hopefully) find ways around them. I will also repoint to the original post, if possible. (Don't expect this though.) Anyway, and without further ado...Scripts! Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox) And that is all for now; adding more as I become aware of more lost scripts
  20. Hello everyone, One of the worst things that could have possibly happened to me happened. I was using RPG Maker VX Ace and as soon as I saved it, my power went out about a second later, exactly at 7:26 on the 4th of February. When I tried to re-open my project, whether it was opened manually or through VX Ace, this message appeared: When I tried double-clicking the actual game application, this message appears three times in a row for some reason: Which is then followed by this error: I did some research on this topic and discovered that this happens to a lot of people, but my situation seems much more extreme. What most of the tutorials suggest to do is create a new project and move all of the audio, data, graphics, movies, and system files into the folders of the new project, which I did. The only files having issues were the data files. I learned that you can see if a data file (in "rvdata2" format) is corrupted by opening it up in Notepad and seeing if there is anything in it. Unfortunatly, these files were apparently corrupted: -animations, common events, map212, map214, mapinfos, scripts, states, system, tilesets, and troops. Usually, only 1 or 2 files are corrupted during an interrupted save, but this is quite a lot of damage. At this point, I went to go replace the empty corrupted files with the files from my backup in the "projects" folder within the RPGMVXAce folder located in the Steam folder. The problem though is that it's gone! I only have the external copy of my game's files, which has the corrupted files in it. All of my other projects are still there though, including the blank template I made to try and fix this error. I was able to replace all the other files properly, and replacing the DLL file in the systems folder stopped the above messages from appearing. Now these messages appear when I open the project or play the game: I also tried uninstalling and re-installing VX Ace, but the weird thing was that the desktop icon didn't disappear and neither did the app's local files, so I deleted them manually. When I re-installed VX Ace, my projects folder came back unchanged. VX Ace also isn't appearing in the windows search bar as an official app! Nothing changes if I enable/disable cloud saves on Steam! So my question is, is there any way I can recover literally any previous version of my project or patch-up the rvdata2 corrupted files? These data files are 5 years worth of work, and my project is practically blank at this point. Any help and advice is appreciated.
  21. SpuddyGoggles

    Actor Name On File Select

    I'm very new to scripting in Ace and Ruby in general (which I think is a given.) Currently I'm attempting to have it so the file select screen displays the first actor's name rather than the default file name. I thought that something along the lines of def draw_actorname(x, y, width, line_height) header = DataManager.load_header(@file_index) if header.nil? draw_text(x, y, width, line_height, "NEW") else draw_text(x, y, width, line_height, $game_party.members[0].name) end end would be sufficient. However the result is unfortunately a blank space where the name should be. Any help would be appreciated.
  22. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
  23. Hi. I am trying to use a script called "Galv's Animated Battlers" created by Galv that allows the battlers to use battle charsets. The thing is when i try to use it on any battle (either on in game battles or while using the troops tab battle testing feature), an error always appear saying "Script 'Cache' line 88: NoMethodError occurred. undefined method `empty?' for nil:NilClass". The cache's 88 line says "if filename.empty?". I don't really know programming so i don't know how to solve this.
  24. Theo - Insane Anti Lag For those who insane enough to put a lot of events on map Version : 1.1 Introduction : As most of you already know, lag is common problem in RPG Maker games. You may think it was because you have many events on map. And so, to avoid lag, you split your map into part and limiting the event as well. It's not entirely wrong because when you have a lot of events, program need to checks all events. However, it wasn't done efficienly. This script increase the efficiency on how default script works and prevent unecessary update when it's not needed to gain speed. However, I can not guarantee that it will have high compatibility since I overwrite most of stuff. I will likely to make compatibility with my own scripts. But I'm not sure about someone's script. Screenshot : Features : Optimize Event XY. Registered all events into table for faster collision detection using default 32 x 32 grid movement Optimize Event Start. Registered any event that started to prevent check all event and see which is starting Optimize Sprite. Prevent update character sprites located on far away Insane - Table search. When you have insane number of events. It checked map table instead of iterating through all event. So, if you have 10.000 events you will have no worry about performance. Insane - Sprite dispose. When the sprite is off screen, it disposed immediately to prevent performance loss. Insane - Enhance page checking to prevent mini freeze when checking all event pages (*NEW) Testing : Tested using Core i3 @ 2.40 GHZ, 4GB of RAM, Windows 7 64-bit with no additional scripts, I got following results : 150 x 150 map with 250 events. I got 60 FPS while no antilag I got 49 FPS at the minimum 17 x 13 Full load of events. All events are on high frequency. I got 30 FPS while no antlag I got 10 FPS 150 x 150 map with 10.000 events, all events are off screen. I got perfect 60 FPS while no antilag I got 1 FPS 150 x 150 map with 10.000 events, and have around 190 events on screen, I got 55 FPS at the minimum. While no antilag, I got 0 FPS. Limitation : So far this will only works with default grid based movement, not intended to be used together with any pixel movement. Using insane mode antilag will only works if events on screen is around 250 despite of the total events on map. Using larger screen resolution may affect the performance as well Download : Click here Final Note : After all, these are just my attempt to speed up the game. Performance are still under influence by many factors. These include but may not limited to Your CPU speed Your laptop / PC temperature How much power do you give for your CPU Multi tasking Someone's scripts I once used RM in old computer. When I switched to more advanced laptop, I saw that 60 FPS is really smooth. If your CPU seems overheat, turn off your laptop / PC for a while for cooling. My laptop was once overheat due to broken fan. When I played my own game I got 10 FPS. I made my own antilag and no one of them worked until I realized my laptop was overheat. Power saver mode in laptop may affect performance. Try to go high performance instead and let see if the lag gone. Once my friend played my game using power saver mode, and he got 15 FPS. If you have many programs running at same time, it may cause a little lag in RPG Maker games. Something like the screen won't be updated for a while. Some scripts can affect performance if it's not done right. This antilag script is tested using default script without additional scripts which directly affect something on map. For scripter, feel free to modify my script to be better and better. You can edit and repost in your own version as long as you credit me, as TheoAllen or Theolized RGSS3. Special Thanks : Tsukihime for performance analisyst KilloZapit who helped me to brainstorm this concept Galv
  25. Author: Valentine Version: 2.1.6 (released 01/27/2022) About VXA-OS is the most complete and secure free 2D online game creation tool from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as Urkon Online, Lotus Online, Darknessfall, Mystical Hunter and Hogwarts 2D. Features Current: » Global real-time battle system on the server; » 99% of the event commands on the server; » Common events on the server; » Configurable resolution; » Global switches; » SQL and MySQL databases; » EventMachine network library; » Friends system; » Quest system; » VIP system; » Website; » Account editor; » Teleportation; » Paperdolls; » Guild; » Group; » Minimap; » PvP; » Bank. Next: » Move Event event command; » Customized movement of events; » 8 directions; » Finalize states, buffs and debuffs with timer; » New account editor; » Day and night; » Climate; » Windows by image; » Multiple languages; » Cooldown specific to each skill and item. Images » Login » Selection of characters » Bank and party » Quests and friends list » Administration panel and guild creation » Guild Website Download With standard DirectX (requires no installation): Mega 4shared With DirectX + SQL/MySQL database (requires installation): Mega 4shared GitHub Without DirectX (if the client with DirectX does not work): Click here Official DirectX download: Click here Tips How to attack or speak to events: Press Ctrl. How to open the administration panel: Press Insert. English vocabulary: Click here Discord Keep in touch with us and report any errors that you find also in our group Discord. Tutorials Level next to the player's name in the chat Show group in chat and on top of the character Percentage experience Enemies do not attack administrators Do not attack party member Black background under the name Player names and events only appear if you hover over them Do not lose level when dying Day and night by event Adding more equipment slots Independence from RTP Parallax System Parallax Map Additional utilities Simple launcher Auto Update CT Protect
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