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Found 1,620 results

  1. Vis_Mage

    Actor Idle Animation Script

    Hello! 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 Animation​​​​​​​ 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!
  2. CSCA Encyclopedia By: Casper Gaming (Casper667) Last Update: March 7, 2013 Latest Version: 3.0.3 Introduction This script creates an encyclopedia, with the option to insert it into the default main menu. The encyclopedia contains a seperate list for items, armors, weapons, and monsters(called bestiary). You can also create your own custom categories. See screenshots for more info. Features - Option to add this script to main menu or not(to increase compatibility w/ custom menu scripts). - Six lists all in one scene for items, armors, weapons, skills, states and monsters. - What information displayed for each item is listed below. - Each category can be disabled easily. - Everything is set to undiscovered at start of game. When player gains items, or defeats monsters, they are automatically discovered - Displays total discovered for each item type. - Create your own custom categories! Updates Version 1.1(April 14th, 2012): - Added ability to set enemy/item/etc. to discovered through script call. - Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom. - Ability to restrict which items, armors, weapons, and enemies are shown to the player based on their ID(you can restrict which ID the list goes up to). Explained more in script. Version 1.2(April 29th, 2012): - No more max item count! Now if you don't want an item or enemy or whatever to show up in a list, simply put this notetag in its notebox: <csca enc exclude> Version 2.0(June 17, 2012): - Resized the windows to display more info on each item. - Added skills and states to the encyclopedia. - All commands(bestiary, items, etc.) are now able to be disabled. - Changed colors of some text. - Fixed bug with item occasion of Never. - Made code more efficient. Version 2.0b(June 17, 2012): - Removed add to menu option. Use the CSCA Menu Organizer for that instead. Version 2.1(July 12, 2012): - Added option to use a custom image for skills/items/etc. instead of just using the blown up icon for said skill/item/etc. Size of image is 72x72. - Added ability to change x coordinate of stat amounts. - Added ability to customize order encyclopedia lists are shown. Version 2.2(August 13, 2012): -Windows now resize properly with different resolutions. Version 2.2b(September 6, 2012): - Optimized script. - Added ability to set amount of a certain enemy defeated. Version 2.2c(September 11, 2012): -Param text is now aligned correctly automatically. Version 3.0(October 6, 2012): - Divided the totals window into 2 separate windows, one shows total completion %, the other shows category completion %. - Added support for CSCA Achievement System. - Users can now create their own custom categories. Version 3.0.1(October 14, 2012): -You can now order custom categories and default categories any way you want. Version 3.0.2(October 21, 2012): -Added ability to change descriptions of custom entries. Version 3.0.3(March 7, 2013): - Compatibility patch for CSCA Currency System - Removed some duplicate code (now in Core Script) INFORMATION DISPLAYED: BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain, 3 drop items, number of that enemy defeated, enemy parameters, location found, and custom note. ITEMS: Shows sprite (stretched bigger), item name, key item status, price, HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both), state applications and removals, number in possession, and custom note. WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters, speed bonus, state applications, attack element, number in possession, and custom note. ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type, parameters, state resists, and special effects(such as 2x gold), number in possession, and custom note. SKILLS: Shows sprite(stretched bigger), skill name, tp and mp cost, element, damage type, state application and removal, scope, occasion, price(req. csca skill shop), critical, variance, and custom note. STATES: Shows sprite(stretched bigger), state name, priority, restriction, removal types, chance of removal, max turns affected, min turns affected, and custom note. CUSTOM CATEGORY: Image, name, 2 optional short pieces of data, long description area. Screenshots Bestiary(Text view) Bestiary(monster sprite view) Items Weapons Armors Skills States Custom Category How to Use Place in your materials section. Further setup optional, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! FAQ 1. I get an error when I try to open the encyclopedia? Most likely you tried opening it from a saved game. This script requires initialization(happens automatically on new games). For testing if you are unwilling to start a new game, you can try this script call: $game_party.csca_init_encyclopedia however this will erase all previous encyclopedia data! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  3. Introduction The base for a gardening/ farming system. Features - Plant seeds anywhere or specify where they can be planted with terrain tags. - Fertilize seeds - Water seeds - Cyclic plant behavior - Harvesting - Use skills to plant seeds - Plants can have up to 1 million growth stages - Erosion Screenshots How to Use Everything is explained in the documentation and the demo. This explains how to set up a very simple plant (for the full features you'll need to read the documentation or look at the demo) Script + Demo Get it from this site so I don't have to run around updating links everywhere when I'm fixing bugs. Credit and Thanks - Tsukihime - Celianna Author's Notes
  4. DexJ101

    Self referencing event

    Im looking for the script call for the following commands: Control variable > set > game data > This event's map X Control variable > set > game data > This event's map Y Control variable > set > game data > This event's direction I can do it with the regular event commands but ideally, I need it inside a set move route, hence the request for the script calls. I've looked everywhere I can think to look but I cannot find this particular call. Any help is greatly appreciated
  5. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  6. There are 2 parts of it. Plz help me.
  7. 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
  8. supportmovement.mp4 So right now, I'm working on a sidescroller RPG game, and I'm trying to make it so you can have multiple followers while exploring the map. When trying to execute the jump command, the follower goes through blocks and floats. How do I fix this? A bit of useful information is that I used the jump event to make the main player jump (Surprising, I know!), and I've tried using some follower scripts but had no success using them. Please help. Thanks in advance.
  9. Hey! Good afternoon or evening, whatever, I come again with my problems from the menu xd, now I am faced with ... Not being able to draw the skills, it happens that the VXAce (I do not know this case in other Makers) does not take as equipment Skills, and this is a problem, since I can only draw the icons and names of everything that the system recognizes as an object. That is why I would like to know if anyone knows a way to draw the skill either completely (being able to put the name and icon without any problem), or having to mess with something in the background. Greetings and thanks to all of you in advance!
  10. Hey all, I'm using Yami's Skill Equip Script and it's a really nice script with one key downfall: it's all Skills, not just Skills of a specific type. What I mean by that is, say your max slots is 8. That means you get 8 slots for all Skill types, so if your character uses both Special Attacks and Magic, your options are a lot more limited. Even worse if you have Passive Skills that only serve for buffs. So, is there a way to alter the max slots per Skill? Say, you get 6 Special Skills, 4 Magic Skills, and 10 "Passive" Skill slots? How would one go about modifying the script/ adding on to the script to accomplish this?
  11. Variable Hud Version: 1.0a Introduction A simple variable hud where you can show off to the player certain currencies or other values such as acquired gems etc.The choice is yours. Features Easy to use and install. Just like my previous scripts it is quite easy to setup the variable list and test it out. Unlimited variables to show but I suggest you only use around 5-7. Enable/disable the hud by a switch. Easy to positioning the hud as well as change the space beetween the variables. Support for icons. The choice to display a text next to the variable that will act like a vocab. Lag free! And more! Screenshots Script Get the script here. Updates None. Credit Do credit me, Nicke, if you are planing on using this script. Thanks. Can be use in a commercial project.
  12. Chaos Krux

    Advanced Confusion State?

    Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
  13. Script name DoubleX RMVXA Confusion Edit Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns. Screenshots Features Use of notetags(requires knowledge of notetag usage) to set specific states with those restrictions to have the edited confusion effects A way to set all states with those restrictions to have edited confusion effects without using notetags(and ignoring them) Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - evaluate_item_with_target, friends_unit, opponents_unit, prepare, valid?, make_targets, confusion_target, targets_for_opponents or targets_for_friends under class Game_Action - make_actions under class Game_Actor may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.02f(GMT 0200 6-6-2020): - Fixed actions having no targets not executing bug v1.02e(GMT 0100 13-8-2015): - Fixed some syntax errors and typos v1.02d(GMT 1400 7-7-2015): - Improved this script's efficiency and readability v1.02c(GMT 0000 2-6-2014): - Fixed bugs on adding stuff other than damage in custom damage formula v1.02b(GMT 0300 22-3-2014): - Fixed bugs on <exclude self> notetag implementations v1.02a(GMT 0600 21-3-2014): - Added <exclude self> notetag v1.01b (GMT 0000 17-1-2014): - Methods are aliased rather than rewritten v1.01a (GMT 0000 3-1-2014): - Added <confusion edit> notetag to enable confusion edit for states v1.00a (GMT 1600 1-1-2014): - 1st version of this script finished (DoubleX)Confusion Edit v1.02f.txt
  14. Hello. I am using Sapphire ABS, which is the best fitting for my game, from all action battle systems available. I love it's features, though it comes with kind of limited options in terms of loot or respawning events. I've managed to create my own event based loot system, but respawning events becomes a real struggle. I would like each enemy (which are placed as events with A or B self switches conditions, depending if the enemy is dead and to be looted or disappeared afterwards) to respawn after a certain amount of time. I am also using a self-made event based time system with hour, minutes and seconds variables, that could come in handy. I'll be thankful for any working scripts or ideas how to get this thing running as I want it.
  15. Hello everyone! You see, I am creating a menu for the SaS IV (Or Saphire Action System) battle system, and the problem is that when creating the item window, these are not shown but the skill is. It is very problematic since I have tried to add the skills as an item in the categories, but I cannot get the skill to show next to the items in any way. I put the "item.is_a?(RPG:Skill) on the category Ruby: def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? or item.is_a?(RPG::Weapon) or item.is_a?(RPG::Skill) when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end This is the list created, the original is after the "Else". I have the problem that it shows me only the skills. Ruby: def make_item_list if skill = $game_party.members.any? { |actor| actor.skills.include?($data_skills[9]) } @data = $game_party.all_items.select {|item| include?(item) } @data = $data_skills.select {|skill| usable?(skill) } @data.push(nil) if include?(nil) else @data = $game_party.all_items.select {|item| include?(item) } @data.push(nil) if include?(nil) end end I would greatly appreciate if you could teach me a way to display Skills and Items within the same category. I've only made these changes to the menu, so I can't find anything else to clarify.
  16. A while ago I came across this handy script that provided a simple unified way to read things in notes. It had some problems but I worked with Syvkal to fix up some things. But Syvkal hasn't really been that active and I kept adding and changing things in my version until it really didn't resemble Syvkal's version, so since Syvkal doesn't seem around much anyway and I added some new features, I thought I would release my version. Edit: The old emoticon bug seems to have struck this post at one point, so I fixed it. Also: Now can load notes from a file.
  17. I'm super new to RPG Maker and I'm having trouble with getting Galv's Message Busts script to work correctly. Every time the game tries to pull up a portrait, it'll say that it can't find the image. For example, the character whose portraits I was trying to test were called fira_portrait01, fira_portrait02, etc. When the error message is displayed for her, it would say it can't find it while citing the path Graphics/Pictures/fira_portrait01-1, so I changed the name to fira_portrait01-1, since the image is already in the Pictures and Faces folders. Then it gives me the same error message saying it can't find fira_portrait01-1-1. It does this with the Actor portraits as well, with my case saying it can't find Actor6-1. I may just be misunderstanding how this particular script works, but I read the guide in the script and looked at the demo provided. Additionally, is there any way to prevent Galv's script from conflicting with other scripts? I'm using a script to change the font in the event menu and Zeus81's Map Effects, and they both cause the game to crash when I interact with NPCs with portraits, saying something about line 151 = nil NoMethodError. Are there alternatives to this script? I want to use busts in my game instead of regular portraits. Is using plugins/scripts easier in MV?
  18. 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 :)
  19. Lune Smooth Camera Slide Introduction This script will add a much smoother camera slide, making more professional the game, and the move. Portuguese user? Link Here Videos How to Use Put it above main and configure the script as necessary Script FAQ Why my character is not showing on the screen? Don't use values way lower then 0.001, or way higher, the lower the cam moves slower, so to catch up is really hard. Why are the animations moving? The animation is not programed as most people think, they follow the screen and not the map, so to correct this, if you wish, just get a "animation map bug fix" on any community , google it. Credit and Thanks - Raizen
  20. Hey guys, in the middle of developing a game right now and I've got a decent question, I understand VX Ace quite well but this has me fairly stuck. I want the player to be able to hire, and use armies in my game world. Much like what is seen in Mount and Blade One forum mentioned the idea of using a leader to represent the army on the battlefield below: https://www.rpgmakercentral.com/topic/25688-buildingleading-an-army/ However this doesn't answer how damage is handled, I want to make it so when the army takes damage, the player needs to hire new soldiers to replace the dead ones. I would also like it so that any injured soldiers can be healed and don't need to be replaced. For example: A commander has 10HP He equips a group of 9 soldiers each with 10HP He now has 100HP We get into a fight and he takes damage, after the fight he only has 85HP The player NEEDS to buy 1 soldier and heal the other for the commander to get back up to 100HP. One method I can think of is maybe having an equipment durability script tho I'm not sure one is available and have the commander have an infinite amount of equip slots so you equip each individual soldier onto him. After each set of 10damage, one of the soldiers equips break and then you use a special potion to heal the damaged one. I'm not a fan of having to learn how to script the software myself, so if anyone has any ideas on how best to handle this I'm all ears. Thanks so much for any help you can provide. :)
  21. I don't know where to start. I am currently using RPG maker and I could have sworn I have posted about this a thousand times, but I seem to keep losing the thread I've made in regards to this. I'm sure this has been asked a thousand times anyway because I had done a search for this on and off for about a year or so and end up with the same results. Though I did manage to find a way around it, but because I am using scripts I am receiving script errors. Well, one in particular. There's a script error for Galv's region effects. As it is shown here it has something to do with the PadConfig. Right where is highlighted is what the error is showing me and so I don't know what sort of changes I need to make to get this script working again. Galv's Region effects is there for tile special effects on character movements like the splashing in water or the dust trail on the road. I would like to be able to keep these effects in the game if at all possible. Help in this would very much appreciate it.
  22. Final Fantasy Styled Battle Log v2.05 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt (Kayzee), for some coding help.
  23. Hey there, I'm developing a game in RPG Maker VX Ace where you play as a sentient slime monster and a reanimated skeleton knight working together to stop an unknowing villain who thinks he's saving the world, but will actually seal its fate should he succeed. Here's my issue. I'm trying to make two revive items: Slime Jelly and Bone-meal I want these items to be usable by both party members, but have Slime Jelly only work on the slime monster, and the Bone-meal only work on the skeleton. I've tried using Hime's Custom Use Conditions and a few other things I forgot the names of, but my level of coding expertise is extremely low. All I know how to do is make educated guesses when I get an error message. Whenever I've tried to use Hime's Custom Use Conditions, I've only accomplished making the item completely unusable. I tried using Common Event conditional branches to make a message appear + refunding the item when using a revive item incorrectly, but all of the code executes together and every message appears one by one. This is immersion breaking for obvious reasons. Here's what I attempted: https://imgur.com/a/HyC8RD3 If I can't make any of this work, I'll eventually give up and make a revive item that revives both party members, but makes sense lore-wise. I hope I've explained my issue in a way that's easy enough to understand. Thanks.
  24. I need a little help with adding more weapons to the database on a project using Falcao ABS pearl liquid v3, and when I want to add a new weapon and I use it the game crashes. I have read some posts but nothing helps me. It says that the error occurs on pearl kernel. here is a photo of the problem
  25. Salutations! Tsukihime provided a wonderful script that would allow a skill to replace another at level up with very minimal work, designer-side. It can be found here: There's also a script included that provides compatibility with Yanfly's Victory Aftermath, which can be found here: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ The issue is, when a skill is replaced, it WILL show up in the aftermath level up display, but "New Skill" is missing. If the level up does not have a skill that replaces another, or has a skill of both types, "New Skill" will appear. I was wondering if anyone could take a look at this and see if there's a fix so that "New Skill" will appear in both situations (honestly, I wouldn't mind it if it always appears at level up, even when nothing new is learned.)
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