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Found 30 results

  1. Meep007

    Meep's MV RTP Edits/Recolors

    I shall house my edits and recolors of MV resources in this here thread. No custom requests right now, sorry. (Spites, tiles, generator parts, etc.) Terms of Use: These are RTP edits, so they are free to use in commercial and noncommercial projects as long as you own a legitimate copy of RPG Maker MV. Same as Enterbrain's terms. - You MAY NOT redistribute these resources. They are for RPG Maker forums only. You CAN however, link back to this topic. - You CAN edit the resources I have converted. (For now it's just the windows) Be sure to link back to this topic if you do. Credit: Enterbrain, not myself. IMPORTANT NOTE: If you can't get them to work, most these sprites need an '!' before its name. Sprites: People: Sleeping Sprites: Windows: Exterior Window Recolors: Interior Window Recolors: Door Recolors Part 1: Door Recolors Part 2: Chest Recolors: Crystal Recolors: Flame Recolors: Switch Recolors: Vehicle Recolors: Tilesets: Tent Recolors: Bed Recolors: Roof Recolors: MISC: What that's it?: Yes, unfortunately for now. More tiles coming soon. CURRENT PROJECT: N/a PROGRESS: N/a Enjoy~
  2. Hello! I'm sure this probably exists already (and if it does - great!), but I was wondering if I could get a full emoset/faceset for Actor 1-6 of the VXA RTP. :3 Thank you in advance!
  3. lonequeso

    Elites

    I kinda wish I'd thought to put this in my game sooner. Oh well, it be a nice little wrinkle to make the latter part of the game harder. The idea was inspired by Dragon Age, but it's hardly unique to those games. Elites. They are those stronger than average enemies you sometimes run into. Not only are they more dangerous, but they also act as a general for their Troop. While they are alive, they grant the entire troop a passive bonus. The reason I like this concept so much is that it's incredibly easy to implement (you don't even have to use any scripts!) yet can give your battles an incredible amount of depth. How? Go into the States database and look at how many different parameters you can change. Tons, right? Any one or any combination of them can be a passive bonus. Of course, there's many ways to implement this concept. What I'm about to describe is what I feel will work best in my game. It should provide a pretty good blueprint of how to set things up. Let's start with how to set it up. Like I said, it's really easy. Say I want an elite to grant the Troop a 10% ATK boost while it's alive. All you have to do is create a state with an ATK param set to 110%. I would also set the debuff rate for ATK to 0% so the player can't simply negate the bonus. Then, in the Troop Event make the first page's condition Turn 0. Have it run once per battle. Add a single command: Change Enemy State -> Entire Troop -> ATK boost (or whatever you call it). As soon as the battle starts, the state will apply. Next, make a second page. Set the condition to If Enemy1(whatever enemy the Elite is) has Death inflicted (or HP = 0) remove the ATK boost state from all enemies. Set that to Moment. That way, the instant the Elite dies, the bonus goes away. The little wrinkle adds even more depth as the player can strategically target when to focus on the Elite. That's it. Told ya it was simple. Now my game uses random encounters so the way I plan on creating them goes like this: Each level/area of my game has their own unique Troops. I would simply make at least one of the Troops have an Elite. I don't use enemy levels so it would either be a clone (but bigger and differently colored) of an enemy or a unique one. Either way, their stats would be above average and grant the bonuses. If I just use one Elite in an area, I'd make it so it could apply one of three different bonuses to the Troop each with a 1/3 chance. If I have three different Elites, they would each have one type of bonus. I probably won't add more than one Elite per Troop except maybe in some special case like a Boss battle. There would be appox. 10% chance of running into an Elite Troop. Naturally, the Elites give better rewards. If your game has onscreen enemies, oooo boy! You get to add even more strategy! Maybe the Elite Troop is super aggressive, and will chase you endlessly. Perhaps it's guarding some juicy loot. Or maybe the player finds themselves at a fork. One path has a large mob of enemies, but few if any elite troops. The other has far fewer enemies, but they are all elites. Does the player try and plow through the weaker ones or fight fewer, but harder battles? Or are they like me and kill 'em all? Finally, I leave you with one last wrinkle. This one will require a script (or at least is highly recommended). The passive bonuses get bigger over time. Using the ATK boost example again: Battle Start: ATK +10% -> Turn 3 -> ATK + 20% -> Turn 6: ATK +30%; CRI +10% What do y'all think about it?
  4. I'm trying to create a self destruct skill for an enemy. I got everything working except for one small detail. Here's the damage formula: a.add_state(1) ; 500 + a.atk - b.def The battler dies, and the skill deals damage as it should, but the battler won't disappear. It's impossible to target it after. That means the issue is it's not playing the death animation and making it transparent. What am I doing wrong?
  5. GethN7

    MV To VX Ace RTP

    Here is a conversion of the battlebacks, characters, facesets, tilesets, titles, and system graphics of the MV RTP (that are of known use and utility for VX Ace) for use in Vx Ace by anyone who would like to use the MV RTP graphics in VX Ace. This resource pack may be downloaded from the below GitHub link and requires the user have a legal license to RPG Makers MV and VX Ace, copyright to Kadokawa and Enterbrain respectively. I need no credit for this, but I would appreciate any feedback. https://github.com/Arcane21/MVToAceRTP
  6. I wished to recolour the eyes on these emotion facesets of an RTP actor from green to brown. I've tried to do it on MS Paint and Pixlr and it looked fairly awful. I downloaded GIMP and struggle to navigate it. I'd appreciate if anyone has done this already to share their work T'would be greatly appreciated! Currently I have given up and am rocking the green. I'm making a game for my irl partner to play through, but I lack the artistic prowess to make us myself, so I'm forced to convert RTP sprites and whatnot Any help anyone can give is greatly appreciated. Thanks!
  7. lonequeso

    Dragon Battler

    So hard to find good dragons... I've scoured the interweb, but haven't found much luck on this. If anyone has come across some good ones or is willing to make one (I'm willing to commission), you would be the most awesomest person in the world. This is for a commercial project. So here's what I'm looking for: A large dragon battler. At least 250 X 350 or vice versa depending on stance and wingspan. That's about the size of this guy from VX: Typical RTP style Color: Either a similar scheme as the above or a one that's more brown. I can always tweak the colors myself so it's not super important. Ideally a nice wide wingspan. Again, see above for reference. Either standing on hind legs or on all fours is fine. Must look fierce. I've seen a lot of cutsie looking ones. Dragons are carnivores in my game so sharp teeth and claws are a must. It should have an aggressive stance and demeanor.
  8. lonequeso

    My wishlist

    There's several battler I'd love to have in my game. I've posted a couple of these separately, but I figured I might as well get all my ducks in row and list what I'm seeking in a single post. Of course, I want them all in the same style which is your standard RTP styled battler. Being battlers, they should look like they're ready to do just that. I'm not super picky as long as those two conditions are met. A lot of these, I haven't even tried searching for as of yet. I do plan to use these for commercial use. I'll update the list as I gather resources. Thanks in advance!
  9. Thejaxinator

    Dirt To Sand RTP

    Near the bottom of the outside tileset (A1) you see the two hills at the bottom so they can't be walked off of they are in grass and dirt and anyone turn the dirt into sand?
  10. Here's a fun one. I have my class skills set up so skills can be mastered. Mastering them is simple. On every skill, a Common Event runs and adds 1 to a variable. When it hits a certain threshold the skill is mastered which makes it transfer over when the character changes classes. It works fine for the most part. Problem is I have a few heal/revive skill that can be used outside of battle. Even if the target is at full health, the skill still works and Common Event will add to the variable. The player can just spam click these skills to master them which obviously I don't want to happen. What I need is to be able to make some sort of condition or a script to check if the target is already at full health or not dead for Revive skills. Something that will stop the skills from processing at all would be ideal, but I need at least a Conditional Branch in the Common Event. Thanks!
  11. Hello! Long time user, first time posting, etc. I'm in the process of making a game called "The General's Return" and one of the main characters is a little girl. I've never really used children in my games before, so I was unaware of just how few good face edits there are for them. I've done some rough edits myself, but I've put a lot of time into this game and want something of a higher quality. What I'm looking for, in list form: An edit of the Spiritual(5) fairy's face to remove the wing, make the dress light purple instead of blue, and put flowers in her hair based on the Actor5(8) sprite and face (Isabelle in the basic RTP) An edit of the Spiritual(5) fairy's face to remove the wing and necklace, and put her in a light purple nightgown that covers her shoulders General Emosets for both face edits - although given one, I could probably copy and paste it onto the other An Emoset for the first edit for an injured/dying person, like blood coming from the mouth with smiling/pained variations, crying, unconscious etc None of these are particularly difficult, although I suppose the Emosets might be a little time consuming. If anyone knows a place I can commission this relatively cheaply, that's helpful as well. I'll probably need more help in the future, so I'm happy to spend some money if needed. I'll credit everyone who helps, of course, assuming you have some way for me to identify you.
  12. Hi. I want to make a variable fro a conditional branch that checks what the party's average level is. I'm sure there's some little line of code that'll do it. Thanks!
  13. lonequeso

    Terms and Conditions?

    Not quite sure where this one should be posted, but here we go. I found a couple neat looking battlers on a site, but I can't seem to find any info terms and conditions. The site is in Japanese...or Korean,...or something.Definitely not English, and Google Translate no make words good. It would be greatly appreciate if someone can find the terms and conditions on it. The first link is the main site. The second is the page with the battlers. I can see hundeok is who I should credit, but I need to know if these are free for commercial use. http://www.avangs.info/ http://avangs.info/?mid=resource_200x&document_srl=303558&listStyle=viewer&page=1 Thank you!
  14. lonequeso

    Cross Counter

    I have an idea for a fun lil skill for an attack, but I'm curious if it'd work. It's called Cross Counter. It deals extra damage based on a target's CNT. I haven't tried it yer, but I'm assuming b.cnt would be the parameter. So question one is will that work? I don't need any if-then statements. The formula would be something like: b.cnt * 3 + 100 + a.atk - b.def so if the target's cnt is zero it's just 0 + 100... The next question is the tricky part. Make it so the target cannot counter the skill. I should be able to apply state in the beginning of the formula to lower cnt, but the issue is I want the Cross Counter skill to bypass the target's cnt when used, and that's it. That way the target would still be able to counter any other attacks on that turn. It's really a two part question: Can a state apply a negative value to cnt? Would it work if at the beginning of the formula, I applied the state, then put the damage calculations then remove the state? Or would the system just act like the state was never applied?
  15. I found this before a while back, but now I can't seem to find it. Where do I find the damage rate for damaging floors in the core script?
  16. Volton7557

    Trouble with RTP

    Hello! I have a trouble with installing RTP for RPG Maker VX Ace. When I try to do it, I get a pop-up saying: 'Windows can't find the file "C:\Documents and Settings\Kuba\Pulpit\rtpvxace\Setup.exe". Make sure the entered file name is correct and try again. To find the file, click the Start button, and then click search.' Does anyone know what to do? I tried downloading the RTP from a different website, but it didn't work. I appreciate your help in advance.
  17. Hello everyone. I was wondering what are your opinions on playing a game made with full RTP assests (tilesets, music, characters)? Custom scripts or Plug Ins can be involved but all the art, sprites, tiles, and music are RTP. Will you play that game or not? And why? Thank you all in advance~
  18. TheHarmp

    TheHarmp's Hidden Doors. [WIP]

    Hidden passageways, doors, ropes, levers, or ladders. Originalsare RTP (and Mack I think), edits by me (TheHarmp) Feel free to use when. where and however you see fit. and as always; any and all feedback or comments are welcome. (Yes this means you can use it commercially, with or without giving me credits. Just go nuts.) Thankyou. (ps. if it's easier for the forum to have all my edits or graphics in 1 topic, please let me know, otherwise I'll post new topics for each subcategory.)
  19. I'm trying to create a puzzle wherein the player makes tiles appear across a bottomless pit by flipping switches. Since the tile of the pit itself is impassible the player cannot walk across it. Is there a way to use terrain tags or region ID's to make a specific impassible tile on a map passable?
  20. I was tinkering with some ideas for skills and an interesting one came across my mind. Make an enemy protect a party member from attacks. It would be a state similar to Charm, but it would also cause the enemy to Cover the user. Ideally, the enemy would protect the user regardless of HP. I'm 99.9% sure that would require a script. Maybe something that can be achieved using Lunatic States? Anyone ever see/use a script like this?
  21. lonequeso

    Attack elements

    Quick question. If a battler has more than one type of elemental damage active i.e. fire and ice, how does it effect elemental resistance? Does one just replace the other or would each be calculated at 50%? Thanks!
  22. Lord Vectra

    Is RTP bad?

    Is RTP bad? People said they wouldn't play a game that's nothing but RTP and then some said they wouldn't play game with any sign of RTP. Then some say they don't care. What is RTP to you? Would you play a game with it?
  23. roccstar1oh1

    tiles Thoughts On My Version Of RTP

    So I noticed the other day that most of my asset creations (tilesets) don't quite fit with the standard RTP (as seen in the following image) ...and it was also pointed out to me that my style is more of a pixel art style, and the RTP seems to be digitally painted, which explains why they clash with one another. So to counter this, I have decided to maybe re-do most of the standard B and/or C Tiles in my style and would like your thoughts on the subject. Below is an example: ...do the pix-elated versions work better? Thanks for your input.
  24. eatorl

    FullBody RTP Character

    Hello. I am doing some experiments related to "full body characters" and this is what I got: My original "bust" character: And my WorkInProgress "full body (almost)" character with different outfit options (WIP too): Option01 Option02 Option03 So, what do you think? This is a work in progress and it has took me a lot of time, is it worth it? or what should I modify? I love it but it has been difficult to develop since I am not a designer or professional digital painter, anyway, there you have it. Thanks!
  25. Howdy all! I wanted to share a couple of my maps from a project I'm working on. I really like your opinion on if anything is there I need to improve on. Mostly I'm trying to get the right atmosphere and setting. The following screenshots are raw; meaning they are done without lighting or any visual enhancing... very much done on Photoshop. Also I used screenshots/map saver as a base for parallaxing so you might see some strange things such as the grass covering some objects or vice-versa and blue mushrooms which I added as a grid. xD With all that said and kept in mind, I present thee... the screenies! And here's a screenie with the light effects. I saw Knighterius's screenies of his project and I saw these really nice light effects. So I was tempted to try it myself. :3 I'm still a newbie with the light effects so any tips are greatly appreciated. This one I'm trying to get a Blood Moon feeling but it's still a lot of work to do, such as the lighting in a dark red screen, it is barely visible but it's there. So what do you think as of now? Mind the title I added because I was showing this as a presentation in my classes... :3 More to come soon once I feel like spoiling more of it. xD I still need to show more than just forest maps. :3
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