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Found 81 results

  1. Here is my first post requesting for help, so... sorry for that and hi everyone. I would like to know if there exists or is possible an autosave script for RPG Maker VX (RGSS2). What a mean is, the possibility to save the game using triggers of any kind instead do manual saving (menu > save game). I'm not sure if this is possible, but i would like to find a way that the maker saves the game automacttly without in determinates moments. Thanks in adavance and Regards
  2. So Im trying to do something really simple, however I have no scripting ability whatsoever. I simply need a script that copies the variables of an actor and saves them to a file. Then I need a script that then refers to that file and copies the variables to the currently played actor. The reason I need this is to make it to where a player who was offline can log in to a server that has different variables and switches saved for the actor they are taking over. An event would then reset all of the actors progress reducing level and stats to beginning status, then once the player has logged in the script call would then copy the variables from the file to the character thus bringing offline progress in to the online server. This is the last hurdle I have to jump before the framework for my game is complete and I can just make quests. Any help would be greatly appreciated and credited.
  3. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  4. MasterMoes

    Character select script?

    Hi, so I'm new to RPGMakerCentral, so I'm sorry if this is the wrong category for this topic... So I'm working on an open world survival game with RPG Maker VX Ace, and everything is going perfectly... except one thing. This game involves a gameplay mechanic were you must rescue survivors so you can play as them. I basically need a character select script. I know plenty of them exist, but the ones I found aren't what I'm looking for! So here's what I'm trying to do in my game: When a player finds a survivor, a switch is activated that declares the player has found that survivor. When the player goes back to base, the player can choose up to 3 survivors they've unlocked to join the party, plus the main character that is always in the party. Does a script exist for this type of game mechanic?
  5. Is there a way to enable/desable bush effect? bush effect is inside: database/tilesets/ I dont use tilesets but parallax picture as a map.. so i cant call it properly with terrain tag.. and i need a script
  6. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  7. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  8. 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!
  9. Hey! I have a big problem with this script; (sorry bad english :c ) [USING THE PEARL ABS LIQUID DEMO] When I'm "fighting" with two partners (pearl ABS liquid V3) and both die, this error appears. It only happens if there is more than one partner. Pearl ABS Liquid V3 post: ERROR IMAGE: another image of the error (LINE 463) if i == battler.id swap_dead_follower $game_player.reserved_swap.delete(i) end} thanks!!!
  10. Hello! I was hoping someone could help me a small change to MOG's Battle Result script. By default, when you level up and learn skills, it will cycle through all the new skills you've just learned. The issue I'm running into through is that I actually give characters a bunch of skills upon level up, but only access to certain skills, based on their class. What I'm hoping is to tweak the script to instead of going through all the unlocked skills, to instead just say "New Skills Learned" once (as opposed to giving the message for each individual skill). I hope this makes sense. By all means, let me know if you have any questions. Thank you!
  11. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  12. Vis_Mage

    Don't Show Damage if Damage = 0

    Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
  13. Since some people wanted it, here is a list of links to most of the scripts I have scattered around the site I don't think I have actually released that much of note, but hopefuly some people might be interested! Important scripts - These are the scripts I think every project can probably benefit from: Word Wrapping Script - Makes stuff in message boxes and item descriptions (and anything else that uses draw_text_ex) automatically start a new line if the line is too long to fit. Cache Back - Improves the RPG Maker VX Ace cache system so that games should run faster and use less memory. Note Field Hash - The script I use to load note tags for most of the scripts I make that need it. Other finished scripts - Scripts with complete documentation and usable features that I think are suitable for release: NEW! - Crossfade script - Script to change the fades to use fancy crossades like battle transitions do. Unfinished, undocumented, and/or scrap scripts - These are mostly experimental ones I haven't gotten around to formally finishing: Simple Database - A fixed up version of my old NPC Database script. Alternitive Antilag - A possibly more compatible variant of Theo's new antilag script that also may be faster in maps with few events. Doesn't include the optimization for large numbers of events yet though. Frame Buffer Battle Swirl - An effect when entering battle sort of like the whoosh found in Final Fantasy 7 and other psx era RPGs. (Undocumented, but should just work without any fiddling, may update and formally release soon.) Free Party Turn Order - Changes battles so party members can act in any order. (Unfinished and undocumented, may be buggy.) Accent Generator - An attempt to do something like Chrono Cross's where each party member can say a piece of generic dialogue differently (Undocumented, some of the functions are kinda obscure) Icon Event - Short script to make an event look like an icon. (Undocumented, uses the note field hash script with the :icon_index key.) Custom Item Menu Scripts - Some scripts to change how item menus work, requires some other scripts. (Unfinished, undocumented) Final Fantasy 2/SaGa Series Inspired Stat Leveling System - A experimental stat leveling system that tallys stats when they are used and randomly levels them up individually after battle. Script demos/collections - Tech demos and/or base games for more complex collections of interconnected scripts: Super Dungeon Demo - Everything related to my modification of Saba Kan's Random Dungeon Generator. Adds a lot of new features and rewrites a lot of the old ones. Also includes my modifications and add-ons to Khas Awesome Light Effects, my old Event Battler script (which was released independently but seems to have vanished from the site for some reason), my autotile update script (which I wrote for this) and lots of other stuff, most of which isn't really that useful on it's own. Lots of documentation available here. Super Skill System - Based mostly around extensions and modifications to the Graphnode Install script and my own custom skill system to create a modular system to add extra effects to skills. No documentation yet. Feel free to play around with these and use my code if you think you can do something interesting with it! I like to fiddle around with other people's scripts too so it's only fair.
  14. Valjean83

    Stack Level too Deep?

    Hey all. Was wondering if anyone could give me some help on this. On a recommendation I downloaded Mithran's Graphical Object Global Reference script. My game was suffering from rampant disposed window errors and I was told this could help. However, once I paste it into my scripts and then start the game, I receive the error message: SystemStackError occured Stack level is too deep i was reading the reasons why this might occur, but I don't have this script anywhere else. Also, it appears the same in my script as it does as where it came from. Does anyone know why this is happening? http://pastebin.com/DvuinNFU
  15. Here is a sorta weird demo of a skill system I have been working on for a while. It's based on a modified version of this script with lotsa extra features. skilldemo.zip It's main extra fetures are the ability to attach skills to other skills, restrict stuff so you can only attach some skills to perticular skills or skill types, some extra animation stuff, and my own custom skills system that lets you have multible copies of skills, each with there own name and configurations of add on skills. It's kinda complex and the menu may not be as easy to use as it should be. I do think it's pretty neat though. It's probobly gonna have a ton of little niggly details and strangeness I need to iron out. I think for the most part, if you know how to use the grathnode install script, it's more or less the same except you can make skills grathnodes... but there are so many little details to talk about... I may write more documentation later. Some more info: Edit: Made it so it didn't check the grathnode's/metaskill's occasion anymore, so you could have items and skills that are set to never and still work as grathnodes/metaskills. Also merged the "Grathnode Tweaks" and "Metaskills Apply" scripts since they overlap a lot, and made my weird minimum tp cost thing it's own script so it could be tweaked or deleted. Edit 2: Custom skills now cost MP/TP properly now.
  16. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  17. Hey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
  18. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
  19. 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 .
  20. I decided to release a small demo/base/thing for my modifications of Saba Kan's random dungeon scripts. Attached here is a very striped down demo, but hopefully some people will find it useful as a base or something. dungeondemo.zip Included are seven different maps that hopefully show off some examples of different types of levels. Look in the map properties notes for some of the different options. There is only one type of enemy and a dummy chest item for examples in each map for now, and some maps have traps. There are things I wrote that I didn't include here like dungeon enemy level scaling and randomly choosing items for the chest just to simplify stuff. (Made some basic documentation here.) Edit: Updated to make traps work right, and added the blank tileset for dummy map. Edit 2: Few more bugs due to left over code fixed. Edit 3: Added code to randomize rect devision more, and to subdevide blocks more. Updated the sample dungeons to reflect this (mostly Dark Place, it's insanly cramped and maze like now). Also traps shouldn't spawn on top of other traps anymore, and the entity placement may be faster. Edit 4: Fixed a big bug related to room lights not being disposed and makeing games not save right. Edit 5: Added code to make paths across map edges for wraping maps. Edit 6: Small fix for using this with the new version of my Cache Back script. Edit 7: Fixed shops and added the missing script to fix the debug shop work.
  21. jamesdomus1861

    Item Carry Weight

    Hi, can someone direct me to a good Weight system that doesn't clash with other scripts? I've read that some will not work well if you use other scripts. I main use Victor Sant scripts, but I am also looking into using others, so I need a Carry/Weight script that doesn't clash. Thanks, James
  22. Hello, I've noticed that every time an enemy that has a sprite (like <sprite: char.png, 0>) dies by counter the game crashes and it shows this error.. any idea on how to fix it?
  23. So I was making a game when I just discovered that my conditional branch with requirement of specific Actor name is not working correctly. here is my event: Code Translation: Change actor name for actor: (unnamed), amount of signs: 6 If Actor [unnamed] name is 'A'{ } Else { Message: OK } End The problem is that its doing else function even whet I type correct name I tried to use scripts but its still the same Maybe someone knows what's wrong with it or have a script that fixes this also thanks for any help
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