Jump to content

Search the Community

Showing results for tags 'scripting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Central
    • Forum Announcements
    • Forum Feedback and Support
    • Introductions & Farewells
    • General Discussion
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Editor Support and Discussion
    • Programming
    • Tutorials
    • Workshop
  • Game Production
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater

Blogs

  • Loki's Blog
  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Blood Boundary Development
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Brualrosian Empire
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • E. Rin's Blog
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • COOL TELOCH BLOG
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Realms of Eternity
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • Project Shotgun
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • RuinLight's Blog
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tutorial Drafts
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • Writing Competition
  • OtaEnt Studios
  • Totori's Blog
  • The Kokonut Tree
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Remains: Dream Paradise
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Cecillia's Blog
  • Liphidain Development Blog
  • Pixelated
  • animeforfun's Blog
  • Purogurama Project
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • JamTam Universe
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • Post-apocalytpic Simulation
  • Tweaksource's Blog
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • OFFICAL HIREING LIST
  • UnDead Studios Archive
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • insomnioid
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Equestria
  • PixeLockeT Plays & Plugs
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • The Eddsworld Fangame(s?)
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Fleshport Development Blog
  • Amyrakunejo's Game Cabinet
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish
  • Delve into the Digital Embrace
  • Nira, the Experiment
  • Testing Blog
  • Loco's Loose Leaf Odyssey
  • CH2 - Afterword
  • Verdiløs Games
  • An it harm none do what ye will.
  • Eddsworld: Life After The End
  • Final Fantasy (Working Title)
  • Alva (not the skater)-A planet and world much like the one we know, or claim to...
  • The Freeman Gazette
  • Abby Freeman Makes A Game
  • Doin Stuff
  • My pointless thoughts
  • Loco's Odds and Ends

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Skype


Location


Interests

Found 47 results

  1. The title says it all. Is there any way to event or use a plugin to create a skill that has a cool down or one that forces the user to use it again for a few turns on rmmz?
  2. Hello an introduction to the project is here: There are a couple SV battlers, like the ones pictured above, that I need converted into RMMV DS Character sets like the ones pictured below. DM Me for details
  3. 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.
  4. 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.
  5. 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 :)
  6. In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
  7. Hi all, fresh newbie here, made an account just to reach out for help! Experimenting with all these awesome scripts, trying to create a unique rpg. While testing I found that three scripts I use, Yanfly's Weapon Attack Replace, Vlue's Pet's and Summon's (Compatibility Version), and lastly (my personal Favorite) Yanfly's Free Turn Battle seem to clash in some way. Here's my issue. When actor A summons actor B, and actor B kills the enemy and is left with no more Action Points from Yanfly's Free Turn Battle, it crashes the game with an error box stating: "Script 'Weapon Attack Replace' line 301: NoMethodError occurred. Undefined method 'actor?' for nil:NilClass" Line 301 and its neighbors are: 300 def status_redraw_target(target) 301 return unless target.actor? 302 @status_window.draw_item($game_party.battle_members.index(target)) 303 end 304 305end This is the only way it crashes the game that I've discovered. I've tried re-arranging the scripts, editing the attack (it previously used the Weapon Attack Replace), summoning different actors, but the outcome remains the same, a cold, cold, crash followed by that error. It ONLY happens when the Summoned Actor lands the killing blow on the LAST enemy. I've tested for hours on end to make sure that's correct! My theory is that it tries to check if there's any change in MP or HP as a result of the attack, but the actor is removed at the end of the battle, resulting in the crash, how ever, I have no idea how in the world I would fix that, nor where to even start. A simple "fix" is to straight up delete "Unless target.actor?" but that brings up graphical errors with the Free Turn Battle Script, resulting in any changes to MP/HP/TP/Stat symbols not being properly shown until the NEXT turn. (Example just in case it doesn't make sense, Actor A, who has 100MP uses a weapon that costs 10 MP, they would use it, but their MP Gauge wouldn't change to show the proper amount (which should be 90MP) until next turn, after the enemy has acted.) If there's any questions or any other clarifications you need please let me know! This isn't for any serious project, but I'd be lying if I said I didn't want to make it work! (Side note, I have all the necessary scripts for Yanflys Free turn battle script. Those being "Ace Core Modifications" and Ace Battle Engine) Apologies for any newbie Mistakes!
  8. Here is a little script I was working on for my test game made to count tallies when each stat is used and randomly raise them after battle. It's kinda like the stat leveling system in Final Fantasy 2(j) and the SaGa series, but it works a bit differently. Mostly it is different in that experience levels still exist and are used both to determine your max over all stat level, and whenever you gain a level you get a big random boost to your stat tallies. The actor class's stat growth curves also determines how much each stat level is worth. Anyway the basic idea for how it works is stat tallies are used as percent chance that that stat will level up after battle, so if a stat is tallied 100 times it will always level up, but if it is tallied only 10 times you have a 10% chance. Tallies are remembered across battles but the level up chance only happens at a battle's conclusion. If a stat is leveled up a flat 100 is subtracted from the tally, and it can go into the negative. This practically means stat increases are random but predictable over a large period of time, and since your level acts as a cap for how many stat increases you can have and your class acts to show how many each are worth, the fact that the stats always grow at the same rate is not as important. It's probably not going to be useful for most people's needs since it doesn't try to exactly match the system used in the old games, and is mostly me just experimenting with the mechanics. It might be useful as a base if anyone wants to do something similar though! Here is the script:
  9. Is there a way to have the name of a character in a separate box above the main text box? Sort of like a name tag? All the scripts and plug-ins I can find are either for VXA or the download link simply expired.
  10. Hello All I am very new here so please be gentle if i am doing something wrong or posting in the wrong place. I am not good with code but i am very willing to learn. I basicly want to script a variable to be an math equation wherein i call upon other stats of chars and variables and just numbers. something like this ((actor1 attack + actor 2 attack) + (variable * 2) / 400))*100) I know above is not a real syntax Its only me trying to explain what i want. I am not even sure its possible if its not then just tell me that. I tried looking in the post about MV scripting, but none of the video links work
  11. Bigger sprites: So I have 2 characters that should take up one space as one character. I already use a script that makes XP characters usable in VX Ace (Created by Melosx and translated by ShinGamix) I think if I modified the script a little, I would get the desired results. I know to change the check for $xp but I don't exactly know how to make the sprite set bigger. I am not contacting Melosx because of inactivity since 2017. Not contacting ShinGamix either because he seems to just translate, and inactive since August 2018. Sprite animations: How can I make my sprites use an animation? Something like a dancer dancing, or a UFO bobbing. Can't I just use .gif sprite set?
  12. 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.
  13. _____

    Need battle system done.

    EDIT: The other scripts besides the battle system I needed have now been taken care of, I just need the battle system. I will give 100 USD for the battle system. Hello everyone. I'm looking to hire someone to create a script for a 2d battle system and a few other small things in RPG Maker VX Ace. here are the details: These are the terms: These are detailed descriptions of the script i'm asking you to create: I'd need the battle system, or at least a majority of it, done by the end of march 2017 Thanks for reading.
  14. Scripting I had asked someone make a script for a Bi Cycle.. And he had given me a event.. It looks like this.. And I press Action Button the Player jumps and Get on the Cycle (Wrong Graphic) But he is unable to get down.. The Script Call/Line is *" jump($game_map.round_x_with_direction($game_player.x,$game_player.direction)-$game_player.x,$game_map.round_y_with_direction($game_player.y,$game_player.direction)-$game_player.y) "* Please help I need the Script Line to make it back to normal..
  15. Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance
  16. TBWCS

    I will be lessening my works.

    I will be lessening my time making plugins for three valid reasons: Everything is already made. I mean, if there are systems I can think of, it'd probably be something existing. But if there's a new concept I think I should make, it may come in soon. It's just my 10 hour research period is down to 3 hours. I will be focusing on finishing my plugin scripting tutorials to help the hopefuls. Throughout, I give this 3 hours as well. I will be concentrating on learning Chinese Martial Arts, I would also be reading a few sutras that has something to do with Buddhism. So if you're wondering why I don't post plugins here anymore, I am probably somewhere practicing and reading. My time is limited in Game Development, sadly. Since I pay people making custom resources for me for the game, I need to work as well. My money is limited, so I need to put some extra effort.
  17. So it's probably been at least a month or two since I worked on my last project, my first and only attempt at actually making a game with some other people, and I realized I never really talked about it with much of anyone outside the project besides one or two vague hints or did any blogs about it or anything. So why not do this now? It all started in October where, despite being possessed by a vile being of vile darkness that I of course opposed, RavenBlueIndigo decided to hold a contest. My friend Nya wanted to be in a team so I decided to contact her and see if I could help, despite being a bit nervous about working with other people. Anyway, long story short, she didn't have a game idea in mind, so I came up with the idea of a fantasy RPG based around the idea of a pre-christian Halloween holiday and the myths and legends surrounding it. Brank also joined in and was mostly responsible for finding a good tileset and doing all the maps. I named Samhain as an example though I wasn't necessarily committed to a historically correct representation of Gaelic culture or mythology, though Nya seemed very inspired by it and it seemed a lot of the monsters she wanted to add were from that origin, which was fitting since a huge inspiration for wanting to work on a Halloween themed fantasy RPG in the first place was Quest for Glory: Shadows of Darkness which in addition to all sorts of classic Halloween tropes and monsters (as well as more then a touch of Lovecraft) was very much influenced by mythology and culture (Slavic mythology and culture to be exact, actually all the Quest for Glory games have a huge focus on various real world mythologies and cultures). The basic plot, as it was, was that every year the barrier between worlds grows weaker, and people more or less make a big holiday/festival to keep everyones spirits up or else combined negative emotional energy can cause dangerous things to start leaking in from the spirit world in some places. The player plays a member of a secret order of hunters who's job it is to safeguard a town and keep the townspeople safe from any spirits that show up, and to keep them from panicking or even noticing anything is wrong. Though there may or may not have been some other force at work. Most of the gameplay was going to involve going around the town when a spirit/monster shows up and taking care of it, preferably quietly and cleanly without anyone even knowing it is around. Most people can't see them but their presence can still be noticed, especially by superstitious townspeople who know all about the legends of strange spirits or creatures. There was going to be a "mood meter" of some sort which was effected by how well you did at containing the spirits without the towns people noticing, as well as other things like being positively effected if you did sidequests to help with the festival, and negatively effected if to many towns people are injured/killed, if you act hostile or use too much magic in public, and so on. The mood meter mostly effects what kinds of and how many spirits show up. Sort of like how Undertale has it's Fight or Mercy options, taking care of the spirits usually meant either violently "killing" it (which doesn't always stick and just makes the spirit mad when it comes back, in addition to making a lot of noise), capturing it (which means you need to worry about how to contain it and keep it from escaping or keeping anyone from noticing it's there, but you can sometimes use captured spirits to cast/learn magic), or pacifying it (which just convinces the spirit to leave or become benign, but can be hard or flat out impossible to do i the spirit is too "evil", though those spirits will only show up if you are to negligent so panic or negative feelings spread too much). I think the over all design was a bit too ambitious, even if I purposely limited the size of the world to just one town and some surrounding areas, using a quicktravel-like menu instead of a world map. I think I may have done the most work on it, but most of it was just coding lots and lots of weird subsystems that were probably mostly unnecessary. I had the idea of NPC events that were stored in one map and could be loaded into any map dynamically, then I made some complicated scheduling and conditionals and lots of hacks with additional event pages so that NPCs (and spirits, though they were just NPCs too) could kinda move around between maps when you did. I used my old "Event Battler" script for spirits so they could be NPCs too, and made "negotiation skills" that could call different event pages of a spirit's NPC event in battle. But by the time I had accomplished most of this, the contest that this game was going to be for was already over. We all decided to keep working on it for a while, but Nya eventually had other things going on in her life she needed to focus on and I kinda never heard that much from Brank. I kinda lost most of my motivation to work on it anyway, so the project is kinda dead. I still like the idea, and some of the scripting work I did was kinda neat (if sloppy), but I donno when or if I will pick it up again at this point. Anyway MV is already out. I haven't gotten it yet and probably never will unless it goes for like 90% off on some steam sale sometime (because seriously, I don't care how good a piece of software is, I am never gonna pay more then $20 for anything, and if I had my way I wouldn't even pay that because screw proprietary software), but that doesn't change the fact that I am behind the times and the world has moved on and I am stuck in the past. Honestly I am not sure if I will ever work on anything with RPG Maker again, but I probably will. Ether way, I am gonna stick around this community a while I think. :3
  18. Korvas Terindar

    Developing npc movement

    Hi everyone, I have a favor to ask. I need to program a section of my fangame, I have a five nights at freddy's section, and want to have the animatronic's hunt the player, but have no idea how to program that. Can anyone help me out?
  19. I'm picking around in Window_Base, looking for whatever code tells the game when to make the numbers for the HP/MP/TP bars smaller once it's three digits, and I can't seem to find it. If at all possible, I'd like to keep it doing that once the number is four digits long, but at three, with the font I'm using, it just makes everything look squashed while there's still plenty of room. I'd also like to do the same thing for the "HP" "MP" and "TP" text, as well, if possible. So as an example, right now it might look like HP 1000/1000 MP 99/99 TP 100/100 But what I want it to look like is HP 1000/1000 MP 99/99 TP 100/100 Is that doable without a script?
  20. I can't code to save my life. One little scriptlet I do know is to turn on another event's self switch. If you're a coder, I'm sure you've seen/used this a million times: $game_self_switches[[1,1,"A"]] = true My question is this: Is there a way using that format to turn on a batch of switches? As in if I wanted to turn on self switch "A" for events 1-50, could that be done, and what's the correct syntax? I could've sworn I've seen it on here before, but I can't seem to find it.
  21. So I have been talked into following up my last tutorial with another one. This one will be expanding on the previous one by going in to building upon the default scripts. First I want to talk about why you would do this and then go through a few worked examples. One reason you might want to extend the default scripts for a formula could be the case that what you want to achieve doesn’t fit in the custom formula box. This is pretty easy to accomplish. Next up, you want to build in a default formula. I know that you can just use the same formula in every skill but I personally consider that bad practice. What if you discover your formula doesn’t act as you intended later in the game, fancy re-databasing all the skills and items? Or you want to create states that do different things to the formulas. We’ll be covering all that in this tutorial. Let’s start by quickly analysing the formula box itself; as I’m sure you are aware a refers to the the attacker or user and b refers to the defender or recipient, now a and b refer either to an instance of Game_Actor or Game_Enemy. A quick glance at this class diagram shows us that both inherit from Game_Battler (which in turn inherits from Game_BattlerBase). Why was that important? Simple because we have to decide where we are going to place our new bits of code. Personally I would recommend one of three places: Game_Battler Game_BattlerBase A new Module A module might in many ways make the most sense but being as I’m aiming this tutorial at people with limited scripting experience I’d rather avoid modules. Also if the code is added in Game_Battler we can directly access more variables directly (which suits me). So if we go to Materials in the script editor and insert us a new section then we need to add the code to add to the class: class Game_Battler < Game_BattlerBase end Right next lets get down to examples. First let’s go through how to use a formula that’s too big for the box. Next let’s add a new method: class Game_Battler < Game_BattlerBase def custom_formula_fireball end end If you don’t consider yourself to be a scripter then the easiest thing for you would probably be to enter the formula exactly how you would have in the custom formula box. Good news, we can do that. What we need to do is pass our new method the a,b from the custom formula. So this is what we’re upto: Custom Formula Box: a.custom_formula_fireball(a, Note: b.custom_formula_fireball(a, would be equally valid. Script Editor: class Game_Battler < Game_BattlerBase def custom_formula_fireball(a, end end So all that leaves us to do it put the formula in the method. I’m going to use the gambler example from the previous tutorial: class Game_Battler < Game_BattlerBase def custom_formula_fireball(a, c=1+rand(6);d=1+rand(6);if c==1 and d==1;10000;elsif c==d;c*400;else;(c+d)*100;end; end end So that’s how to bypass the length limit on the custom formulae. If that’s all you’re interested in then you can stop here. I’ll be carrying onto covering adding a default formula and manipulating it. I’m not going to cover anything to do with developing your formula I’m just going to show you how to implement it, here’s the formula I was using in my last game: class Game_Battler < Game_BattlerBase def basef(a,b, magic = false) if magic return ([a.mat / 5, a.mat-b.mdf].max * (a.mat ** 0.5)).to_i else return ([a.atk / 5, a.atk-b.def].max * (a.atk ** 0.5)).to_i end end end First thing I’m going to point out is that I also pass a boolean (true or false) to the method to define whether it’s a magic attack or a physical one. You could do the same if you wanted. Just an example on the custom formula box: a.basef(a,b,true) Anyway the main reason for doing this is so that if you find your formula doesn’t work well later in the game you’ll only have to change it once. You can also simplify formulas if you wanted by making more methods. So for example in my last ill-fated game I had a character who could heal but I didn’t want him to be a dedicated healer so I made all his heals inflict statuses (with the turns they lasted reflecting the power of the heals) and if a character was affected by one of these statuses they only received half-healing. So the method I made looked like this: def sorcery_healing? return state?(51) || state?(52) || state?(53) end My healing skill custom formulae looked a little like this b.sorcery_healing? ? 100 : 200 Any how that just about concludes everything I wanted to cover in this tutorial, I hope it helped you.
  22. Morrik Inkura

    Incremental coding

    Hello, I am new to RPG Maker VX Ace, and I was wondering if it would be possible/simpleish to make an incremental game. The basic theory behind incremental games (If you dont know already ) Is that you perform an action to get a reward, repeat until you have enough to upgrade said original action. Progress is marked by unlocking new rewards and increased levels or profit/automation. Ideally this would be represented by the world changing, new buildings popping up, new shops, event etc. All of which would be driven by a selection of different currencies and the levels of your abilities/structures. Wanting to spitball/potentially find someone to assist with developing this project from a script/eventing angle. Looking forward to hearing your thoughts/opinions/advice, Thanks
  23. illuminati0nn

    A New Quest

    Hello! My name is Illuminati0nn, I am very pleased to be accepted and allowed to join such a community where I look forward to learn more in regard of development and meet new friends! A little about myself: I write short stories and poems I create scripts for multiple gaming servers I am pretty laid back and really just enjoy relaxing Coffee for life. 20 years old Feel free to add me on steam http://steamcommunity.com/id/illuminati0nn/ Don't be shy to approach me! I look forward to meeting you! ~Illuminati0nn~
  24. Auto-walk This is my first attempt at a tutorial, have a few more planned but please tell me how I could improve it or where I can clarify. Please find attached a basic demo of the Auto-walk demonstrating the features and showing the eventing in detail. autowalk demo (dropbox link) Basic premise - Using eventing a some knowledge of script calls (no scripts needed) you can have a common event that allows for the player characters to follow a road or a path 1 tile wide in any shape or path that you have drawn it - at the press of a button. This was inspired by the Witcher 3 where, if you hold down a button when riding your horse it will automatically follow the road. I have been making big maps - really big, and on these maps I've been drawing in roads, but it gets a little tiresome to explore these maps by moving around holding a direction. I'd been looking for a script that could do something like this but with no luck. Luckily, with a bit of rooting around and thinking me and my bro managed to figure out something that works for us, and might work for you. Example of a map with road drawn on - How it works - At the press of a button your character will follow a path, stopping when you press a directional button or at the end of the road or at a crossroads. you can draw any kind of road 1 tile wide on a map of any size and it should work. The only script I've used is yanfly's button to common event, but it is not necessary to get auto walk working, only for convince. you do not need the script but it does make auto-walk simpler. link to script What you'll need - 1. You will need to create 3 blank events per map, and they will all need to have the same id - the simplest way is to have them be event 1, event 2, and event 3. They should be blank and have the through box ticked. 2. You will need 1 common event slot - everything will be handled here. 3. For the terrain that you want the player to autowalk on you will need to go to the Database, Tilesets, Terrain Tags and modify the number of the terrain to something that you aren't using for any other terrain. I've set roads to terrain tag 5 and am not using it for any other terrain other then roads. Important to note I've discovered that at a normal move speed the auto-walk does not seem to work all that well - I've found that the max move speed that it works at is about 3.6. you can use a simple script call to alter the move speed - $game_player.instance_eval("@move_speed = 3.6") I've made it so the common event in the demo changes the players move speed while auto-walking, but this is not pictured in my screen shot below. Auto-walk Common Event In the spoiler you can see the whole common event that I'm using - there are a few bits that may be redundant but it more or less works (lol) The initial conditional branch is to make sure that the event does not proceed if the player is not on a road - this prevents interference on maps that you do not want the autowalk to function on. you can similarly use a switch or variable or map id for the condition. Below that starts the loop. in the demo I've included a script call to change the players speed to 3.6 - the max speed I've found that the auto walk works at properly - any faster and is doesn't seem to turn correctly. you might be able to figure out how to get it working better than me xD At the start of the loop you'll see a conditional branch by player direction - this then uses a script call to place events 1,2,3 respectively in front, and to either side of the player. this needs to be repeated for each event and for each possible direction the player can face. Just below there is a nested conditional branch that reads the terrain tags of events 2 and 3 and calls a move route for the player to wait for one frame. this makes the player come to a halt at crossroads or where multiple roads intersect. Below that is the conditional branch reading the terrain tags of event 1 - the event in front of the player. this simply reads that if the terrain tag is 5 (a road terrain) the player preforms 1 step forward, skipping if unable to move. In the conditional branch, as well as in the conditional branches that follow you'll see I've included nested conditional branches that in the case of any direction being pressed the loop will break - this is so at any point during the auto-walk you can resume control of the player character. In this conditional branch there is a jump to label: loop, taking you back to the label at the top of the common event at the start of the loop - this is necessary so that during the auto-walk the player movement prefers going forward to turning at junctions. The next two conditional branches are identical, reading the terrain tags of events 2 and 3 - in the case of event 2 it would turn the player character right by 90 degrees and step forward, in the case of event 3 left by 90 degrees and a step. You can see that I've included a wait for 5 frames after each - that is so the move has time to execute / be registered before the event loops. Nested in the conditional branches all the way to the bottom are repeated the conditional branch to break the loop by direction pressed - I'm not sure if all of them are entirely necessary, but I've included them because it was working for me xD. At the bottom, after the look (not pictured) is a script call to return movement to normal speed. Finally - The common event in the demo attached differs slightly from whats pictured, and includes the yanfly button to common event script. you should be able to see it working. Well, thats about it I reckon. This is the first tutorial I've tried my hand out, not sure how helpful it might be - I was just excited at having figured out how to do something like this and thought to share it with youse all. I hope you can find something to use in whatever project you're working on here, and in the future I might try my hand at a couple of other tuts to do with mapping or variable terrain speed. Thanks for reading! autowalk demo (dropbox link)
  25. Hello, I want set up a skill that lets a class/actor craft items. Example: The cleric can mix potions when not in battle. What I tried to do was take the Tidloc alchemy system and create a common event that calls it up. This common event can then be turned into a skill an assigned to a class. For the common event I put used the script option and put in "Tidloc_Alchemy.call" to link to the script titled 'Tidloc Alchemy' I think the theory is sound, but when I try to active the skill during play-testing I crash the game. This is the error. Script 'Game_Interpreter' line 1411: NameError occurred uninitialized constant Game_Interpreter::Tidloc_Alchemy Any ideas? I have zero scripting knowledge.
×
Top ArrowTop Arrow Highlighted