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Found 26 results

  1. I don't know where to file this in terms of forum entries. Please let me know if this is in the wrong place and I will repost. Using Yanfly Battle engine and its extensions. Want to use different side view action animations for different skills with the same skill type. ex: Character Mary has the skill type magic. She has two magic skills, 'Abrakadabra' and 'Alakazam'. These are both in the magical skill type and included in her class. Let's say I want 'Abrakadabra' to use the action animation thrust, and 'Alakazam' to use the action animation swing. How would I accomplish this? Here is the code I tried using. '<target action> preform action motion thrust: user, no weopen </target action>' With this, however, it replaces the entire move with only her doing this action. No attack, noise, damage, etc. I need help, I don't want all my magic moves to use the same motion. Why would I need more than two animations for a character attacking anyway if you can only use two (general attack and magic skill)?
  2. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  3. Foxtrot Meteor

    I can't fix this.

    The problem persists even into other projects. It started when I tried to import a custom window sprite to make the game's menu less ugly, and it only went downhill from there. I have no idea how to fix anything at this point, I'm completely lost. How can I restore all of the assets to their factory/steam-ready state before my tampering, how can I fix this?
  4. Hello, everyone. This time, I'm having yet another trouble with one of MOGHunter's Scripts. This time, it's specifically his Character Poses plugin (https://atelierrgss.wordpress.com/rmv-character-poses/) and, presumably, his Chrono Engine plugin is involved with the problem as well (https://atelierrgss.wordpress.com/rmv-chrono-engine/) (Note: ABS Mode, not Chrono Mode). The problem is the following: I was testing a battle with two party members and I decided to test in case the character died. It turns out that the Character Poses plugin makes the character invisible and nothing is capable of making it reappear, even after the same character has already been revived. How should I be able to fix this?
  5. Blorf

    Need help with HUD Maker

    I'm using the HUD maker: http://sumrndm.site/hud-maker/ And I'm trying to display the Enemy's name and stats. For the player I used ${$gameParty.leader().name()} to call the name, and ${$gameParty.leader().hp()}, etc etc to call the stats. What would I use to call Enemy A's name and stats? I tried ${$gameTroop.members()[0]} and various codes and got "ERROR", "unidentified", and "[object Object]" when I tried them. I'm sure the data strings for enemy stats and names exist in the game. I just don't know what they are. Can anyone help me? Thanks in advance.
  6. This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
  7. Ok, I followed this tutorial And after I finished every time I walk it kinda freezes and plays so it looks like im talking a step and stopping instead of just walking. Its also very annoying when the screen stops every time I take a step. I was haping if anyone could help me fix this or if not find a better way to add footstep sound effects into my game. Other info Im using a custom sound effect not sure if that would be a problem but.. I have already checked to make sure I did everything the exact same.
  8. Hi, I just started yesterday and was doing some test-stuff. I made this balloon guy who follows you and who can interact with other events, if they're on one of the fourtiles around him. Two variables constantly check his position (wait-command is there, and everything runs smoothly). However before the "variable loop" i activated his self switch, so that every other time the player presses the action key near the balloon, another command is executed. Do both event pages happen parallel to each other? Will the variables just remain on the last update if the event is removed in the second event page?
  9. OneCutStudio

    Plugin Help for Galv's CustomTitle

    Hello everyone, I started working on my game again and as such using scripts to increase its appeal. I need help with Galv's CustomTitle script. Using the plugin demo I was able to create the titlescreen to my liking, however I cannot duplicate it in my own game. Here is the issue I am experiencing: The animated sprites are not visible when the titlescreen first launches. If I open up the options window and then close out of it, then the animated sprites appear. Troubleshooting I've done so far: At first I thought it might be conflicting with other plugins so I turned them all off except this one. Same problem persists. I moved the plugin to the top of the list. I double checked all the settings to make sure they were set correctly, ie. positioning the layers appropriately. Battle animations will still play but over the transparent sprite. All the other layers are showing up fine. Any help is greatly appreciated. Thanks, -OCS
  10. jbxstudios

    Yanfly's GabWindow Issue

    Hello! So, on my current project I can't seem to get Yanfly's GabWindow to display Gab Windows. I don't know why. I followed the directions, changed my plugin load order to the Yanfly recommended order, and it still won't display! I've put hours into my project and this feature will really improve things. Like, the textbox for non important stuff is annoying! So, the issues are: -It won't display and there's no error message or anything. I've removed a lot of the non-essential non-yanfly plugins as well, but it still does it! Is this a bug or am I doing something wrong? I tried putting: GabText my text ShowGab plugin commands, in that order, in regular map events and common events and it won't display either way. My current plugin list and load order is below:
  11. Takeo212

    Menu Plugin Alignment Help

    Hey everyone~ I was browsing the MV Workshop and came across a menu plugin that I was actually really wanting for my main game. It's similar to the older Final Fantasy series menu and I was eager to try it out~ I got the plugin to work easily enough, but I instantly realised I had a problem. The Plugin only seems to support the default MV resolution, whereas I use 1024x768. I considered changing my resolution to match the plugin, but I remembered I have parallaxing light/shadow images and to be honest, I don't really fel like spending forever redoing them for my map (maybe 12+ rooms so far...) So what I need is some help to allow this plugin to support my resloution if possible. Plugin by Ventiqu on Steam Workshop This is my current problem; and this is how it's supposed to look; Final Fantasy Menu Thanks for reading and any help in advance~ - Takeo
  12. I've been building a sprite from scratch for a while now. The sprites I'd like to use are 36x48. I've encountered no problems with importing and using the sprite, but I don't like how it looks. I'm alright with the up and down - I can clean them up rather easily - but the left and right just look like a shuffle. I have a feeling this is due to the static frame in the middle, but I rather like the dynamic pose. Is there another way to use the pose while substituting a proper static frame? Perhaps an idle "animation" defaulting to this pose? I've been getting carpel tunnel over this for four hours now. Like, I fear for my fingers. Anything I can do about this? (The sprite issue, not the fingers.)
  13. So I'm using Yanfly's Message Core plugin (of course), but literally nothing is showing up when I use a message. Windows open normally. The game pauses so the game thinks the message is showing but there's nothing. I've tried doing everything. I used the default version of everything, I turned off all the other plugins, I made a new game but it still didn't work. Finally I tried using my laptop and used the plugin on that and it worked on the game, so I moved my game onto a usb and tried it on my laptop, but again it didn't work. I would really appreciate the help, I've looked through all the possibilities. I think it might be something with the core code. Thanks.
  14. So we have lots of great RM Skills why not some database ones like skill maker or just database????
  15. SamuelKeller

    Paladin/Cleric Argument

    This has been a topic I've hotly debated with a few of my friends over my game design, namely on how to separate my Paladin and Cleric classes a little better. Here's a rundown of the situation: Basic Game Premise Your party consists of 4 members, with new members added over the course of the game. There are 16 members you can obtain, separated into 4 roles: Tank, DPS, CC, and Support. Each person has a Primary Role and a Secondary Role, indicating their skills and overall recommended usage. Any team of 4 can consist of any number of each role, but one of each Primary Role is a good idea. Both Deal Holy damage (effective against Undead) Have moderate base DEF and MDF, as well as MHP Specialize in protecting/aiding allies Has basic healing abilities Paladin only (Tank/Support) Obtained late in the game Higher ATK/MDF than the Cleric, with the highest MDF in the game Utilizes the "cover" skill type, which blocks all damage for an ally and making the Paladin take the damage All heals are for the user only Can actually deal damage Cleric only (Support/Tank) Starter class Higher MAT than the Paladin Diverse healing abilities, from basic heals to cures Has one of the few revives in the game Has extremely powerful buffs for allies My question to you all is, should there be a bit more separating them? I honestly can't think of much more I could add to improve their distinctions.
  16. Heyya All, this is my first post and its regarding a few maps that I have made near the start of my game, while I am happy with them to a degree I do believe that it terms of the maps themselves there is still work to be done. I would rather start to learn and improve early on in my project to make everything else stand out in terms of how I have improved as a RPG 'mapper'. Feedback ranging from something as simple as make a house or path bigger too ideas of how to fill an area would be greatly helpful in terms of improving my skills. Thank you to anyone who helps me out or reads this. Below are the three screen shots as well as some information explaining them. Path. Village. Memorial.
  17. Dynamite61414

    Chase Event Woes

    So, I'm making a horror game based off a short story I wrote a few years ago. This is the first time I've ever tried making a game, so I'm really new to this. I've gotten to the first big "demon thing appears" scene. Got my events set up so the demon appears, walks toward player, player backs up, repeat once more. At this point, the demon is supposed to chase the player. I can get the demon to run at the player, but the player is still frozen and can't move. I believe I have any autorun events turned off before the player needs to move, but I will be double and triple checking that. Is there anything I might be missing? It's driving me crazy.
  18. Technically not a question on development. At least not yet. I use a PS3 controller emulated as an X-Box 360 controller via SCP Driver. While I'm aware RPG Maker has controller support, it forces me to use the analog stick for menu and movement unless I have Lone Wolf's controller script working. I found a sort-of fix by pasting the script from the game I'm making to the game I want to play, but not all of them have the Data folder with the Script file ready to do this. That, and I'm probably risking causing data errors to the game I play. I even went and made a copy of the Script file of the game I copied it into so I can fix it should problems occur. So, I was wondering if there was a way to allow for the use of of the d-pad instead of the analog without the use of any scripts. I haven't been able to find such function in the F1 menu. I don't want to play with a keyboard because my keyboard is bad. The directional input requires me to use both the arrow keys and the number pad as some of those keys don't work. Plus, I just prefer a controller in general. If someone can give me tips, that'd be great. PS. My PS3 controller won't work on it's own, so it needs either the SCP Driver or MotionInJoy to work, and I'm trying to get off of using MotionInJoy. I use a USB cable to plug it in.
  19. I'm new to the RPG Maker community, and i'm trying to make a "Music Transition" through different regions on my over world But I believe the problem is that the script fades out of the currently playing music and starts playing the music corresponding to the region I am in, this obviously causes slowdown and the music never plays unless you step off the region. So I need help figuring out how to get a smooth transition from on region to the other. Here's my script, but keep in mind, I only started using RPG Maker a day ago.
  20. There we are... Kids, Teens and Grownups... all with one goal in mind, we all share the same passion. The creation of games. Sitting whole days & nights in front of our PC's creating... Some do better than others, while some struggle to understand 'the way' it's done. Some will give up along the way, some will not. I often find myself depressed 'melting' before my PC, bitchin about a script that doesn't work... Then i often turn to the community. This community. It is amazing really that, most of the times instantly, i get responses from people (that's all of you) trying to help me out. Me. A completely stranger. Why? I don't know why, but it is amazing. I get responses, i get advise, i get guidance. The community helps me to understand, to overcome, to resolve the problems. And then i realize that it was my fault the script didn't worked. It was my fault, because i didn't really understood how it worked or because i didn't followed the instructions the coder has set step by step. So at that moment i get two feelings. First is i get ashamed, i feel like an idiot and i get angry with myself for bitchin the coder's work and the second is i feel proud for the people who spend so much time to create scripts (tools) for us to work with. I mean, they don't expect something in return for this, yet they do it. Again and again and again... It is remarkable really... Keeping that in mind, i just wanted to thank every single one of them for their work, for their patience with all of us who have questions, for their passion. I want to thank every single one of you, every single one member of this community for doing what you possibly can to help others with their problems... Sincerely, you cannot put a price on that. This is the value of the community. Because we all share the same passion. From heart, thank you!
  21. Tejas

    Contests

    I'm planning to host a contest here soon for New Year, so for prize I want to give Medals to the winner. But I can't find a option for uploading medals. Theo And Galv told me to contact Admins, but no reply came so I'm posting here. Can anybody help me out with this.
  22. Hi there everybody. So after play Chrono Trigger for a while... i decide to make a RPG game about the love what a sudden! I want this game has a little bit complex story ... and about the battle, i prefer animated sprites than battler, may be this game i want to make is similar to Final Fantasy in gameplay So i want to ask you guy helps me make a scripts list for using in game If you don't mind, of course ( i like takentai - is that its name? i used to play around with it before in RPG VX ver but it seems RPG Ace doesn't has this one) Thnx!
  23. I tried using Dropbox to store some of my images. When I use the link to obtain the image, I get the broken image symbol. Does RPG Maker VX Ace Community support links attached to Dropbox? Thanks, Jay
  24. For some reason, when I click an image, nothing happens I've tried CTRL+ L Click, right clicking, double clicking, everything, nothing happens, not even a drop-down menu from a right click It might just be a problem on my end, but I want to be completely sure
  25. Does there exist a stealth and detection script for vx ace? I mean a script where guards are walking around and when they see you in a line of sight they try to catch you
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