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I'm attempting to use step sounds for in my VX Ace game. I've used Victor's Step Sounds, which produces no sound, and also attempted a combination of common events, which occasionally make sound. Does anyone have any better solutions? Or would be willing to tell me where I went oh-so-wrong? I'm at my wits end.
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Straight to the point. In the VX Ace version of this, there was a default AP gain which was based upon Total EXP gained divided by an integer (something like 10), which could be changed if one wanted and knew what they were doing. I found no such thing in the MV version, so I was looking for a way to implement that so that one could use that as a formula instead. Issue is, I have no idea as to what the reference is for total EXP gained, nor how to implement it. Any help is much appreciated, merci beaucoup.
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I hope I placed this in the right section. I was thinking about using the Victor's Visual Equip for my game, but realized before I downloaded it that I'm working with different sprite sizes. I'm using the sprites from Looseleaf in the Game Character Hub for humans and elves, and the sprites for VX Ace for halflings. I had to custom make my own sprite for dwarfs because I did not like the one in the Game Character Hub. I eventually intend to custom create sprite sheets for cat, dog, and bird folk and a playable Minotaur race. Will Visual Equip recognize that I have different sprite sizes if I upload the sheets necessary that correlate to those appropriate sizes or is it for a one size sprite only? I was curious because I saw in all of the photos that its just the sprites for VXAce.
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I'm using Victor Engine's Trait Control script, and every time I try to get a custom eval through I get the following error message as soon as the game starts: And it crashes from there. For reference, here's the (test) eval I was using on a weapon: <trait custom: basic param, 0, 500> true; </trait custom> Any help would be appreciated!
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I'm using Victor's element strengthen alongside Yanfly's ace battle engine and while they both work ok, I've run into a problem that might be hard or impossible to solve: Yanfly's battle indicates whenever you hit a weakpoint with a special message and apparently, Victor's script strengthens elements by making enemies weaker to them, so basically when my characters are wearing an elemental boosting piece of equipment everything gives the "weakpoint" message. Could anything be done about this or do I have to live with it?
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- element strengthen
- yea battle
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Okay, so, I modified Yami's Skill Equip script so that I can add Skill Slots through States. This way, using Victor Engine's Passive States, I've made it so that characters can gain new Skill Slots as they level up. Only problem: the State deactivates when an actor dies. As such, they revert back to their original Skill Slot count when they die, and so when they revive you have to re-equip their skills. I've tried a bunch of stuff, can't quite seem to figure it out. Thanks in advance.
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I'm trying to make my battler have a skill animation of jumping on top of the enemy, but i can't make my battler jump and hit on the enemy,is there a way to do it? Here's how i did,if anyone can help out, that would be nice. I'm new to this kind of thing btw. <action: Jump Attack, reset> pose: self, row direction, frame 2, wait 8; action: self, step forward, jump to, targets; wait: self,action; direction: targets; effect: active, targets, 100%; </action>
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Hi all, was hoping I could get some help. In my game, I've got a LOT of different possible equipment (neckwear, earrings, cloaks, rings, hands, etc.). I don't want to cut down on this. I'm also using a materia-type system (dubbed "Glyphs" in my game's world). Normally not many equipment types hold glyph slots. Mainly weapons, armors... as a bonus magic-type users get access to extra equipment with a few slots too. You get the picture. Anyway, it's a bit unwieldy having sooo many equipment slots to go through in the Glyph menu. I want the Glyph menu to only show equipment with slots. I found the spot where equipment is drawn: def draw_equipments(x) actor.equips.each_with_index do |item, i| #I added this next line of code. next if actor.materia_slots[i].size == 0 draw_item_name(item, x, y + 50 * i + 1) end end So it works in the sense that equipment without any slots are drawn blank. But, i want the equipment to simply not show up in the screen. I suppose I have to change the do statement but I don't know how I would. I'm guessing it's something simple enough, I just can't think of it ^^'' thanks for any help.
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Hi Hi all! There is something I want to try on Victor's SBS. I wonder if it is possible to create a skill that summons like another battler or so and that battler does it's own actions. Here's something I have in mind: Let's say your skill summons a doll, and that doll moves to the enemy and attacks; without your party vanishing during that sequence. So very much an independent action on its own. So far I'm having trouble finding the right action/pose for this and right now, I'm kind of hitting a wall here... Thank you in advance.
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Hi All! There is a rather strange bug I'm having with Victor's ATB system. Whenever I wish to escape and I hold down the "L" and "R" together, The escape returns me this: The line 721 is here: I've been tearing my hair to try to fix it but so far nothing at the moment . It doesn't seem to be a script compatibility as I tested it with Victor's script alone. If anyone knows if there is a solution to it, It'll be very helpful!
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So I'm using Victor's Engine and his Animated Battlers scripts. I'm having issues with the bow animation which I found help on from this topic: http://forums.rpgmakerweb.com/index.php?/topic/17187-victor-engine-bow-attack-error/#entry252053 However, after fixing most of the problem whenever I attack with a bow it uses the basic attack animation (as if I had no weapon equipped) instead of the animation labeled under the weapon in the database. Picture for reference: http://imgur.com/BHSZeyX
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I'm new to RPG maker and I wanted my game to have sideview battles so I installed Victor's Engine which is fine but my problem is when someone uses a gun he runs to the target then shoots I'm not sure if he really uses a gun or what, due to the falsh effects so how do i modify the Gun pose to make the user stands in his place without moving (Just aim and shoots)
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Im trying to change the battler graphic of an actor via event comment box - according to the script header this is done by the following tag: <battler name id: x> where id is the numerical ID of the actor (in my case 001) and x is the name of the png the graphic will be changed to (in my case mathilda_battle). So that my tag is <battler name 001: mathilda_battle> I feel like I am missing something fundamental to make these tags work as I can't get it to change anything. I even tried the <battler hue> command and can't get that to work either. Is there something you have to set up elsewhere to make the tags called from comment box on events work?
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I hope this is the right folder to put this! ;o; Hey there! So, I've run into a problem with one/serval of the Victor Engine Scripts. The problem: Since I installed/added those scripts in VX Ace, the "set move route" option "step backward" doesn't work properly anymore. Instead of taking one step back while facing the same direction, it now takes a step back but also turns in that direction. (For example: I am facing up, I want to take a step backwards while still facing up, but instead it moves down while facing down.) I don't know which one exactly is causing the problem, so I'll list which ones I'm using: (Same order as in the script editor) VE - Basic VE - Pixel Movement VE - Moving Platforms VE - Free Jump Additional: - Those are the only scripts I'm currently using and when I make a new project without those scripts it works fine. - I haven't changed anything in the scripts itself. - Jumping, moving platforms etc. all works fine. - The event itself only has some text, showing a balloon icon and then the step backwards. I hope someone can figure out what the problem is!
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VE- Animated Battle using 'throw weapon' as the basic attack
Totle Starwind posted a topic in Programming
HI I just wanted to ask, How do I make the animation for the 'throw weapon' be the normal animation in the basic attack for a specific weapon. in my case i'm using 'Shuriken'. I have been reading all available tutorials and even the manual on how to do this but for the most part I cant seem to make it work here is what I've done so far using the J_People4 charset (the one with the blue ninja) weapon note tags: <weapon 1:159> <advance pose: step forward> <attack pose: Shuriken> here is what I've done in the scripts # Pose for 'Shuriken' type weapons <action: Shuriken, reset> wait: targets, movement; pose: self, row attack, all frames, wait 4; action: targets, target throw; wait: targets, action; wait: 20; </action> # Pose for the targets of 'Shuriken' attack <action: Shuriken, reset> throw: self, user, image 'Arrow', angle 45, init x -6, init y -12; wait: self, throw; anim: self, weapon; wait: 8; effect: active, targets, 100%; </action> the problem is that the shuriken arcs like a boomerang instead of going straight for the target and the actor is changing graphics to the one in row 4 column 2. can anyone pinpoint the problem in the script? thank you very much in advance *sorry for my bad english, It is not my native tongue- 2 replies
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Hello friends, I need some help. I have been working on my first game and have been using VE - animated battlers. Things have been moving along, albeit slowly, as I try to learn how to get stuff working. I have been using a simple RTP charset for the animations and I felt pretty comfortable with everything until tonight. I have a boss fight where the player is meant to lose. I selected the 'Continue Even if Loser" option in the battle processing window but as soon as the player is defeated I get this error. I have tried looking around at the user manual and some quick searches but can't find much on Alias method, let alone what I should do to fix the error. Any help is greatly appreciated.
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Hello again, haha...I'm having a little trouble Victor's Animated Battle script. See the thing is, I'm trying to make a character set made with the character generator the enemy. The sprite shows up and all, but it's facing the wrong way (it SHOULD be facing right, it's facing left), can someone help me fix this?
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So I have been experimenting a little with the battle engines, and while I have already decided that my project will be using Victor's animated battlers I have also found Moghunter's HUD quite interesting to look at. After some trial and error I finally managed to get them to work together as seen below. The problem with the portrait effects, they work fine if the character is on the receiving end of an action (EG: Being attacked, selected or healed) But not if they are the ones performing the actions (EG: When they attack, use items, or cast) My best guess is that it's because Victor's battlers overwrite the usual actions in some way, breaking compatibility. But I have no idea how to solve such an issue given my non-existing coding skills. The scripts related are probably Victor's animated battles: Victor's Actors battlers: And Moghunter's Advanced Battle Hud: But I can't seem to find where the conflict arrises, there's no crashes from what I can see, just the player's actions not triggering the facial animation/battle cry effects. Does anyone know if there's some way to properly combine these? If not I'll likely opt out of using Moghunter's HUD and go back to the old setup.
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Hello again, haha...I'm having a little trouble Victor's Animated Battle script. See the thing is, I'm trying to make a character set made with the character generator the enemy. The sprite shows up and all, but it's facing the wrong way (it SHOULD be facing right, it's facing left), can someone help me fix this?
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Okay, so I'm using a lovely Victor Engine script for damage pop-ups in battle. The script can be found here: http://dl.dropboxusercontent.com/u/27014140/Scripts/Victor%20Engine%20-%20Damage%20Popup.txt However, I just have a couple of qestions. 1. How do you change the font? 2. I see that it pops up the states as well. I'd rather the states be seen by the HP bar for the characters at the bottom of the screen. Is there a way to change that? 3. Now that the states show up, so does death. Before, with the default battle system, when a foe died they disappeared. I'd like to implement that again. Thanks for any help!
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Hi everyone, I'm using Victor's animated battles' script and he mentioned on his site (not in the Animated Battles section, but in the Actors Battlers section, but the scripts work together anyway) that you can change which sprite is used based on certain conditions, like what a character has equipped and such. I have a gender select at the beginning of the game and I need to be able to have the script figure out which set of sprites to use for a male player and a female player. Also, I would like to be able to have equippable costumes that change the battle sprites when equipped. I have been working on my game for a while now but I am no good at scripting. Can someone familiar with his scripts please help me out? It would be greatly appreciated, thanks!
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Is it possible to use Regular Pictures as Enemies?
Haggiscrusader posted a topic in Editor Support and Discussion
Hello all, Serious N00b here, trying out some experimental battle stuff! =) I am currently running Victor engine so I can use old school FF style side view battles. My big question is- is there any way I can just grab images off Google images and use them as enemies in the game? So far I am unable to make this work, but I need to find a clever way to do this for a prototype I am working on. This is for a really goofy game, as you can probably tell, and any advice would be hugely appreciated! Thanks all! -
Alright, so I'm trying to use two different scripts together, XAS and Victor Engine Equip. Victor Engine Equip lets me add sprites to equipment and layer them on top of my characters. The problem is, XAS changes the character sprite depending on what the player is doing, for example using "player_Swd01.png" instead of "player.png" while attacking. The problem is that it doesn't choose a new sprite for the equipment sprites. I tried adding "clothes_Swd01.png" alongside "clothes.png", but it still uses "clothes.png", which causes a significant number of issues. Does anybody know how to make these two scripts play nicely together? Or perhaps an alternative to VE Equip that's known to work with XAS? PS, if this is the wrong subforum, I apologize, I'm new here.
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Hello, So for my game I was planning on using Victor's platforming system. The error comes in that the moving platforms only seem to work if they are set at a speed of 3 (2x slower) or below. At normal speed, I am only able to stay on the platform if is moving down or to the right, but if it is moving up or to the left, I do not stay on and fall off. At any speed higher than normal, I cannot stay on no matter which direction it is going. Scripts being used: Victor's Engine Basic Module 1.35 VE - Pixel Movement 1.10 VE - Moving Platforms 1.03 One of the workarounds I'm using right now is that when I go to Game_CharacterBase and change the value of def distance_per_frame to 1.99 ** real_move_speed / 256.0, it works fine at normal speeds, though everything is slower and sprite movement is choppy. While I may be wrong, the issue probably lies within the def update_move_platform on line 1067. Any help would be greatly appreciated.
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Ok so i installed the scripts correctly, all in materials, the basic engine first, the animated battlers, then the actors battlers. now when i follow the directions (provided by PL) and everything seems to work fine. when i get the actors to come up, they come up right. however when i try to do the enemies, it does not use the enemy i want to use. in this case i want to use a slime, but instead it uses the first sprite on the sheet (the man eating plant in this case) is there some other option i need to do in the note tags? or do i need to make each one seperate to make this easier when importing. thanks in advance Links provided for reference VICTOR ENGINE BASIC MODULE - required for use of any VE Scripts: http://victorscripts.wordpress.com/rp... VICTOR ACTORS BATTLERS - required so that your actors will display on the map in side view form: http://victorscripts.wordpress.com/rp... VICTOR ANIMATED BATTLES - required so that your enemies may display on the map in side view form: http://victorscripts.wordpress.com/rp...
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