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Found 55 results

  1. (Due to the original script writer being good at making ticking bombs, another script writer has written a better version and so this script/aid request is no longer needed) ... So, I found that with DoctorTodd's script, if one wanted to have it so that the autosave function didn't work if there were like battle cutscenes going on or if one has a menu tutorial that uses the menu call, or if a cutscene is stretched across several maps, one couldn't really do this unless if one compromised and only used the Autosave.call script command, which would only work with evented battles. So, I decided to make an add-on script that can further bind these features to switches, if one desires, and I've run into a snag I don't know how to troubleshoot. What I am going to do is post both the Autosave script and my add-on here, and I'll also post the error I've been getting. ... DT's Autosave: ... My Add-On: ... Error Code: ... Any assistance I can get with this, much appreciated, merci beaucoup.
  2. In my latest game project, I've decided to use TP as a third vital meter. You know the deal: If your HP depletes to zero, you're done, MP, no more magic/skills/whatever. But TP is by default a safe thing. Not in my game. If TP goes to zero in my game, it's almost worse than a Knockdown (death status), because that character gets hit with a nasty status ailment that weakens their every ability, and is difficult to recover from. Also, every action that requires movement (attacking/casting magic/etcetera), will deplete TP, or in my game, it's EP, Endurance Points. If you don't have enough Endurance, you may as well wait, or defend. Also, some equipment will make actions cost more Endurance, some less. The idea is that you want to end battles quickly, but not so quickly that fatigue sets in before the next battle. I've always thought this was a good mechanic to have, but maybe not everyone thinks so. I appreciate all constructive thoughts on this. Let us discuss with full hearts and open minds.
  3. I came up with a way to have @Calestian's Multiple Currencies show up in Yanfly's Ace Menu Engine. @CristorcusHelix, no, the Class System script does not interfere. Now, for simplicity's sake, I won't throw my entire script in the fray, just the pieces needed to get this working. Below is the command that goes under COMMANDS: COMMANDS =[ :currencies, # Opens the currency window. ] # Do not remove this. Below is the hash for all custom commands, which is what Currencies will be. Note that you can change what the menu command appears text wise by changing the Display Name (be sure to keep the quotes and comma there!), but don't change the command or the handler method. CUSTOM_COMMANDS ={ # :command => ["Display Name", ShowSwitch, EnableSwitch, Handler Method], :currencies => [ "Currencies", 0, 0, :command_currencies], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 0, 0, :command_shop], :gogototori => [ "Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA The handler method will go below the Scene_Menu portion at the bottom of the script. Be careful to copy and paste the code correctly. #-------------------------------------------------------------------------- # new method: currencies #-------------------------------------------------------------------------- def command_currencies return unless $imported['Clstn_Currencies'] SceneManager.call(Scene_Currencies) end And that should do it. If there's any issue, give me a ring.
  4. This is a neat little idea that can make your typical boulder-pushing puzzle a little more interesting. It took me a while to figure out how to do this through events (although I'd like to learn, I currently have no ability to script), but I have it sorted now and hope it might help someone else. Hard mode: Multiple boulders and gaps. (<if this anchor doesn't work, just scroll down) Pushing a rock into a gap. First thing's first - create an event that will be the boulder, or whatever your character will be pushing. You also need an area of water or a hole or something of the sort, which the boulder can be pushed into. The gap must be one tile across, the the boulder can act a bridge when in the water. In this case, the player is pushing a boulder into the river in order to get to the island. I added a chest that can only be reached this way, for added incentive. The boulder event will eventually have several pages, but initially, just set up the first event page. The settings should look like this: 'Event Touch' means that the boulder will move when the player stands beside it and pushes a directional button. Other people may prefer setting the trigger to 'Action Button' so that the player must press the 'A' button to activate the movement. You will need to use a terrain tag to label the water tiles. Doesn't matter what number you use, but tag the water tiles you want the player to be able to push the block into. You need several variables for this. Two will store the boulder's current X and Y location on the map, two will store the X and Y location of the position the player is trying to push it to (when they walk up to it, or press 'A'), one will store the terrain tag of the new position. So, let's do some eventing! As soon as the event is triggered, we want the boulder to store its current position in the variables. We can then use conditional branches on which direction the player is facing to determine which direction the boulder is being pushed towards. With this information, we can store in variables the new position. We then get the terrain tag of the new position. If the player is just pushing the boulder over land, the boulder should just move normally as these tiles are passable. We check if the terrain tag is equal to the one you set up for the water. If so, the boulders move route includes setting it as 'Through' which means it can pass into impassable tiles (like water). Self Switch A is then turned on if the boulder has fallen into water. It's not mandatory, but I added an extra bit of eventing here so that the boulder wouldn't reset back to its original position if the player left the map. This only activates if the boulder is in the 'goal' position and the puzzle is solved. Use two conditional branches to check if the boulder's new position is equal to a designated goal location, and if so, turn on a switch. This isn't a self switch, as we need it to link to another event. More on this later - first, let's finish setting up the other event pages on this boulder. Here's what the first page looks like: Page 2 is relatively simple. Once the rock is in place, this page sees when the player is trying to cross over it. It takes note of which side the player is on. Because switch A turns on if the boulder falls into ANY water, we need to check if it is in a goal location first. Page 3 is triggered if the player touches the rock and is facing left. This page must be set to 'Autorun' and the priority 'Below Player'. This is important, because the 'Below Player' priority means that the player will walk on top of the rock, rather than appearing to walk behind or underneath it. The event autoruns and moves the player over the rock to the other side. The switch then turns off, so that if the player touches the rock again, Page 2 runs, which looks at which side the player is on and redirects to the corresponding event page. Page 4 looks exactly the same as this, but is for if the player approaches from the other side. The only difference is that the move route contains 'Move Right' and it's a different self switch. Of course, you can also make boulder bridges which are north-south. So that's it - for the most part. What about Page 5 though? Well, it's completely empty! Remember that part at the end of Page 1 where I said something about getting the boulder to stay put after it's solved? If you want to add this feature, create a second event using the same boulder graphic. Put it in the place where the boulder is 'supposed' to be when the puzzle is solved. The second event contains a copy of pages 2 to 4 of the first event, with an additional condition that the 'Solved' switch must be 'on'. This switch also removes the first event from view. Hopefully this was useful to somebody - it's the first tutorial I've written and I'm not particularly confident in my ability to explain things, hence the use of pictures. Here's a short demo of how this looks in-game. *** Hard Mode: Multiple boulders and gaps! (Uses more switches and variables, but the basic idea is the same). It's here that I must stress the importance of keeping your switches, variables and event names organised. Otherwise, you're gonna have a bad time. Depending on just how complex you want to go, here's the switches and variables you need to use: The good thing is though, that you can re-use some of these for other boulder puzzles you might wanna make in your game and it won't make any difference. Namely, you can re-use the variables in any number of puzzles. The switches must be set up individually for each puzzle though, as they recognise which puzzles have been solved and which rocks have been used, and allow the player to leave the map and the puzzle still be solved. I used 3 boulders when I was figuring this out. You can easily use more than that without it becoming more complex to set up, but you'll need the extra switches and variables. Variables Rock_X_Location - Stores X location of the boulder that the player is about to push. Rock_Y_Location - Stores Y location of the boulder that the player is about to push. Pushing_Towards_X - Stores X location that the boulder is currently being pushed to by the player. Pushing_Towards_Y - Stores Y location that the boulder is currently being pushed to by the player. Terrain_Tag - Stores terrain tag of the location it is being pushed to. Goal_X_Location - X location of first possible solution. Goal_Y_Location - Y location of first possible solution. Goal_2X_Location - - X location of second possible solution. Goal_2Y_Location - Y location of second possible solution. Goal_3X_Location- X location of third possible solution. Goal_3Y_Location - Y location of third possible solution. Switches Boulder1_Solved - Switches on if any boulder has been pushed into goal location 1. Boulder2_Solved - Switches on if any boulder has been pushed into goal location 2. Boulder3_Solved - Switches on if any boulder has been pushed into goal location 3. Boulder1_Used - Switches on if boulder 1 has been pushed into any goal location Boulder2_Used - Switches on if boulder 2 has been pushed into any goal location Boulder3_Used - Switches on if boulder 3 has been pushed into any goal location To give this a sense of meaning, here's the cave where I'm setting up this puzzle: You can see the three boulders. I've named them 'Boulder1', 'Boulder2', 'Boulder3' for convenience. The three 'empty' events are locations where the boulders can be pushed into to enable our hero to cross the water. These events are named 'Solved1', 'Solved2', 'Solved3'. You might notice that it's possible for either of the two boulders near where the hero is standing to be used for either of two goal locations. I have considered this. Let's look at the event pages. This is the first page of Boulder1. If you read the basic part of my tutorial first, you'll notice that the general structure is pretty similar. We check the rock's current position, which way the player is pushing it, it's new position, and the terrain tag of the new position. If the terrain tag is the one for water, it makes a 'splash' and falls in. Then comes the extra bit.... It gets the data for the variables 'Goal_X_Location', 'Goal_Y_Location' etc. from the positions of the events which are at the goal locations. We then need conditional branches to check whether the rock has been pushed into ANY of the possible goals in the area. This is done by using branches of the form: Conditional branch: Pushing_Towards_X = Goal_X_Location Pushing_Towards_Y = Goal_Y_Location Branch End Branch End Repeat this for each goal location. Within these conditional branches, we need to flick on the switches that indicate which boulder we have pushed into the water, and at which goal location. This is why I numbered my boulder events and goal events. If it's pushed into water (as recognised by the terrain tag), self switch A turns on, which is just a blank page. This is just so that the boulder is not able to move if it's in the water (eg. if the player stood at the waters edge and pushed). The reason I didn't use the A switch to allow the player to cross the boulder is because depending on where the boulder is placed, it might form either an East-West bridge or a North-South bridge. As such, this movement is tied to the 'goal' events which appear when the rock is moved into place. ((I used 'empty' comments for the sole purpose of spacing this out into sections so it looks neater and was easier for me to work on)) This event above is Boulder1. The other boulders look exactly the same, except that the switch turned on when they fall into place is 'Boulder2_Used' or 'Boulder3_Used', etc. etc. for however many boulders you have. ((My switches for this include the area name, in case I later want to use a similar puzzle on a different dungeon)) Okay, this has probably been slightly confusing. I'm trying hard to keep it as organised as I can and sometimes I have to look back and think things through again. Hopefully looking at the other pages of the events will help all these switches and variables make more sense. This is pages 2 and 3 of the boulder events: Page 2 is empty and is triggered whenever the boulder falls into water. It's just there so that it stays put and acts as an unmovable object. Page 3 is triggered when this particular boulder has been pushed into a goal location. It makes the original boulder event invisible. Now let's finally get to these 'goal' events... Page 1 is blank and has no image. Because having a crossing before a boulder has been pushed here would defeat the purpose. So, page 2... Looks rather familiar, huh? It's the same eventing as you may remember from the basic tutorial here, which triggers a self-switch when the player touches it and allows them to cross in a certain direction. This activates if the switch 'Boulder1_Solved' is on. Not to be confused with 'Boulder1_Used'. The 'solved' switches correspond to the goal or solution locations, and can be triggered by any boulder if it is pushed into the goal location. Then as you may guess, the B and C self-switch pages are exactly the same as before. .... done. Finally. Let's see it in action!(unfortunately without the pretty mapping this time)
  5. (all typed on mobile - I know, yuck - so help me out already dammit) There isn't much to say about this project other than that due to a couple of reasons (one being more prevalent than the other), Throes of Damnation is being indefinitely shelved. The first reason is obvious; I no longer have a working computer, and the possibility that all my files are gone and/or corrupted, leaves a strong possibility that the project may be gone altogether, but until I know more, I have to presume that I might not have any of my files, but definitely no access. The second reason, which is more prevalent, and even if I still had a working computer, would be enough for the indefinite shelving, is due to my heavy use of a tileset that I borrowed from Luxaren Allure (I did get permission to use it), which is now no longer an option due to the artist disallowing any use of her work by anyone else. Ultimately, that's fine, but it really puts a stopper on the project because I have never seen a tileset quite like that one (because it quite simply doesn't exist). If I can mitigate these issues, especially the lack of a dark, demonic and empty-feeling tileset, then I will continue Throes of Damnation. Until then, the project is shelved. Shame, really; I haven't seen another RM game that uses a Duel Monsters like battle system...
  6. Hi! I was wondering if I could make an event move between several other events. In the game I'm working on, there's a part where you have to stealth around. If the guards see you, they'll stop doing their typical routine and actively search for you. However, this is difficult to do since they'll actively chase you down if they see you, resulting in move routes breaking. A lot. Is there a way I could have them move by event locations? Maybe by, like, a script call or something? Thanks in advance!
  7. Tarq

    Script Call Master List

    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  8. So I am working on a large project called Fallen Petals, I can draw faceset/battlers, I did most of the jobs in my project such as eventing and setting up animations, skills, scripting boss's battles and more, but there is one problem that I can never do it, which is spriting characters, I am currently using Default Actors in RPG maker VX Ace, but since now I drew the facesets for my OCs, I decided that I need a spriter. Game Sypnosis: Fallen Petals is an RPG game talks about a twisted story of a prince and a Goddess who exiled from their own country called Elusia after the prince was charged of affiliation with Regusia, the enemy of Elusia continent, he was ordered execution by his own father, but the Goddess planned a successful escape out of Elusia Continent with him, he is now residing in an unknown village, starting a new life with the Goddess. What I need: A spriter, can draw cute/chibi style, prefer drawing "tall" style (I don't know what to call lol) , not "default actors" style (and this too). 1: My characters's clothing are pretty simple, only the hair is slightly more difficult, their clothing are mostly almost-mono-colored. 2: I will send you the faceset + the full body of a character through PM box or other kinds of communication, and I wanted you to sprite it based on what I give you. 3: Try to keep the arms close to body and only moves when it's walking. Example: (image from https://grandmadebslittlebits.wordpress.com/2015/08/) If you wish to participate in my project, just inbox me or post on this thread, but show me your examples and I will consider it, we can discuss about spriting, I will send you the materials like I said above. (I am a simple person, but a bit picky.) Ah...I have tried many ways to draw sprite but I am not skillful enough with photoshop, I would like to commission someone to do it for me but my family is pretty much in tight condition. I feel like I am desperately in need of someone's help of drawing sprite for me...The clothing are pretty simple and not too complex... I don't really want to drop this big project though... It meant a lot for me since I have been working on this project for 2-3 months. Thank you
  9. Purple Phantom

    Tree with Tireswing (VX Ace)

    Hello! I am in need of a tree with a tire swing, similar to the one pictured here: I need it about 3 tiles high by four tiles wide. :3 However, if it's easier, i could also handle a simple edit of the oak tree-looking graphic. I would prefer this to be formatted so I can just event it in, as I don't know how to add something to the tileset. Thank you in advance!
  10. Synopsis Dungeon Dodgers is a unique RPG Maker Game being created in RPG Maker VX Ace. The player assembles their team of characters and conquers dungeons. The players compete against other players around the world in leagues to become the top dungeon dodger. Features Leagues Bazaar (Global Shopping System) Immersive battles Much Much more... Current Team Dungeon Creators (0/6) Writers (0/3) Artists (0/4) Testers (0/16) - Testers will have access to the first release of the game and will be able to play on the beta server. Once the actual game goes live all tester data will be cleared. News & Progress Currently all networking and online features are complete. Progress until tester release: 37%
  11. Story Steven, who is too tired with the life in the crowded city, decided to leave the city and move to a rural village called Sunray Village. Here he meets many people, each of them has their own story to tell. On his first day in Sunray Village, Steven meets an old man who has fainted on his farm and takes the man to the clinic. The man is too old to do jobs on his farm any more, so he permits Steven to live and work on his farm freely. Steven's farming story now begins... Features Farming System coding by me! Yay! Farm Decorating System. - You can build your dream farm from nothing. Farm House Decorating. - Customize your house I will update this more later. Screenshots Author's note I code these stuff by myself. That's a big challenge for me. I also draw the tileset and plant sprites with my friend.
  12. Lord Vectra

    RM VXA Auto-Shadow

    RM VXA has an auto-shadow so I'm wondering, do you guys take it off, do different shadows or just keep it as is? In all my maps, I didn't bother to change it, but how do you guys feel bout the auto-shadow?
  13. Hey RMers, If you ever have an event on loop that should work but doesn't then try putting a wait command of 1 frame at the end. Idk why, I'd speculate that this is to prevent it processing it a billion times at once and freezing in the process. Whatever the reason, its been like this since at least 2k3 and still persists in MV. Anyways, here's hoping it saves someone few hours of needless agony.
  14. Hello Community. So... I just create scene about epilog on my games and there's some weird things appear when run the game, I was creating a disaster and i use shake screen function on event, and also i create new event with paralel process on it, and there's some text storying about that, but when text is come, the shake is freeze, and when the text is hide, the shake is shaking again, so i wanna ask how to make shake and text run toghether without any glitch.
  15. So to put it simply paper mario goomba jump... In paper mario if you used jump on goomba they died instantly but others it just did damage, so is there a way to have a skill like that in VXAce
  16. Lord Vectra

    eventing Continuous HP Drain

    Hello, this is Vectra, the Master Eventer. Recently, I've been asked about this from a friend and I thought: "Why not show everyone else once I'm done with the demo." Description This allows you to absorb HP from enemy for x turns. It's not damage HP which is negative HP Regen. This can be don Just so you know, this can also be done for Mp Drain, Atk Drain, Defense Drain, etc. All but TP since there is no way to pinpoint how much TP someone has by events. . Things to look at: Common Events Skills Noteboxes "EXTRA NOTE" common events Troop Page of Vectra Here's the demo, it explains everything very thoroughly Demo: Link Note: It is not encrypted so you wanna go in and battle-test against Vectra. Vectra, how do you make a variable equal to an enemy's (or actor's) stats? Go to Control Variable Go to Game Data On the right, click on the 3 dots Go to actor (or enemy) On the right, you'll see level Click on it and choose a stat In this case, you would use MAXHP I will answer any questions/concerns.
  17. I helped someone with this a few seconds ago. This does not require eventing. This is how you do it. State 1 = State to Target State 2 = State to Caster b.add_state(1); if b.state?(1); a.add_state(2); else; 0; end; damage formula There you go If you want it to be done by chance, I suggest using this: Let's say you want a 60% chance for states to work rand(100) <= 60 ? b.add_state(1); if b.state?(1); a.add_state(2); else; 0; end; damage formula Any questions or problems?
  18. RetroExcellent

    Clock and Time with events

    Okay! It's been a while since I've written one of these, but lets dive right in shall we? This tutorial is going to show you the basics of how to control time, time of day, days of week and so on with a few simple variables and common events! The first thing you will need to do is create three events; Time, Time of Day and Day of Week as I chose to call them. The first one acts as a clock, counting time. You will need to create a common event, the very first step is to set a variable of Time and have it constantly add 1. This will count as a timer with each 60 variable counting about roughly 1 second, similar to the wait event. Secondly you will need to create a conditional branch, this will check for Time to have hit a certain point, and will allow you to change the Time of Day. I chose 3000 for testing purposes, giving about 1 minute per change. Now within that conditional branch you will Add a set +1 to Time of Day, this causes the time of day to change, night, morning and so on. Next you will wait 5, this allows the variable to change before you reset the Time by setting it to 0, which causes the process for the next time of day to restart. Next you will have another conditional branch, this one checks the Time of Day to allow it to reset. I set mine to 5, for sunrise, morning, daytime, sunset and dark, this is done using variables of 0 - 4. Once it hits 5 it resets to 0 and becomes sunrise again. I then increase Day of Week changing the day as it indicates. The following step is to have another conditional branch, this one checking the Day of Week variable, once it hits 7 it simply resets Day of Week back to 0. Now for flavor I have multiple conditional branches to check the Time of Day so that I can adjust the tint of the screen for effect. Look below for the event itself. Now you can use this for a variety of things, simply have your events through out the game check the variables to see the Time of Day, or Day of Week or even both to allow your entire to game to really live! Feel free to add on, you can make more variables to do weeks of the month, month of the year and even year itself! It just depends on how much detail you want to control! Next I actually created an event to display the day of week and time of day. I attached this common event to an item, but you can also set it to do a button press by adding the following event into a conditional branch to check for that button being pressed. This one is pretty simple so all I am doing is going to display the event. I hope this was easy to follow as I am a bit rusty in the tutorial department. Enjoy!
  19. Hello Folks, today I will teach you How to event a Character select Screen, Below screen is How it will look like. First you might need a little understanding of Variables and switches before you begin, i suggest you read tutorials on variables and switches. So let's start, first thing is to have the characters pictures for the screen. I have 12 pictures for my 12 Characters. I used photoshop to edit the pictures, I made a map for them to stand on and I used Hime's Map Screenshot, But u don't need to use this if you aint using sprites standing on something. Then I made my pictures in Photoshop and added some text and glow effect and the other characters darkened so when i don't have them selected the player KNOWS. Next step is exporting into the game folder, u can either use this in rpg maker itself, or just placing in the project folder under grapics/Pictures. Which I myself find easier. This next part is the the trickiest, getting it to appear right. What I do is conditional branches and variables, and when u have selected a character turn a switch on (for story purposes). Below is the branches i did : Its very simple really, the variables are telling which characters is what, and when u move to another character it increases to whatever number is next. I only have character 1 Go to next event. But u can just copy and paste the event to do same thing or a different thing depending on what you want to happen. For the picture events, i have it set up like this: If you followed all the pictures the same as me, you would get the same result. Remeber the variables and switches(if you want people sayng different things depending on the character). Hope I helped, If you used this tutorial in any of your games, please give me some credit :)I Won't mind if you don't, but it would be nice if I helped you in some way.
  20. Hello, hello! Maki here, and today we'll be creating something that some of you might not expect... Yep! We're gonna create the Auto-Skill feature from the Devil Survivor series with events! "What is an Auto-Skill!? Not everyone can survive plays Shin Megami Tensei!" Of course I know that not everyone does, so I'll explain what the Auto-Skill is. If you haven't guessed it already, Auto-Skill is a kind of Skill that activates itself without manual command. In the Devil Survivor series, an Auto-Skill is automatically activated at the start of a team's skirmish, if that team's leader has the Auto-Skill equipped. Auto-Skills would always be activated at the very beginning of the team's skirmish regardless of turn order, as long as the leader has the resources required to cast the Skill. Auto-Skills are the Human equivalent of Racial Skills, which are exclusive to certain demon races, and not all of those Racial Skills are automatic. In this tutorial, we're going to create one of those skills. Of course, it would be adapted into the mainstream turn-based battle system that most RPG Maker user uses. Rage Soul People who plays Devil Survivor 2 might remember this Skill courtesy of a certain bipolar kid. In this tutorial, we'll be creating this infamous buff skill, Rage Soul. Originally, it doubles physical damage at the cost of disabling manual Skill usage, but since RMVXA doesn't have that feature implemented, we're going to alter it a bit into doubling ATK at the cost of disabling manual Skills. Skill Data: Name: Rage Soul Type: Auto Cost: 7 MP Doubles party's ATK for the remainder of the battle, but disables Skills. We're gonna need... 1. An Actor to use the Skill, let's call him Kao. 2. The Skill itself, set everything to None so it can't be used from the main menu nor battle menu. 3. The State for the Skill, let's also call it Rage Soul for convenience and have it change ATK to 200% and seal your Skills in its Trait. 4. A Variable to store the caster's MP, let's call it Kao's MP. Let's Event! At every single Troop you want an Auto-Skill to be able to activate, place this battle event: So, how does it work actually? What does it do? Let's skim through the event step-by-step... 1. A Conditional Branch checks if Kao has the Rage Soul skill. If true, then proceed. 2. The Variable is set to take data from Kao's current MP, to determine of he fulfills the cost needed. 3. This one part is actually non-existent in the original DeSu games, I just put it so the player can have more control over the skill, effectively turning it into a Semi-Auto-Skill. You can omit this part and just proceed with the MP Conditional Branch if you want pure Auto-Skill. 4. A Conditional Branch checks if Kao has sufficient MP to pay for the Skill. If he has enough, proceed. Otherwise, a message appears to inform that Kao has insufficient MP, and thus aborting the Auto-Skill activation. 5. If Kao has enough MP, the event will then reduce Kao's MP by 7 (Rage Soul's "cost"), and a message would appear to inform that the Skill has been activated. You can also optionally add a battle animation as Rage Soul's "animation" while executed. 6. And finally, add the corresponding Rage Soul stat to the entire party. (NOTE: I misnamed the State as "Berserker Soul", pardon me uwu) Omake So I accidentally found out the method written in this guide while I was messing up with the RM and the internet in despair to find alternate Elemental Affinity system because the default one isn't really good to me. I wanted to create "Break Elec" or "Fire Amp" kind of Skills, but the default way they system treats elemental affinities isn't suited without some tweaks. I can use the advice to alter it via Troop Event, but it would bring problem if I use, say, Bestiary scripts that show the enemies' true Stats. Then one thing led to another, and somehow I accidentally thought of a way to make DS-styled Auto-Skills! XD "So, this 'Omake' is just you telling your life story?" No, of course! This is one of the things that I had been messing with in the RM, and I think I'm just gonna share it XD Die For Me! (Devil Survivor 2-Style) Alice's signature attack takes one of its most macabre iteration in Devil Survivor 2, where it kills its target instantly with perfect accuracy, unless said target happens to resist the Almighty element (Needs to Crack Anti-Almighty from a certain spoiler character), in which the Skill's effect becomes... Halve target's HP. Yep, still nuts. Oh, and it also happens to target an entire party, too... Skill Data: Name : Die For Me! Type : Command Cost : 40 MP Element: Almighty Instantly kill all enemies that don't resist Almighty. Else, cuts target's HP by half. There's no fancy event we need to make, I'm just gonna show the damage formula we can use with this Skill. Always know that the damage formula box is one of the fanciest feature of RMVXA, which makes it very powerful and versatile. b.element_rate(9)<=0.50 ? b.hp : 9999 So let's see what we have here... The pattern of this formula is a simplified If-Else statement. It basically reads: Condition ? True : False First, it checks the Almighty (ID 9 in my Database) elemental affinity of the target. If it's 50% or below, it gives damage equal to target's HP. Else, it hits for 9999 damage. You may ask a question though, why b.hp instead of b.hp/2 if we're gonna halve target's HP? Well, it's because the target already has 50% affinity to Almighty. Since it's already halved per Trait, adding a "/2" would make the damage 25% instead. Another one could be, why 50% or lower affinity? Why not exactly 50%? Yup, it might look very confusing, since it would make it a bit awkward for enemies with, say, 40% or 20% Almighty affinity. However, DeSu only have Normal (100%), Weak (200%), Strong (50%) and Null (0%) affinity, not counting Reflect and Absorb. And since 0% affinity would practically receive 0 damage from the Skill anyway, I decided to keep it at 50% or lower. You can adjust it to "==0.50" for your project if you wish. Well, so I guess that's it for now! Thanks for reading this guide guys, I'll see ya later! Questions? Comments? Feedback? Just leave them below! Happy designing~ -Maki13
  21. First tutorial here, I want to show you how to add texture to your paths (or whatever you wish to add texture to) so your game can look beautiful and have "depth." Let's get to it! First, let's start a new file with GIMP Let's highlight our Clone Tool and select a grass pattern and let's make a beautiful green square. (don't know what a grass pattern is?! WELL THEN! check this out! Wow, that's a delightfully green square. Now, let's grab our Clone Tool again, selecting our Dirt Pattern (same as grass above, just get some dirt! Psst! I prefer Celianna's for this one as well!!) And let's make a beautiful winding, realistic path (lol). Wow, your path looks crazy good, it's psycho-pathic. Amaze. Alright nice job, let's wrap it up, great path! PSYCHE. Now we need to do the hard part, but it'll be easy if you listen close. Let's make a new layer and lets title it "Bump Map." THEN, we need to select the Bucket Fill Tool and fill the whole bump map with GREY "808080" as such: Next, we need to select the Paintbrush Tool and we need to change our color back to black. Check it out! Now, listen close. Uncheck the eyeball so we dont see the grey screen from the bump map, but make sure that layer remains highlighted, because we want to ensure that our next edits occur on the bump map and not our literally perfect path. Carefully draw your path with the black paintbrush (I use the Acryllic 01 paintbrush) and make sure the width of the brush is the same as (or close to) the width of the path. Carefully draw the path onto our invisible bump map, like this Awesomesauce. We are almost there. Now select the Path layer and let's float on up to the top toolbar and select Filters > Map > Bump Map and you should see this screen. Make sure the Bump Map is selected in the top right for the bump map select because that map that is selected is going to be the one that is referenced here. Lots of big words and confusing stuff. If you have "preview" on then you can tamper with the controls to get an idea of what each thing does. The three most important for you will be the depth, elevation, and azimuth. Mess with them until the preview looks decent (you can always undo and tinker with it until it is perfect!) and then WHAM BAM check this out: Not bad ehh? Compare it to the path a few images above -- it looks WAY more realistic. And then once you've gotten really good, you can do this!
  22. 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)
  23. I see this complaint fairly regularly; that the dev wants an npc to move around a shop or whatever randomly but not block the doorways. There is already a YF script that deals with this but since I prefer to figure this kind of stuff out for myself, I may as well share my findings. Unfortunately, I'm not much in the way of an educator so I'm just going to let the event speak for itself. If you can understand why this event works then, great, you're going to able to do a lot more with it. If not, then you can still just imitate it for its basic purpose. Note: This is best used for single npcs in a region. If there's multiple npcs in a single parallel process then it will only process one of them at a time with 'Wait' selected and you wont want a bunch of parallel processes checking for each npc individually. Likewise, if you don't select wait or you select 'Skip' they can block each other and break out of the region. There are ways around having multiple npcs in a single region but they'll tend to be specific to your situation and, so, not suitable for a tutorial. I appreciate that this is not a clear tutorial so if you're struggling I don't mind being PMed about it; just triplecheck that you've entered the script call correctly and set the event to parallel process before doing so. Good luck with your games. Edit: updated image with a more pertinent region example.
  24. Welcome to my parallax mapping guide! This tutorial will take you through the process of starting your first parallax map and adding it to your project as well as making simple edits to help your map look great. There's also some tips for semi-experienced users! Have questions, opinions or suggestions? Feel free to post your thoughts! Message me or add me on the forums if you need personal assistance, I'll try to help if I can. While you're here why not check out my project and show it some support? Highlight the image and press CTRL+C then use CTRL+V to paste it in your signature. Text images created at cooltext.com
  25. Redweaver

    general Tutorial Town 2

    Hello, friends, and welcome to the next Tutorial Town! In the first series (Click Here) we made a game using the default editor and had loads of fun doing it. In this new series, we're starting totally from scratch. Deleting the database, importing as many new resources as we can make use of and integrating loads of scripts to try to make a truly awesome player experience! Join us for a new journey into game making. https://youtu.be/mqWAuFyNnYM
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