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Found 119 results

  1. Looking for someone that can help me with an old dream project, with creating a custom UI script to replicate one from an old Final Fantasy game. Never had help with it in all the years I've been on here and RM.net. Looking to recreate the menu UI of FF Mystic Quest. If someone out there is proficient with Ruby Scripting for Ace, please contact me.
  2. Hi there! Need some help with a particular problem using some menus, specifically the CSCA - Achievements menu script. Problem: If a set of text is too long, it gets, well, "squished". I'm looking to include some line breaks, but nothing's working. Including a screenshot so you know what I mean. The text is SUPPOSED to read "See all Warren-related events (missable after Chapter 12.)", however, everything just gets horribly squished. As you can see in the screenshot, there's plenty of space under the circled text to include a line break. I've tried \n, I've tried a combo with "text1" + "text2", I've tried simply pressing enter to start a new line (I knew that won't work but hey, might as well do it so I can say I tried)... I know that's not nearly every option but I can't really figure this one out. While I can make decent graphics, I'm not the brightest tool in the shed when it comes to the coding side of things. I'm clearly missing something. And while I know where to go to change the width of some menu's texts, or the height, I don't know how to add extra lines or anything like that. If anyone has any ideas, any code snippets or "try this" or anything, I'd be grateful. Text-based scripts using: Mithran's Text Cache Yanfly's Ace Message System The menu in question: CSCA Achievements (and of course, if anyone needs more information from me, please let me know.)
  3. Okay, so here, I'm wanting to create a board for those of us who are experiencing script conflicts, and mayhaps someone may come along with a solution to them, or post their own conflicts. Rules: 1) NO STUPID CRAP. No flaming, trolling, etcetera. Take it to the back alley, thanks. 2) Links to scripts in question are appreciated, but of course, this is the internet and the internet has a well-known habit of deleting and yeeting itself from existence, so if the original source, is, you know, 404 ERROR NOT FOUND or likewise-similar, and there's no backup/archive, we will accept YOUR COPY, but please have one that's unmodified, kaythanks. 3) You have to be descriptive. One liners are not enough. That tells us nothing. Squat. NENHUM. Also, a single image with the default error dialog is not much better. It's slightly better, but not much. 4) This is not a hard rule, but a strong recommendation, and a bit of a nudge-plug. One of our own, dearest @Kayzee has a better error reporter for if Ruby doesn't like something. We suggest getting that and using it. They have two versions, one that replaces main and one that doesn't. Ties into Rule 3, pretty much, and will definitely help. 5) Lastly, if you are here to provide a solution, patch, or an update, then by all means, feel free. However, let those who posted their issues know about it though, kaythanks. Oh, one more thing. only one rule is an actual hard rule. Rule 1. We don't want that here. With that out of the way... I have a script conflict I don't know how to address. Conflict: SEE - Item Menu v. @Tsukihime - Instance Items Error type: Soft (no crash) Error Persistence: The Item Menu just simply does not recognize instance items and I do not know how to make it work with them. How I realized this: In the item menu, there's supposed to be four lines of text that describes the item in better detail, but it's attached to the item's ID, which per instance is different than the template ID, and the instance ID is not accounted for by the item menu script, therefore, the lines of text are blank.
  4. PhoenixSoul

    ramsey Entry 00F: Ramsey v.1.0

    Yes; next version will be 1.0. I will have the intro chapter and the first chapter finished. What to expect: Chapter 0: Introduction: Backstory and Lore Chapter 1: Ramsey's Demons: Deadbeat Dad; Alley Rats Game Menu and Menu UI ETA: Soon (TM)
  5. TALES OF ÁGARIS SYNOPSIS Rumors have speculated on the possibility of a frightening creature emerging. Indeed, may religious texts had spoken of the demon's arrival, and some rumors were based on such prophecies. However, the efforts of Lars, among the elite soldiers of King Grimfur's army, has helped to make the emergence a grim reality. Meanwhile, the efforts of three soldiers work for world peace. They had established themselves in Ágaris, and other portions of the world. One of their stated tasks to to revive Rion. King Grimfur has a secret confidence for Rion to become in composition of the ever-grown armies of darkness. With the fate of the world hanging in the balance, it is up to you, intrepid heroes, to defeat evil! CONNECTION This game is a prequel to Heroes of Time, set 1000 years before the events of said game. The events here would approximate the "Middle Ages" of the game-world. IMAGES/SCREENSHOTS SECTION B: CHARACTERS Elliot The main soldier of Agaris. Focused on his goals, determined and self-confident. The only one who suffers from the interference of time in the future, having flashes in some parts of the game. His hometown is Zahul, where his mother currently lives. Louis Elliot's colleague and friend. Insightful, sarcastic and unique boy. The wizard of the group, with his arsenal of white and black spells. Born in Ágaris, where he still lives. Kary A centered elf, just like Elliot. A legitimate archer, down to earth and determined. She has a slight crush on Elliot. An adventurer who is called to replace Lars among the king's soldiers Lars Ex-soldier of the king (position of Elliot and co.), However when he became a high-class soldier he decided to deceive royalty to achieve his goal, which is to resurrect gorgos from the depths of hell. Gorgos An extremely powerful being, which is in his "eternal" rest in the depths of hell .... for now .... Rion Former prince of Aqala, he lived in times of war and was killed by a dragon inside a cave. However, the game gives you the opportunity to relive it. It is optional, but very important depending on your choices in the game. SECTION : STORYLINE/PLOT Like was said. This game occurs at the year 1130. And "Heroes of Time" will occurs in the same world, but in the future, in 2130. May we have interferences from the past? Who knows Credits DOWNLOAD LINK
  6. For two years I've worked on this commercial video game project in RPG Maker VX Ace. I released it on Steam on May 15th 2020, but I totally forgot to upload it here. I've worked very hard on making this game possible, getting permission to use some other people's resources, working with a huge collection of music teams, mastering pixel art, getting some scripting help from users on this community, and designing a fun and exciting story. I hope some of you have some time to check it out! Night Spasm is an open-world action adventure pixel-art-style RPG game that features a turn-based combat battle system, unique characters, and a dark, deep story. Take control of three main characters to restore a corrupt sci-fi/medieval world originally created to cheat death... https://store.steampowered.com/app/1291100/Night_Spasm/ Night Spasm trailer (teaser 1).mp4 Anyway, tell me what you think down below, and consider making a community post and adding the game to your wishlist, it helps a lot. Thank you all for helping, I'll be more active here once I begin my next project! 👏
  7. Some video games like to show the perspective of multiple groups of characters in order to create more story. Doing this in VX Ace doesn't really work, like when a group of characters have the items from the inventory of another group. With this script, you can create and save parties, each with their own assigned actors and inventories. The script is extremely easy to use and very compatible with practically any other script. The instructions are in the script. This script was written by Kayzee. As the script wasn't posted publicly I got confirmation to post it. If you notice any big issues or are having compatibility issues, please reply here down below. Script (Github): https://gist.github.com/MasterMoes1/e956b56329b0b1f91e51df5fac6361b9 Thank you Kayzee!
  8. Hey all, I'm using Yami's Skill Equip Script and it's a really nice script with one key downfall: it's all Skills, not just Skills of a specific type. What I mean by that is, say your max slots is 8. That means you get 8 slots for all Skill types, so if your character uses both Special Attacks and Magic, your options are a lot more limited. Even worse if you have Passive Skills that only serve for buffs. So, is there a way to alter the max slots per Skill? Say, you get 6 Special Skills, 4 Magic Skills, and 10 "Passive" Skill slots? How would one go about modifying the script/ adding on to the script to accomplish this?
  9. So, I've hit yet another roadblock, and I've no clue how to go around it. I don't have the endurance to stress over these, so if this is something I'm forced to solve on my own, Ramsey v0.1.5 is as far as this goes, and will be the last RM project I do any level of serious work on. It's too much for me to try to create something that I cannot fit into a lacking skill set. Okay, so you're wondering what the issue is, and why I didn't post this in the RGSS boards. The latter reason is that I need to talk about this in an open fashion and I can't do that without reprimand in the RGSS board. The issue: So, I've used Moby's Sprite Bugfix that makes it so that sprites taller than 32 px aren't affected stupidly by Star Passability tiles. I've already made one fix that doesn't take screen tone into effect (made an extra viewport and switched around some viewport functions), but now I've run into one more. I have custom ceiling tiles that when placed, obscure the player. They're in Tileset E. This issue was not present before these tiles were implemented (and thus the event system used to hide the player and then make the player through before undoing those after going through a door or under a ceiling transition was removed once the tiles were implemented), and that issue is that event graphics taller than the player sprite, will get drawn over the player sprite, when the player IS STANDING IN FRONT OF THE EVENT. IT LOOKS BAD, AND MAKES ME FEEL LIKE A DAMN CHUMP. I had tried several ways to make it not do that, even trying to make it draw over the player sprite if the Y COORDINATES OF THE PLAYER SPRITE WERE LESS THAN THE EVENT AND THAT THREW ERRORS DESPITE USING $GAME_PLAYER.Y AND $GAME_MAP.EVENTS[@EVENT_ID].Y WHICH ARE ALREADY DEFINED BY THE CLASS GIVEN. So, I asked dearest love @Kayzee for aid, and...naught. She gave an idea to make the events in question Below Characters which not only doesn't help, but gives them Through flags to boot. These door events may as well be guillotine events! So, am I going to get some help here!? Or, do I let Ramsey's deadbeat father kill her instead!?!?
  10. In my game, the party has a maximum of 6 characters, the first 3 of which can participate in battles. I want the 3 members in the back to be greyed out, or some other indicator that they are not in the main party and will not appear in battles. Adjusting the maximum party size in both the scripts included in Luna Engine as well as the Game_Party script does not achieve the "grey out effect" that I am looking for, although it does successfully limit the overworld party and in-battle party to 3 members. I'm using Luna Engine to customize the main menu, but I can only fit 4 characters at a time, as by default. I want to show all 6 party members on the same page of the menu, rather than having to scroll down to see the remaining 2 party members. I'm new to using Luna Engine, so I don't know whether using two images for this menu is possible(1 for each page). I would like to fit all of the party members on a single menu page so I can use a single image for the menu's background, which will highlight the members in battle and grey out those sitting out. I came across a thread with a similar problem, but it was in MV. It was solved, and I'm wondering if a similar layout can be created in VX Ace. MV Menu: Link to thread: https://forums.rpgmakerweb.com/index.php?threads/anyone-help-with-getting-6-character-party-to-show-in-menu-all-at-once-not-4.87603/ The HP/MP/TP doesn't need to be shown in this menu in my game, if that helps for anything. I would just like the face graphics to be aligned similarly to see all the party members in a single page.
  11. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
  12. Hello everyone, I don't know if my question is going to sound weird, I'm trying to make a game with a real time system (I'm inspired by Zelda Majora's Mask), I know it's not really possible, but I would like keep its appearance. I know that events outside the map where the player is do not exist, they are not instantiated. We cannot for example trigger an event move, change the map, and when returning, the movement continued during this time. That said, even within a map it does not work as I would like. If I trigger an event (in parallel process) which is supposed to carry out a displacement (pathfinding), the displacement will be carried out only if the event enters the screen area of the player. This can give rise to inconsistencies such as for example: a guard patrols around the city, he passes in front of the player and leaves the screen, the player takes the opposite direction and expects to find him along the way , but in fact the guard stopped immediately after leaving the screen and waited for us to get closer to resume his patrol. I wonder two things: 1 / Is this problem an inherent part of the software limits or a script could solve it? 2 / Otherwise, do you have any ideas to get around the problem and maintain a semblance of life in real time in the game? I had thought of transporting the event case by case depending on if the player is supposed to cross his path at this time, but it seems really too heavy and complicated. I hope I have been as clear as possible, thanks for your attention!
  13. PhoenixSoul

    Drawing EXP Gauge in Simple Status

    So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
  14. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! 🙂 I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you! 😎
  15. Hello! 🙂 Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  16. OK, so in one of my projects, I have two on-screen encounters, but I want them to act like this (below), how would I achieve this? The first one moves much like a Dr. Who Weeping Angel, where it can move, but only if you don't make eye contact. It cannot move when eye contact with the player is made. And the second is kind of the opposite, where it basically wonders at random, but the moment the player makes eye contact, it will basically charge at the player.
  17. So, yes, I have a new game project that I am going to finish at some point. No ETA on playable demo yet. The premise behind my current game project is a continuation of the story of the first Final Fantasy game. There won't really be any elements present from the first game other than some of the mechanics (i.e. sorcery shops and menu music), the characters are going to be custom designed by the player (face and sprite graphics are changed by what the character wears or doesn't wear as well as some settings the player chooses), the music and sounds are not going to consist in any fashion of Final Fantasy music or sound, only the story, and if you haven't played the first Final Fantasy game at all, then there's a good chance you won't even know you're playing a game whose story continues on that of the first game's story. The only thing present from the first game are the enemy sprites, though they are faithful recreations from the first game. This is a sideview battle system, and with everything I have in the game, it's going to be resource heavy (it is for me but it does run). Currently, I have all the spells finished and their shop items (using TsukiHime's Shop Manager here) finished so that the spells can be purchased. All the spells also are separated into three types: Destruction Restoration Alteration There are three spell caster classes, Magus, Cleric and Auril, the third is also able to learn some enemy skills and has the most Alteration experience. Also, the Auril is able to learn all three types of spells readily, though Destruction and Restoration spells are not learned at the same rate. All three spell caster classes can learn all three spell types, though the Magus will have to have a secondary class (using Yanfly's Class System) to learn Restoration spells, as well as to learn all Destruction and Alteration spells. I have the healing items finished, the main ones used in most situations anyway. Their formulas are done though I'll be changing their icons once I get that situated. I have the main characters fleshed out and am working on hidden characters that are unlocked via specific situations. One of them is a tie-in character to a side project that I have kinda-sorta started. Other than that, not much else to say. The other thing is that I started work on a ROM hack of Final Fantasy (NES), turning it into an open-world-ish experience, by allowing one to walk anywhere (almost), and by having ship ports in many more places but also on every continent. I also made other changes because being able to go anywhere means that one could face stronger enemies before they're ready to, so every enemy drops triple the amount of gold they normally drop, so that supplies will be easier to purchase, and I changed the starting amount from 400 to 20,000. I changed the way classes gain spell points and have it to where most classes can learn spells at some point, and also changed some spells to be usable by mages and clerics alike due to their properties being on the side of Alteration spells (things like status ailment spells that don't deal damage or resistance spells, etcetera), which both 'white' and 'black' magic have in their arsenal. Spells like Fast (Haste), and Tmpr (Temper), are learnable by any class that can learn spells to name a couple. I didn't change the cost of any items, nor any other stats of enemies (with exceptions to a few whose resistances I did change due to logic among other minor changes), but I did change bonus to hit percentages, and elemental weakness damage. The Harm spells (remains Restoration spells) affect more than just undead, and that's about it. Oh, you can land the airship on any walkable tile, and that includes the mountain tiles which I've adjusted to be a desert background for in-battle. That's all I've got for now.
  18. Like, let us be fair here. I've got it about halfway there, but there are some parts that confuse me, like the <buyable> tag, where does it go? @Seriel was helping me on this earlier, but with the parent script, Shop Manager, and kinda dropped off after I got that figured out. Also, how do I set level restrictions on spells? This part really confuses me as there's no clear instructions on this at all. It's like getting a midi keyboard with an instruction manual that doesn't tell you how to reset the factory settings after changing the SRAM battery. I have the classes setup to be able to learn the skills, so that isn't the issue. I just don't know what is. I mean, I could do a bunch of event commands for this, but there comes a point where troubleshooting that is not worth it. For reference, this here is the script in question. And Shop Manager too. Edit: Thanks to @Kayzee for assisting me with the vague instruction on where the <buyable> tag is supposed to go. The notetag box for skill learning by level is where it goes, and the vague instructions don't make that clear at all. Way to go! lol Anyway, this is taken care of. I will revise the script in question and make those instructions more clear.
  19. Okay, so I've been working with this for a bit and I love that I finally have a way to customize face and sprite graphics in such a way (even if it is resource-heavy); having (finally!) the ability to add/remove adornments without having to have a massive library of pre-rendered images on hand and a lot of eventing and such, like the application of cosmetics for one instance (there's no script I've found that allows this!), or changing hairstyles, among other things, this script does wonders. Now, onto the locked gate. That locked gate comes with the name, 'emotion sets'. Now, I have already, every single possible face graphic to have a four by four array of different possible emotions with every variation that these apply to. That part is fairly easy to reproduce en mass on the graphics end, but the issue I'm having is the following: If I tell the engine to change the face graphic of any given composite actor from index 0 to any other index, it does NOT LOAD PROPERLY, and the result is that only one or two pieces are displayed, and this IS NOT FIXED by changing the face graphic back to index 0. This really blew the whole story line I had in mind out of the water, until I figured out that having the standard face graphics with the '$' in the filename is the culprit. Removing that from all the standard graphics for composite sprites and faces and editing the script proper to use those instead, emotion sets work properly, but then, it completely destroys the composite sprite image...leaving a blocky mess in its' wake. That is where I am shelving-level stuck and frustrated. @Kayzee also uses this script, but I actually question how helpful she could be in this regard because what I am doing is far more complex and robust in comparison, though to the end user it wouldn't necessarily appear so, so I dunno. Am I screwed here? Or am I missing something so overtly simple that I'll be banging my head against the wall ('STUPID! STUPID! STUPID!') later for? For reference, this here is the script in question, and yes I have version 2.1. As you'll be able to see, the author has completely abandoned their script for reasons unknown. Thanks in advance for a swift reply. (or since it seems everyone think I deserve it - a swift kick to my arse lol)
  20. Below lies the original blog that has lost relevance. Due to the way I was treated on a different and now completely untrustworthy forum, I've come to grips with the fact that as much as I love creating, I'm no artist, no game dev, and most certainly not able to continue on. I'd ask for help but there's no point so from now on, unless by some miracle of Eden and Yggdrasil that comes in the form of a deep apology and pledge to never harm me again and to aid me in whatever I need, I'll simply be a gamer. Hello, depression, hello, darkness, goodbye, fairness, honesty, and light....
  21. Konran;Zanki GATE0 [Prism+Virus] (コンラン;ザンキ) is the first oncoming game developed by Polar Moon Soft. DEMO HERE : https://polarmoonsoft.itch.io/konranzanki https://gamejolt.com/games/konranzanki/375204 Konran;Zanki is going to be a Sci-fi, Survival Visual Novel. You will be conveyed into a pop-futuristic environment in which an ominous future-inducing theme will be mixed with a colorful color palette . Mechanics : It will include mechanics such as an interaction system in order to obtain bonuses bond with the characters . A virtual map will be accessible by pressing a certain button, and more importantly, the game will be accompanied with several mini games . ( Characters' biography is very vague , it will only mention their age , job , height , weight , interests and dislikes . Keep in mind that these informations will be already directly readable inside of the game and that their backstory will only be obtainable by interacting with them. ) Each characters are accompagnied with a set of different facial expressions. They will also all individually include a japanese voice actor. Please , remember that anything related to the game design such as the characters , the dialogue box or even the map can undergo modifications after the release of the Demo . Also , a few screenshots might be added later on . A few maps : This section will includes arts and videos . 1st TRAILER : Konran;Zanki GATE 01 Demo Trailer Our most sincere apologies if we have forgotten to include someone . Feel free to give me words about it ! ( And thank you for sharing your talent , your voice or even your creativity !)  OUR PATREON : https://www.patreon.com/polarmoon?alert=2 OUR INSTAGRAM : https://www.instagram.com/polarmoon.soft/
  22. 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?
  23. I don't know how many of us have had the chance to play this game/use this software, whether via emulation or on original hardware, but I can safely say that the engine is pretty decent and feature-filled, some features even not appearing on the PC version of RM. Yes, let us go straight into those features. Take Over Events: this basically allowed the developer to initiate the event calls of another event, or of a different page on the same event. This is something that is not really needed in the PC version, since Move Route exists and that can move any event, whereas the Move Calls in RPG 3 are only for the player or the selected event. Snapshot: this takes a picture of the current running scene (the game flashes the screen white to indicate that it has taken the picture). These are used in the ending credits, with up to 20 unique pictures displayed. This event call also houses the Ending call, which ends the game. Taking snapshots of the game is not something I've seen implemented in the PC versions of RM. Sprite Flashing: this event call allows one to take any of the character or object sprites and make them flash. There are other options that come with this set of calls, such as invisibility, change graphic, and a couple more. Flashing sprites are not implemented in any PC version of RM to my knowledge. Food Items; EXP Gain: this is an item type that gives to the user, said amount of EXP (it doesn't invoke a level up though). The limit is +9999 (that is the limit for all items, and all stats except total EXP). This is something I've not seen implemented in any PC version of RM. Message Balloons: this event call is part of the Display Message event calls, and it can display a brief message balloon over the head of an event or the leader of the party. All I've seen implemented in any version of RM for PC, is emotion balloons. Magic Class: this system is a very simple magic class system, unique in that it has four different types, and the weaknesses/resistances are hardcoded. Can't really make an elemental system with this, but it ties in with the next item. Class Abilities; No Class: this is an odd ability. What this does is it consolidates all the magic class types into one. About the only useful thing this does is allows one to equip Magic Class resistance accessories and have those resist all magic classes. This can be done in any PC version of RM, sort of. In-Game Title Screen: this event call simply brings up the title screen, any time after the game starts. The PC versions of RM have this at the beginning, unless one uses an externally-sourced script. BGM Sound Modifiers: this event call changes the volume, pitch, and various effects of the BGM (such as making the BGM sound like it's reverberating off the walls of a castle or the like). On the PC version of RM, we just have volume and pitch implemented. Shop; Trade: this event call initiates a trading scene, which allows one to trade items in for other items. This works by taking in the sale price of the items to be traded, for the full price of the item up for trade. This is not directly implemented in any PC version of RM. Attack Type - Group: this is an attack type (one of three) that can be assigned to weapons or skills. It essentially attacks all enemies of a given group (i.e. in a formation of two bats, two goblins, and an imp it would target both bats, both goblins or the imp). If assigned to a healing skill, it will target the entire ally party, but for enemies it will only target a group (not sure how the AI handles this). In any PC version of RM, you have single, all or random targets, not a group. Skills; Special Attack: this is a skill type that uses HP rather than MP. In the PC versions of RM, this is not implemented. There are others, but these are the ones that I could think of, that are fairly significant. Let us discuss, shall we?
  24. jamesdomus1861

    Return problem

    Okay, this is a frustrating problem. When the player levels up, I've created a skill tree, so the player can choose what skill they want. I want to take the player from say, for example, map A, where they are when they level up, to map B, where the skill tree is, then send them back to Map A, where they initially were. The Common Event I'm using for the Level ups: 1st line has Control Variables [0011: Elf Female level] = [Elf female]'s level Line 2 is a Conditional Branch Switch for Warrior chosen, so the Common Event knows to take the player to the Warrior tree. Line 3 is a Conditional Branch Variable [0011: Elf Female level] == 2 Line 4 is a Conditional Branch Switch [Level 2 reached] == Off. Line 5 is Control Variable [0017: return map ID] = [Map ID] Line 6 is Control Variable [0018: return x] = Player's Map x Line 7 is Control Variable [0019: return y] = Player's Map y Then I fadeout screen and Transfer Player to the Warrior tree map, flip a switch Return = On, and flip the Switch [Level 2 reached] On, then fadein screen. So, this should save the map and coordinates where the player was when they level up, right? Trouble is, it's not working correctly. The event in the skill the player selects, once they get to the Warrior tree, after the skill is granted, I have Transfer Player: Variable [0017][0018][0019] and the Return switch is set Off, but when the player is transferred, they are still on the Warrior tree, not where they were when they leveled up. So, to summarize, I use a Common Event to acknowledge the player has leveled up, it's supposed to remember where they were and on what map they were, then transfer them to the correct level up tree, then when they select a skill, they are supposed to go back to the map they started on. What am I doing wrong? Thank you, James
  25. Alright. So, I figured this out, with some contextual aid, but for those of you looking to simplify messages, or however this may be useful to you, here's how to store the price of any item in a variable. Event Command Set Variable Script $data_items[00].price Replace 00 with the item ID (like Potion is ID 1 by default), and when the variable is set, it will be set with the price as defined in the DB (by default a potion's price is 50). You can also do this with $data_armors and $data_weapons to get the prices of those. One example of this being useful is in messages. "A Potion costs \v[1]\G." This way, if the DB changes, you don't have to alter potentially hundreds of messages to match the DB change. Yup, that's really all there is to it.
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