Recent Posts

Pages: [1] 2 3 ... 10
1
Script Troubleshooting / [RGSS3]Galv character effect problem with more frames
« Last post by Ally on May 28, 2017, 04:18:28 PM »
Hey guys,
I use the character effects by Galv:
https://galvs-scripts.com/2013/02/21/character-effects/

To have more animations frames, I use two more scripts:
Extra Movement Frames (modern algebra)
and
Galv's Character Animations

Using multiple motion frames, I get this kind of error:


The effect of the shadow, displays 8 frames as the character, and not a frame as it should happen.
Does anyone have a solution?
Can you edit some parameters to use it with multiple frames?
2
RMXP Script Database / Re: [XP] Lagless Path Finder
« Last post by KK20 on May 23, 2017, 12:50:00 AM »
You could, but no one is going to fulfill that request.
3
Welcome! / Re: OI
« Last post by KK20 on May 23, 2017, 12:49:12 AM »
Sup newbie :V:

Post topics or join our Discord server for any questions you may have.
4
Welcome! / OI
« Last post by Erukuraida on May 22, 2017, 10:26:24 PM »
HI. i am a Swedish aspiring computer technician whom is very interested in creating fancy rpg's. however i am a complete noob and i would gladly accept some ultra-noob tips on the absolute basics of using rpg maker(what is a script, ect ect) and some advice on how to pick between MV, VX ACE and XP.
5
RMXP Script Database / Re: [XP] Lagless Path Finder
« Last post by Josey on May 21, 2017, 08:04:46 AM »
Thank you for your answear! : D

Should I create a new topic for the Terrain Tag Feature?
6
RMXP Script Database / Re: [XP] Lagless Path Finder
« Last post by KK20 on May 21, 2017, 12:32:06 AM »
Remove the "if" in your statement and it can be used in a Conditional Branch.

The Terrain Tag feature is not built into the script. It would need to be manually added by a scripter.
7
RMXP Script Database / Re: [XP] Lagless Path Finder
« Last post by Josey on May 20, 2017, 11:32:13 PM »
Hi! :D

I use the google-translator, sorry for my bad english :<


Can "if $game_map.events[23].has_path_target?" used in a conditional branch?
So it is important to me that the event can run several waypoints and a variable is changed at each point as soon as it is reached. :<

Then I have the following problem:
Where and how would I have to install, that also a terrain tag should be considered (so an event can only move on a certain TT)? Please do not always, but only at certain events. So best in the pathfind call, where coordinates X and Y is determined. So if no TT is determined, the event can move freely, if a TT is determined in the pathfind-call (in brackets), the event can only move on a specific TT.
Is that somehow and if so how? :D

Thanks in advance! :D
Josey~

(This english is so cruel XD
I hope you understand me... _._)
8
RMXP Script Database / Re: [XP][VX][VXA] Easy Script Importer/Exporter
« Last post by Blizzard on May 20, 2017, 12:35:06 PM »
Nice work!
9
RMXP Script Database / Re: [XP][VX][VXA] Easy Script Importer/Exporter
« Last post by KK20 on May 20, 2017, 10:39:29 AM »
Was thinking back on this script one day and realized "I could make this a little bit better"...so I did. :)

Updated to version 2.0
Some refactoring and added comments. Most important change though is how the scripts are exported and imported. Originally, I had named exported files something like
[100]Window_Message
where the 100 in this case means this script is located at index 100 in the script list. This was fine and all, but it made adding/removing/changing order of the exported scripts extremely tedious.

Now, I create a CSV file that lists the filenames in order. This completely solves the above problem as you can just edit the CSV file directly to add/remove/move scripts around.

Just needed a good quality-of-life update. I don't see how this script can be improved upon, so this will probably be the definitive version (hence the jump from v1.2 to v2.0).
10
RPG Maker Scripts / MOVED: [XP][VXA] Minesweeper
« Last post by KK20 on May 20, 2017, 09:55:41 AM »
Pages: [1] 2 3 ... 10