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RMXP Script Database / Re: [XP][VX][VXA]Doodad's Edit...
Last post by KK20 - May 15, 2020, 11:38:40 pm
Is that an issue with the editor itself? You would need to contact newold personally then because there's no way for anyone here to fix+recompile it.

And if the graphic is "off", why don't you just fix the graphic file?
RMXP Script Database / Re: [XP][VX][VXA]Doodad's Edit...
Last post by whitespirits - May 15, 2020, 01:14:52 pm
Hey guys, I have been trying to find a way to map without having to parallax everything in vx ace, this works very well but with one big flaw im hoping you guys maybe able to fix! When setting a tree down the oy and ox is off and I need to change the values, then there is an option to make values same for all and well it wont work and makes things a nightmare to keep changing values.
RMXP Script Database / Re: [XP] Memory Font Loader
Last post by maathieu - May 14, 2020, 02:34:28 pm
I wish I could do that... Unfortunately we developed a lot of custom scripts for the game and hacked around the existing ones. The code is sloppy, the development heavily plays with the limits of RPG XP, and porting is hazardous.

Well, I guess the best solution is to create a Windows Installer that installs the font along with the game... I'll give a go at NSIS.
Tutorial Database / Re: [XP] RMXPAce -- Using the ...
Last post by KK20 - May 13, 2020, 09:17:31 pm
You would need a script (which would also include a tilemap rewrite) for VXA that can translate XP map.rxdata files. Which probably doesn't exist since events aren't the same between versions.

XPA was never designed to use VXA resources. In fact, you don't need XPA to even do what you want.
Tutorial Database / Re: [XP] RMXPAce -- Using the ...
Last post by whitespirits - May 13, 2020, 07:24:36 pm
Hello it's been a while! So I am wanting to use xpace purely for the map editor in XP, my question is can I use purely vxace project scripts and make use of the XP editor?
Hi guys, I just want to ask you if, with RMXP, is possible to call a message box (the one created with "Show text..." event) inside a script.
And if yes, how can I call a message box with a pre-setted text?

Thanks in advance :)

P.s.: I use the Universal Message System v1.8.0 by Ccoa
RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by KK20 - May 12, 2020, 10:14:15 pm
Don't double post.

The DLL comes with the demo in the first post. You just copy it over into your game's project folder.

As stated in the Dynamic Lights documentation:
# The game world only gets dark at night.  You can control the Flow of Time by
# turning Game Switch 74 (Default) to ON.  As time progresses, the Shadow that
# covers your screen will fade out until only Lights with Color are visible.
And when you scroll down far enough into the script, you reach the configuration section. You will see:
  # Game Switch to Enable Time
  Switch_Time = 74
To me, it sounds like all you have to do is make sure you leave Switch ID 74 as OFF. Or change the Switch_Time to some other number and ensure that Switch ID is OFF.
RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by #Not Important - May 12, 2020, 01:03:45 am
Where can I get

EDIT: How could I remove the Day/Night system from the dynamic lights? My game already has one...
Projects / Games / Re: Legends of Astravia [3/21/...
Last post by Jaiden - May 07, 2020, 07:41:29 pm
I don't post here (or many forums) often, but I've updated the main post to support all of the changes I've done since my last update!

You can also read a devlog about it here:
RMXP Script Database / Re: [XP] Memory Font Loader
Last post by Blizzard - May 03, 2020, 05:37:16 am
I think you're correct about the internal list IIRC. But that's exactly what AddFontResource, SendMessage and SendNotifyMessage are supposed to handle and change. So I'm not sure what's wrong. I assume it's some internal bug in XP. XP's been around since, well, Windows XP and the tighter permission restrictions have only been added in Windows Vista and later and I wouldn't be surprised if permissions are what's causing the issue in the first place. So it's likely that this is an issue that would require an update to XP to reliably fix. But the original developers don't maintain it anymore so there's not much hope that this will be fixed.

You may want to consider using XPA. Ever since I converted my project to XPA, I haven't had any font issues anymore. The VXA engine handles fonts so much better than previous versions of RPG Maker.
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