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/rpgmg/ RPG Maker General 103

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Thread replies: 760
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Post something on Sunday! Info: http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV_Day

RPG Maker MV is out. There are bugs concerning auto tiles and music for some people. There has been a patch recently, so try reinstalling if you have MV on Steam.

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv

Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

Base Resources: https://www.mediafire.com/?ndx431biclng833

Cover Art DLC: https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94

Essentials DLC: https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic

Plugins: http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip

RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia

Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/

Art Resources
http://pastebin.com/FgVGxTqW

Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

Humble Bundle DLC
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

RPG Maker VX Ace Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

/rpgmg/ Chain/Collaboration Game!
Status: Part 11 is up.

Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
-Silent Maid
- Joakim Morgen !!4elh6dhvavq

Currently working: W.T.Dinner !LTqeha3bQk

Queue:
- Firgof !aFqhsxkECQ

MIA:

- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 11: http://www.mediafire.com/download/7p2d1t02r8cuadr
>>
>120618501
As you have found there have been several attempts at such an engine but all of them failed.
>>
Been awhile since a 404. That one only took like half an hour too, jeez.
>>
Anyone know about a good turn-based rpgmaker vx ace or xp engine that works like Final Fantasy tactics?

The only ones I've been able to find are complete garbage, sadly. There is one that looks neat but uses awful "3D" rendering.

I'm making a card game tactical rpg, it's already got a physical publisher but I want to make a steam version
>>
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>progress
>>
>>120622808
it would be nice to have a relinking to the old thread in every OP
>>
>>120624304
That's the RM2k dude? It's cool, m8.
>>
>>120625058
Not OP but there you go, anon

>>120442172
>>
>tfw every general you visit is getting pushed off the edge of page 10 because of this sudden influx of new threads
>>
>>120627160
Use the catalog.
>>
>take 30 minute long nap
>thread is kill

We had a good streak.
>>
>>120628009
That doesn't help his problem anon.
>>
>>120628169
That + CTRL+F solves mine. Thought it'd solves his. My bad.
>>
>>120629405
Maybe he means that he doesn't like having to bump his threads for survival. At least I know having to worry about RPGM's survival slows me down a little.
>>
>>120629614
Indeed. I didn't thought it could be that. Good point.
>>
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Thanks to adventure time dev for the inspiration to just paint shit this time around rather than muck about with tilesets. Should look pretty neat I think.
>>
>>120629871
Looks pretty great. Though I have to ask why the hell your screenshot looks like that.
>>
>>120630173
There's a lot of potential 'why does it look like that's in the image. Anything in particular you'd like to know about? (e.g. what/why the weird blocky patterns, why is it bordered, what's with the enormous LED pixel strip, setc.)
>>
>>120630436
I was wondering why it looks like a really well aligned cell phone screenshot of another cell phone.
>>
Wake me up when somebody creates a plugin for Rows.
>>
>>120630810
That's what I was going for, essentially. Though instead of cell phones a very old LED monitor capturing live footage of a CRT monitor. Haven't yet given it 'weathering' and all that fun business.
>>
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Anybody making a game with the smug bitches?
>>
holy fuck is there a fucking crack yet
how hard can it be
>>
>>120635753
you fucking do it then, fuck
>>
>>120635753
Some cracks were posted in previous threads but I have no idea how legit they were. At any rate, stop bitching if you're not at least able to dig and give them a try.

Hell, if you activated the trial period as soon as it came out you'd probably still have two weeks left on it while you wait for a crack. There's probably not a lot of incentive for people to work on one right now knowing they have that grace period and knowing that RPG Maker is easier to obtain now at decent prices than it's ever been before.
>>
>>120635753
There is a link to a crack in the OP. I haven't tried it yet, though.
>>
>>120635753
>>120636343
>>120636409
I found a crack on a torrent site, I think its the same thing that's posted in the OP and its working well so far.
>>
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>>120636769
>>120636409
>>120636343
aww yeah I totally didnt see that
the crack works perfectly, thanks
>>
>community patch
>simple, stupid errors in syntax and logic
Off to a great start.
>>
Going to be posting my Level Up Bonuses system later tonight. Last chance for any feature requests.

When you level up, it checks your class, weapon, armor, and active states for any level up bonuses, then applies them
>>
Somebody posted a couple threads ago about how to turn on word wrapping in MV, but I can't find the thread. Anyone recall how to turn on word wrapping?
>>
>>120641720

Yanfly's message core plugin or something like that
>>
>>120639934
Sounds good. Looking forward.
>>
I added new stuff to my chargen expansion. 12 different mouths (6 for each 2 types) and the eye patch (it's under Accessory 1 instead of Glasses so it isn't drawn over hair). Also 3 blushes.

I thought I'd be faster this time but I still spend way more time making sure the file structure is correct than actually drawing. And I'm already feeling burned out from it.

Again, let me know if something doesn't look right. Hope you enjoy.

https://mega.nz/#F!45ZHmJ6Z!H7TJCd_gdyY6fHzKQl908A
>>
>>120642750
It's Yami's word-wrap plugin.
>>
>>120644606
You're doing god's work m8.
>>
>>120645163
>>120642750
Okay, I'm just retarded and didn't read the help file that says "insert <wrap> before the text to apply word wrapping". Thanks guys!
>>
>>120644606
What exactly goes into converting a drawing into a generator part? I'd like to help if I can.
>>
>>120644606
Thank you so much for your hard work! This is great!

If I want to give you credit, how should I refer to you?
>>
>>120644606
Sweet
>>
Thread, don't die on me now!
>>
>>120645564
>>120646614
Cheers.

>>120646061
It ranges from really simple like for blushing (which is just the portrait image and a separate icon) to having to manage multiple files in different folders.

To give you an idea how much of a hassle it was to add the hime cut, here are all the needed files:

Icon: Variation/Female/icon_FrontHair_p16.png
Portrait: Face/Female/FG_FrontHair_p16_c1_m003.png
Battle: SV/Female/SV_FrontHair_p16.png
Battle (color mask): SV/Female/SV_FrontHair_p16_c.png
Overworld: TV/Female/TV_FrontHair1_p16.png
Overworld (color mask): TV/Female/TV_FrontHair1_p16_c.png
Overworld back: TV/Female/TV_FrontHair2_p16.png
Overworld back (color mask): TV/Female/TV_FrontHair2_p16_c.png
Defeated: TVD/Female/TVD_FrontHair_p16.png
Defeated (color mask): TVD/Female/TVD_FrontHair_p16_c.png

And you can't just throw them in their respective folders, you also need to keep the numbering right so RPGM detects them correctly and you don't overwrite anything.

Some portrait assets are composed of multiple parts so applying color ramps keeps the palette right. For example an open mouth consists of:
Lips: FG_Mouth_p22_c1_m001.png
Teeth: FG_Mouth_p22_c2.png
Inner part: FG_Mouth_p22_c3.png

It's all minor fiddling around but it really adds up over time.

>I'd like to help if I can.
Thanks, but that would probably just end up taking more time and lead to errors.

>>120646589
You're welcome. No need for credit. If you want you can link the MEGA folder in your readme or something so others know where to find the assets.
>>
I'm planning on buying MV some time later, but the crack says "For Windows 7 only!" Can I run it in compatibility if I'm on a higher OS?
>>
Sorry all, have to delay my Level Up Bonuses plugin a bit longer. Adding more functionality that I consider to be basic.
>>
Anyone know if damage formulas changed? I want to know how to have the formula pick a random number from 1-5 like: "irange_random(1, 5) + a.atk - b.def"

So it would deal 1 to 5 damage, plus player attack, - enemy defense. Etc.
>>
>>120648536
These are great! Didn't you say you were going to include a PSD file or whatever so we can change lip color for lipstick and such?
>>
If I use the crack for MV now, how easy would it be for me to acquire it later (next year, for example)?
>>
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>>120644606
>Blushes

Moe.
>>
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Actually, I'm very proud of my shitty animations.

>>120652070
Good to hear your improving it. Still looking forward.

>>120653008
I'm having some trouble to understand those formulas. Do you have any tutorial or it's simpler than I'm thinking?
>>
>>120656486

Quit calling everything you make shitty. These are cute and good.
>>
>>120657539
>Not realizing he's trying to fish for compliments
>>
>>120657539
>>120657626
S-sorry.
T-thanks.

But I really think they're shitty and I'm really proud of them. The fact is that I'm really insecure with the graphical result of drawing everything (even the animations), frame-by-frame, in the tablet. I swear I'm not trying to fish for compliments, and it really surprises me that some of you like it. Really.
>>
>>120654443
Right, thanks for reminding me. The PSD is a bit of a mess so I'll be cleaning it up later.
>>
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what do u guys think of my tittel screen
>>
>>120659189
It's not just shady. It's Extra Shady.
Accept no substitutes.
>>
>>120656486
All I was wondering is if there was a way to make the damage formula choose a random number then use that for damage.

The formula I used in the example is a bit of a mashup of gamemaker's gml script and rpgmaker, it isn't a real script, just what I used to show an example
>>
So I've been playing theough the collab's latest chapter and I have gotten stuck on the iron giant boss.

I have some concerns.

-the previous boss had a warning to prepare. This one did not. An issue when prepare in this case means "go save your game".

-I do not mind enemies/bosses having charge up attacks that require the party to go on the defensive. What I do mind is how you cannot survive this attack without Ice Wall, a move you have to prepare a turn in advance to use. Guarding against it still does lethal damage to practically the entire party and since there's still no way to buy revive items & Pippi is the squishiest of them all, no one can revive anyone.

-The aforementioned charge attack, the AI for the boss is wonky. I've seen him use this group killer move twice in a row. I've also seen him use his "ultra charged up move", have it say he got weakened, then upon analysis, he's not weakened at all. In fact, he appears to have gone to do his ultra charged up move again. Yes, a second time in a row.

-Rotting smoke has done nothing. It advertises slip damage (I assume similar to poison) upon elemental contact. but none of these special states do any damage to the boss. Now, I haven't tried this for common enemies, but common enemies are not usually strong enough to warrant needing slip damage. If no slip damage is just this boss' property, why even make him vulnerable to such states?

-speaking of common battles, the ones in this cave are a major slog.They don't appear to give much exp for how long they can take and the skills you get from leveling up around that point don't even seem remotely usable.

Maybe I'm just being nitpicky? I'm having major trouble trying to get past this boss though. It really bothers me.
>>
>>120659189
I'd change the font, tbh.
>>
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>>120624304

Looks cool, keep it up anon.

>>120594064
>>120601229

That's immensely flattering anon, thank you so much!
>>
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>>120661449
Even though I'm not exactly working on enemy info and statistics, do you want me to fix it up a bit? I don't have any experience working with armor, weapons, learned skills or experience points distribution but I'll try my best if you guys want.

Also, here's some progress.
>>
Does anyone have assets from RPGmaker 2k3?
I feel like doing some spriting but I hate the ugu-bighead artstyles of the new makers.
>>
Is it just me or is the transfer event not working on 1.01?
I select a different location, but it doesn't change it.
>>
>>120667819
No idea what's wrong with yours, transfer is working just fine on my end.
>>
Anyone know how to display a variable as a visible bar in a menu? I have no idea how to access plugin controls in MV...
>>
>>120666565
I have the assets but you'll have to format them yourself to fit other RPG makers, that okay?
>>
>>120672138
I'm planning on doing spritework so I'm really only using them for proportions and a few other things.
>>
>>120666534
No, you don't need to. Focus on finishing your own chapter first.

I mean it's clear people got past this boss somehow, so I'll be able to get past him eventually.
Though I wonder how much longer this chapter is since everyone said it goes on for quite a bit.
>>
>>120673431
There's a forest and one last boss after the giant armor guy.
>>
>>120661449
I spammed Delirium with Pippi. The end result was that he got confused mid charge and hit himself for 600 damage. That fairy is fucking broken.
>>
In MV how do I get rid of the animation where the characters move forward before they attack?
>>
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Now this shit is finally shaping up. It'll probably need some parallax retooling for the roofs later on, though.

Also, should the comedy gothic horror-esque setting have elf slaves hanging around for no reason? I have come up with several visual jokes/easter eggs involving them, as well as some cool elf-slave techniques that compliment the other characters currently in the party very well. But I feel that if I throw too much random shit, the concept could end up sorta lost.
>>
>>120679781
Just throwing this in, the forest west of southern gate should be super thick.
Otherwise there's no point to leave it unwalled.
>>
>Working on game jam game
>Realize it's Friday
>Only gotten most of the database ready
Shit.
>>
>>120679919
I left those there because maybe the player could want to leave the town at night during the story. The mountains, well system or a boats could work as well (or better), but then that makes the forest even more attractive for the purpose of serving as a red herring.

I could try to justify it saying that the woodland was much denser in the past and only recently, in relatively peaceful times, lots of trees were chopped off to its current state.

>>120681239
Shit. I thought it was Sunday.
>>
>>120681395
The last day of the thing will be on Sunday but I basically only have 2 days left to finish this thing, and I haven't even started mapping yet.
>>
Are 2 tile tall doors better or worse than 1 tile doors considering the height of the characters?

What do you guys prefer in your games?
>>
>>120682178
1-tile doors so that way 2-tile doors have impact such as for dungeon entrances, etc.
>>
How do I select a specific actor as a target for a skill using the Force Action function in an event?

Using MV, if it matters.
>>
>>120683890

I think you pass the target index as the second parameter.
>>
>>120677014
You must have lucked out because I must have used delirium like 5 times and it did nothing at all to the boss.
>>
>>120685820
I've also noticed that Charm worked pretty well against it, so try to use Lucy's charm skills if you can.
>>
>>120679781
unless that town gets a lot of use, then its too big.
>>
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>>120679781
That's really spread out. Can the player do something with all that open space?
>>
>>120644606
Yo, great work, ESPECIALLY the lips.
I can only see one issue: your eyes can't change color. Don't know if you're aware of this.

I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
>>
>>120687589
>I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
Actually, I take it back, the eyepatch lines up pretty well anyway. I'll do it myself.
>>
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I need to shorten these attack animations by a lot. The stutter they do at the start and end of the attacks is really eating up a lot of time.

It seems to be the waiting animation but I can't seem to get rid of it. I'd like to get them down to .1 seconds, but I'll settle for .23 seconds.
>>
>>120656486
Which plugin do you use for the 8-direction movement?
>>
Your main villain is depressed. Their lackey approaches and asks if they'd like to 'build a snowman.' Do they accept, or refuse? Is there snow in your villain's kingdom, or is it code for something else?
>>
>>120692618
Try asking in the Frozen thread on /aco/. They're sure to give some fascinating answers.
>>
>>120692618
THERE IS NO SNOW IN THE KINGDOM OF THE SOUTH.

WE MARCH NORTH, THROUGH THE LAND OF GRASS AND THROUGH THE FOREST OF RAIN. WE TAKE THE ICELANDS AND ALL THAT STANDS BETWEEN US AND THE WHITE BEAUTY.
>>
>>120692618
Depends how busy they are.
>>
>>120692618
>Procrastination is asked if it wants to build a snowman
>meh, I'll do it later
Legit don't even have a main villain for my latest project yet. Or much of a story for that matter. Been too busy with other shit to really work on it beyond a debug map to test MV scripts
>>
I'm wondering if I should give bows innate critical chance compared to other weapon types.
>>
>tfw nor sure wether to start new project in mv or vx ace
>>
>>120694949
It would be difficult to answer that without knowing a lot about your weapons.
>>
Anyone know a link for a VX Ace download?
>>
>>120695195
It's pretty much the default battle system. I'm using Swords/Maces/Axes/Bows/Fist as my weapon types.
>>
>>120695468
If bows have an innate critical chance, what do the other weapons have to make them worth using?
>>
So is there any way to do a team attack in RPG Maker VX Ace? I didn't find a script for it(Outside of the one for Victor's battle system which I don't really want to use), so is it possible through common events or something?
>>
>>120692921
Do you wanna run the country?
Make sure they know your name?
We'll rally all the troops
Fight nail and tooth
Their border we will claim!
For them it was just Tuesday
When you came marching in
Destroyed all that they held dear
Did you wanna run the country?
"I told you, we're not FREAKIN' READY!"
Have no fear!
>>
>>120695694
I have swords as balanced weapons with no unique strength, maces ignore some defense stat, axes have higher attack, but a hit rate penalty and fists have a higher damage modifier from agility.
>>
>>120644606
Wow, nice work!

>>120661449
>I have gotten stuck on the iron giant boss.
The first time I fought him, he ruined me with his second charge attack. It took him a while to do, but I'd almost killed him so I figured I'd go full offense next time. The second time I fought him, I found out I could stun him with Delirium and it messed up how he charges his attacks. I managed to get him the second time. Go full offense and cast Delirium and hope it stuns him.
>What I do mind is how you cannot survive this attack without Ice Wall
There was no hint to what element his attacks were, so I didn't try any Wall skills. Although all the enemies were ice element, so maybe I should have figured it out...
> the AI for the boss is wonky
I didn't open the project up but, I thought he had a set pattern to his attacks?
>Rotting smoke has done nothing.
I tried inflicting Rotting Smoke and it didn't seem to do anything. That needs fixing, I think?
>speaking of common battles, the ones in this cave are a major slog.
This is problem with a few areas in the game, in my opinion, but this area's enemies didn't give much reward too, so I ended up running from the random battles after a while. As you said, they took a while to beat. About a minute or more?

Good luck trying to beat the boss. Use my strategy and you should manage. There aren't any useful skills to be gained by leveling up, so that wont make a huge difference.

>>120666534
White text on a white background is pretty difficult to read even with the outline. You might want to make the text black or use a thicker outline.
>>
Some people were bitching about there not being a properly filled-out database, you can get it here:
https://dl.dropboxusercontent.com/u/17078211/RMMV_data.rar

Complains about a missing battleback for me when I try to test a battle though.

>>120666565
Just download the RTP?
http://www.rpgmakerweb.com/download/additional/run-time-packages
>>
My Level Up Bonuses plugin is complete. Get it here: https://www.dropbox.com/s/ep0xi56n36fly80/BOB_LevelUpBonuses.js?dl=0

Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.

It allows a multitude of bonuses to be given to actors (or taken from them!) upon leveling up based on the following critera:
State applied to Actor
Actor is Class
Weapon/Armor is equipped
Actor themselves

You set the level up bonuses on the state, weapon, armor, class, or actor that rewards them.

Features:
Reward an actor with a stat or trait increase or decrease depending on class, equipment, or active state!
Have equipment, states, or classes give or take skills after a certain number of levels!
Upgrade or downgrade weapons after they have been worn for a certain number of levels!
Grant items, gold, stats, skills, and equipment every single level, every other level, every third level, etc!
>>
>>120701756
Oh wow, this is really cool. If I were doing a more traditional rpg, I'd totally use it!
>>
>>120701756
Parameters:
Max Level
The maximum level in your project. Used for determining how high repeating bonuses should go.
* Default - 99

Notetags:
Actor/Class/Weapon/Armor/State
<LevelUp Bonus>
Level: State:+/-id, Item:+/-idXquantity, etc
Level: State:+/-id
Level: Item:+/-idXquantity
Level: Weapon:+/-idXquantity
Level: Armor:+/-idXquantity
Level: Gold:+/-amount
Level: atk:+5, def:-5, etc. Valid stat boosts are:
mhp,mmp,atk,def,mat,mdf,agi,luk
hit,eva,cri,cev,mev,mrf,cnt,hrg,mrg,trg
tgr,grd,rec,pha,mcr,tcr,pdr,mdr,fdr,exr
</LevelUp Bonuses>
>>
>>120701756
>>120701991

You can set level to be either a number or one of the following special patterns:
0 - Bonus will be rewarded upon leveling up for the first time
with the weapon/armor equipped, state applied, or being
the class the bonus is attached to.
+X - Grant this bonus every X level, starting at level 1 + x.
-X - Grant this bonus every X level, starting at level 0 + x.
*X - Grant this bonus after an actor levels up X times while
the bonus source (weapon, class, etc) is active.

You can set ID to be the ID of the bonus you want to reward. In the below example, we're applying the default 'Knockout' state:
state: 1

If you want a bonus to only apply while the source (a class, state, weapon, or armor) is active on the actor, append your id with !, like so:
state: 1!

If you're giving an item, weapon, or armor, you can provide a quantity by adding Xquantity to the end of your id. We will reward the actor with 2 of the default dispel herb items (id:3) upon level up, but only if the actor is poisoned:
item:3!x2

Alternatively, use the following setting to execute javascript:

@(codeHere;)

The code is executed when the actor learns the bonus. A recurring bonus will be executed every applicable time. Whatever code is executed will need to return the following based on the bonus type:

state: @(codeHere;) - state ID.
skill: @(codeHere;) - skill ID.
atk: @(codeHere;) - a number to add to the stat.
gold: @(codeHere;) - a number to add to the party's gold.
item: @(codeHere;) - Needs to return an item ID.
weapon: @(codeHere;) - Needs to return a weapon ID.
armor: @(codeHere;) - Needs to return an armor ID.

The exclusivity (!) and quantity (x) rules apply to eval as well.
If you are evaling for an item ID, you would use quantity like so:
item:@(codeHere;)x5

If you want a stat gain you are evaling to only be applied
while the source is active, you would do this:
mhp: @(codeHere;)!

Finally, let's combine the two:
item: @(codeHere)!x5
>>
>>120702061
>>120701991
>>120701756
This is pretty damn good. Amazing job, man.
>>
>>120701756
Question: could you allow a player to choose between two different level up bonuses?
Like, okay, you levelled up: do you want to learn Skill 1 or Skill 2?
>>
>>120702134
Give it a few days. I'm sure there are bugs, as I only tested to level 5 or so, and there are probably some combinations that will cause things to break.

Also, someone will eventually eval something horrible, but whatever.
>>
>>120702319
No, as this plugin is entirely on the backend.

But, if you want to add that choice at level 3, between skill 1 and skill 2, you could do something like this:

3: skill:@(yourFunctionToChoose(2,3);)

Write a function, have it prompt the player, and then return the resulting skill ID. My plugin will pick it up and add it to their list.
>>
>>120702458
>Write a function
oh golly oh gosh
>>
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Is there a speech balloon plugin for MV yet? I mean something like this: https://yamiworld.wordpress.com/yami-engine/text-display/pop-message/
I had a look around but I couldn't find anything.
>>
What's the source for the OP image?
I've been looking for some decent skellingtons with charsets as well hopefully.
>>
Page 8 bump
>>
>>120700256
I did get past him. I don't know why but yeah the first few times of trying to use delirium just said the move outright failed. I thought he was immune to those statuses.

His attacks have no element, Ice Wall is Kashim's skill. It required him to have Ice Force on himself to use and it nullified one hit done against the whole party.

He did have a pattern. I'm saying the pattern may be questionable if the boss can do his super moves more than once after he charges up, especially when the game says he weakened himself.

Rotting Smoke interacts with other elements, so it turns into a fire based DoT or water based DoT, etc. Though since delirium hit the giant with poison and poison appears to do no damage to him, I'll just assume DoTs don't work against him. (It's a shame, because DoT moves were my best tactic against the bosses I fought until that chapter.)

It's up to everyone else how the common fights go. It probably only feels bad because it's not united coherently, but it's fine I suppose.

Storywise though I'm invested. I mean even though some parts are cheese as hell, it's really charming for me. Well, if it weren't for the fact that I've been finding loads of map tile passability errors in the last chapter. Well at least I'm not the only one that makes mistakes like this.

And since I've been giving it more thought, I kind of wanted to work on our evil Artifacer girl a bit more. Maybe I'll think about joining a future chapter again.

Though for now, forest dungeon.
>>
Is there a BGM Memory script for VX Ace? I recall there being one for VX but I can't find one for Ace.
>>
What would be a good way to interpret whether or not the player is 'winning' a battle, and then putting that data in a switch or variable?

Total damage inflicted to each side?
Number of alive combatants on each side?
>>
Do you guys think characters having a unique "Ultimate Technique" thing in a game is good? (Such as Mystic Artes from the Tales games or the Special Attacks from Bravely Default)
>>
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>>120706517
They can be an exciting reward for a player. After all, one of the things you collect in a rpg is power. However, I would be careful not to make them overpowered, so the player isn't tempted to just spam it every battle. Give it some kind of big restriction (e.g FF7's limit breaks) or make it do something fun/unusual.
>>
>>120707206
I somehow got reminded by Luffy from One Piece after you said that.
Like he uses his Third Gear superpowers and afterwards he becomes a mini sized human that leaves him vulnerable for some time.
Implementing such in a game wouldn't be too hard on status.
>>
>>120707757
Yeah, something like that would be cool! I think it's more fun to do something interesting with secret skills, rather than just make it a really high HP damaging attack that costs tons of MP. It makes them all the more special.
>>
>>120702538
I looked into doing that, and it breaks the flow of battle. The window would pop up before the victory window, and then kinda float on top of it. It looked really tacky.

I might do something with the victory screen in the next version (to display what bonuses you've earned from leveling up). Not sure if a choice will be an option or not.
>>
>>120687589
>>120687745
Thanks! Yeah, I think I had fixed the eyes already. Issue was that the file name is missing a suffix (_m002). Either redownload it or change it manually so it's "FG_Eyes_p14_c1_m002.png".

>male eyepatch
All of my assets should be compatible with males, but I don't want to duplicate everything. As you figured out, it's just a matter of copypasting the assets to the respective male folders.
>>
>>120709753
Thanks, that did it.
Have you posted these on the RPG Maker forums? People would like them.
>>
>>120705646
party's total HP vs enemy troop's total hp? Maybe throw some attack calculations in there too.
>>
>>120710151
Nope. I might just do that with the next update.
>>
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Sera-chan, if you're here, thanks for bumping my new plugin thread on the rpgmakerweb forums~
>>
>>120687037
It is the only town in the game and while I don't think I would be able to make the game over 2 hours long, I'd like it to have some replay value, so there would have to be some redundancy regarding solutions for each problem.

>>120687404
It is still missing stuff:
Editing the remaining houses into their final form.
Trees.
The MCs Traveling Troupe sitting below the Inn (the tallest building)
A watchtower in the left side of the wall.
The church will probably be 1.5 times bigger in the final version.
Farms outside the city, along with crops, scarecrows, cows and such.
Up to 50 NPCs running around during the day. Including some animal NPCs.
Houses inside the village will also have small fields with cabbages and such.

_____________________________________

Also, how is this for a original creature/monster donut steel concept?

The Dragon-cursed

In the Empire's Quest to complete dominion over the continent, every single dragon was hunted down and killed.

Whether by the anger of the gods or just by the effect of a powerful curse thrown by the last dragons, soon after their fall, human soldiers of the Empire who used dragon-scale armor, or dragon-bone weapons began to suffer a horrible disease that turned their skin into hard scales. The disease was lethal for the most fortunate, but others went mad by the disease and ended up attacking their loved ones. And worse, some rumors say, devouring them alive after becoming hideous dragon-like monsters themselves.

Within months of the death of the last dragon, the Empire ordered the complete destruction of all Dragon artifacts, as well as a quick execution for all the Dragon-cursed. Many of the best soldiers and even high ranking generals of the Empire among these. However, due to hundreds of years of humans coveting dragon artifacts, it is not unknown to hear of people who accidentally contract the Dragon-curse simply by contact with an old family heirloom that had been stored in a box.
>>
What's everyone's intro like? Do you have a tutorial?

I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
>>
>>120711190
まったく.
>>
>>120705646

It's a bit tough to determine if the player is winning. In a tough fight it doesn't mean you're losing when the party's HP gets low after a big attack.


>Total damage inflicted to each side?
Percentages might work here. The side with the highest percentage of total HP has the advantage.
>Number of alive combatants on each side?
What about encounters with a single tough enemy?

You can probably use the total party member's alive as a modifier to adjust how much the party is "winning". For example, a party with 2 full HP party members might have a higher percentage of HP than the boss but their action economy is gimped so the boss might be at an advantage if the two party members can't heal/damage it fast enough. And perhaps use a different modifier for mobs such as challenge rating.

It also might help to only consider one side to be winning if there's a distinct gap of total HP between the two.
>>
>>120711692
Mechanics (humans in the world don't know this):
Dragon-curse is contracted by touching any part of a dragon's corpse. OR the corpse of a dragoncursed. Getting rid of a dragon-corpse is difficult. Only volcanoes are considered as able to do it.
People wounded by a living dragoncursed are not afflicted with it.
Dismembered body parts of a dragoncursed are treated like corpses.
Ailment is not treatable in any way.
Ailment doesn't affect non-humans. Undead humans are vulnerable, however.
Shortly after contracting the curse, humans develop a hunger for human flesh. If they don't obtain it, they die. If they cannibalize other humans, they become more and more dragon-abomination-like.
Dragon-cursed acquire some seemingly random element. Because reasons.

Alternatively, it could be a curse to gold items/coins.

It is meant to evoke Werewolf/Vampire tropes, while being JRPG-like.
>>
I need suggestions for another plugin to start on while people break my other two. Suggestions?
>>
>>120712082
A small plugin for some extra stats to use in damage formulas would be great.
>>
>>120712082
Maybe more targeting options. I want to make spells that are able to target my group as well as the enemies, or that affect everybody.
>>
>>120711762
>What's everyone's intro like?
There isn't a text crawl, but there is a short conversation between the MC and his grandpa that briefly explains what's already happened and why you're going on an adventure. After that, you get to play.
>I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
The best way to do it. Even if it is a rpgm game, you can't expect everyone who picks up your game to have ever played an rpg before. Having an optional tutorial is useful for newbies and doesn't annoy veterans.
Of course, if your game has a unique feature, you still need to explain it and make it clear that it may be something the player has never seen before.

>>120712082
This? >>120703376
>>
>>120710843
Hey, would you ever consider making outfits, or do you exclusively work with facial features? No spritesheet work required in this case, the body would look identical to an existing outfit.
>>
>>120711762
So far my battle engines are just the default with a couple aiding scripts, so I don't think a tutorial would be necessary.
>>
>>120711762
I'm just gonna throw my players into the thick of it with a really difficult battle where you have tons of complicated skills and shit. But it won't matter if you win or lose, there'll be a timeskip afterwards and then the game will ease you into the mechanics.
>>
Why doesn't anyone ever make any great field tilesets?
>>
>>120712476
What do you mean? I still need to create sprite sheets for a new outfit, which would be a lot of work even when it's using the base body. The RTP outfit selection is decent enough and creating just one outfit would probably take me an entire day if not longer. Not really worth it unless it's something essential that is missing from RTP.

The facial assets are more lacking and easier to make so that's what I wanted to focus on.
>>
>>120711190
Finally got your battle command list working like I wanted it to. Great plugin! I'll have a look at the others once I'm done setting my core stuff up.

Now if I could just figure out how to get rid of these numbers in the main menu...
>>
>>120713084
>I still need to create sprite sheets for a new outfit
I basically just want an alternate version of the 'student outfit', which already exists in the char generator. But the body sprites are fine - it's just the face version that I don't like. It looks less like a school uniform and more like a kimono.
>>
The amount of user errors being posted in plugin threads is starting to piss me off.
You realize you're distracting the author from actually expanding the plugin, right? It's not that hard to check to make sure you've done everything right before posting.
>>
anyone got a script where you can become the owner of a shop? doesn't have to be a complicated one where you can check everything, just being a owner having weekly but it would be cool if you could
>>
>>120713407
That sounds more like eventing to me unless there's something overly intense you wanted to do with it.
>>
>>120713204
Oh, I see what you mean. Yeah, I could do that. The default one really is pretty terrible.
>>
>>120713646
I think a lot of people would get use out of that, me especially. Up to you what you make next, though.
>>
>>120713580
you buy a shop of someone
and then you got people coming to your shop buying stuff (if this is possible)
>>
>>120713890
Yeah you can do all of that with events, depending on exactly how much flexibility you want the eventing may be a little heavy but you shouldn't need a plug-in to handle all of that.
>>
If there are battlers from a Japanese artist that I want to use and are posted in their blog/site, but I can't make sense of their moonrunes, should I assume that they are "free for commercial use as long as you give me credit"?
>>
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How are those generic JRPGs going, friends?
>>
>>120712214
I realized that I forgot to even talk about (or completely finish) that portion of the level up bonuses plugin. I'll release a small update to fix that. It doesn't current work, but here is how it is used, assuming you want a class to gain +1 to a custom stat every time they level:
+1: prop:newStat=1

To subtract:
+1: prop.newStat=-1

To use it in a damage formula:
100 + getProp(a,'newStat')

>>120712262
I'm pretty sure someone is already working on this. I saw a request thread on the official forums where it was being talked about. If I don't see one soon, I'll definitely look in to this.

>>120712308
I really hate doing graphical things, and it's not something I think I have a use for. I will probably re-create Yanfly's Gab Window, if he doesn't do it in a month or so.
>>
>>120714661
>found me dick in all herb

What did he mean by this?
>>
>>120714570
>free for non-commercial use
fixed
>>
>>120714771
The extra stats that I have in mind aren't going to change when you level up. They'll just be static values assigned to each class, effective immediately. Can I still do that with your plugin?
>>
>>120714570
>free for commercial
No.
>free for non-commercial use
Yes, but maybe put a message in a read me that you'll remove assets if the owner wants you to.

What site are you getting battlers from?
>>
>>120714570
Maybe this can help you.

> http://forums.rpgmakerweb.com/index.php?/topic/27527-translated-terms-of-usage-of-japanese-blogs/
>>
>>120715082
The "effective immediately" part is what makes it not work with my script. Best it can do right now is assign them to a set value the first time the actor levels up as a specific class.

I may have something for this in about a week, though.
>>
>>120714570
Gonna assume you meant non-commercial, because otherwise what the fuck.
No. I've seen too many Japanese works licensed with "if you are not Japanese, you may not use this work for anything" because of some people thinking they can assume the license is convenient for them because they can't read it.
>>
>>120716056
Yeah, I meant non-commercial.

>if you are not Japanese, you may not use this work for anything
Well shit.
>>
>>120716040
Don't worry about editing your level up script to accomodate that, if that's what you have in mind. The two are pretty seperate things. I'm sure someone else will make a plugin specifically for this, and it kind of needs to be minimalist for ease of use.
>>
>>120716056
And another question. Do they have any rights over their monster designs? If I try to redraw their monster, could I get shit for it?
>>
>>120714661
great i'm making the most boring and simple game ever!
>>
>>120716056
>>120716716

Here are the guy's rules of use, but I don't really get if I can edit the monsters or not:

>This site, for the following material of F created, and allowed the re-distribution of remodeling to.

>(1) face of RTP compliant graphic Standing picture
>(2) RTP compliant monster graphics

>※ received product materials and, other sites like remodeling material redistribution is not allowed.

>As a condition,

>And materials that clearly seen that it was modified only Yes (inversion only, impossible, etc.)
>· On the distribution source of mention that they are CLOSET, it possible for you to link to this site.
>• The remodeling the material itself of the sale is not allowed (Permitted to sell the game using the material)


>The material that can make alone is limited. A poor excuse me in the material, but I'll distribute the material that is made by if remodeling! If you have are woven anyone who wants, and I think that amount, choice of the person who utilizes spreads. Once built to your role even a little Maker life of everyone, it is fortunate.

And I am thinking about making some of his battlers "high contrast"
>>
>>120716473
I could export this functionality to a separate script, actually. It's really straightforward. Give me about an hour or so.
>>
>>120716224
To be fair, I've mostly only seen this on MMD models, and so many in the western community are too young to know better, or just pigheaded assholes.
>>
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>>120714661
Hoping to have this dumb thing done by tomorrow night.
I started yesterday, but thankfully GB color restrictions make things a ton easier to draw, plus what I'm doing is tiny.
>>
>>120718316
Why is there a fat witch giantess laying on the ground near a cemetary in your game?
>>
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>>120712082
A plugin for additional or secondary HP bars? Like Sanity or something? Maybe when it hits zero it doesn't kill you but it lets you assign a state to it like a debuff (or buff depending on game)?

If that doesn't work out, maybe it's preferable to convert the MP and TP bars to do those functions?

In theory it might be easy to do but I don't know how to code so what would I know?

I don't browse plugins/scripts much so sorry if this is already done elsewhere.

>>120711762
>Intro starts.
>Campfire. 3 people around it.
>Who do you want to know more about?
>The Battle-Hardened Mercenary
>The Lady with a Mission
>The Young Fledgling Artist
>Each of these takes the player to a prologue chapter where that character is featured.
>Merc is battlecentric chapter, Girl is puzzlecentric chapter, Artist is fetch-quest-centric chapter. There will be some tutorials in these chapters, but I try not to overlap too much between them.
>Once all three of these chapters are done, the game continues onward to the combined prologue where they all meet until it leads back up to where they're at the campfire.
>>
>>120718316
Is it porn?
>>
>>120719386
That intro actually sounds pretty cool.
>>
I'm planning a character whose attacks are based on the major arcana (original, I know). Would it be "interesting" to give them a unique EXP curve that has them gain a new ability each level that corresponds to the number of each card (like Strength at level 8) that's also slow enough so that they don't surpass the power of the other party members?
>>
>>120720143
Not sure why you'd need a slow curve. Because the other characters wouldn't learn a skill every level? If you think it'll be balanced that way, then go for it.
>>
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>>120718417
Because I'm going for front view with my battles and a picture on the menu screen's the only place you'll see the main character[s] in detail?
Did change it so it's pretending to be within GB restrictions a bit better, though.
>>120719389
It's not something you'd want to get seen playing at work, but nah, nothing too explicit actually gets shown.
>>
>>120720450
So far, I'm thinking of going for a 50 level cap (or at least, that's the last level you learn skills at), so naturally you're not getting a new skill every level. With the Arcana capping at 21 (22, counting The Fool), he'd end up rather lackluster by comparison if I wanted to keep him balanced.

Your post has got me thinking of changing things, though. If I scale down the levels and have skills more abundant, then I wouldn't need the bizarre curve, and the game could be easier to manage.
>>
>>120714437
can you give me a few tips
>>
>>120720945
If this is for MV, just plugging my level up bonus script from earlier in the thread:
>>120701756
>>120701991
>>120702061
You can set the class or actor to gain skills every X levels instead of coding in an entirely separate XP bar. You can also use states, weapons, and armor to do the skill gains as well.
>>
>>120721925
Oh, that's neat. Sadly, I'm back in VXA, and the idea was to somehow balance a character who gets all of his skills 21 levels in when most characters won't reach their full potential by 50.

'Course, I don't have to do that, and if I stick with the 50 level cap, I probably won't.
>>
>>120716473
As promised, only 15 minutes late!
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

To define a custom stat, apply this to an actor or enemy:
<CustomStat: statName=statValue>
statName - The name you want to reference this stat with.
statValue - The default value of your stat. Must be a number.

After setting a custom stat to an actor, you reference it in damage formulas or other code just like any other stat. Below is a sample damage formula for the a stat named 'sanity':
100 + a.sanity
Let's say you gave the enemy a stat named 'insanity':
(100+ a.sanity) - b.insanity

Let me know if you have any questions. I'll probably post this on rpgmakerweb sometime tonight.
>>
>>120723160
Aw sheit, nice one Bob.
Is there any way to define the stat in the Class window rather than the Actor window?
>>
anyone have a list of commands to be able to kick chickens?
>>
>>120723318
Sadly, the actor doesn't have basic access to class properties. In a formula, it would look like:
$dataClasses[a._classId].yourVariable

I can easily add that, but it's really cumbersome. Would that work?
>>
>>120721301
You'll need a good grasp of how to use switches and variables but basically you'd have a store setup as a normal store. When you talk to the person to buy it and you have it, you'd turn on a switch that tells the game to act differently.
You'd likely want an identical (but separate) map that you can only access while that switch is on, and then the counters all being their own event that you can interact with to put up items for sale (if you wanted it like Recettear) or where the customers would come in directly to you, and then you would setup a dialog with probably a variable with a random number generated to determine what it is they wanted, and if you had it in stock, etc etc.

That's the pretty bare-bones version but you could really spice it up if you took the time on the events and such.
>>
>>120723553
Yeah, I don't mind some clunkyness. It's kinda essential since these stats are essentially class-specific stats.

Thanks for working on this man, you my homie.
>>
http://rpgmaker.net/games/8053/
Anyone interested in this? Looks pretty promising.
>>
>>120711762

I usually write a lot of intro text, but everyone itt complains about that type of thing, so this time I wrote 3 lines of dialogue before giving the player control.
>>
>game is a mess
>forgot what I was doing because I only work in my project every few months
>don't even know how to end it
Time to scrap another project and start again, this time I will properly write everything so this doesn't happen again.

How is your game going anon?
>>
>>120727480
Working on poor graphics and a decent plot. The game isn't a huge expansive world so there won't be a whole lot of building once the graphical end is done.
It's still going to be awhile but I may actually complete this one. Here's hoping you have the same luck.
>>
>>120679781
grass doesn't just meet water at equal elevation.

if you aren't going to have actual shorelines, you need to have the coast raised up out of the water.
>>
>>120727480
How come you just don't give away your scrapped projects I'm sure people will be able to build upon or salvage it. Maybe you had an idea that you have long forgot but the next person takes it a new direction for better or worse, but it's all cool I understand the whole thing about personal work and stuff.
>>
Anyone know how to add more icons to the available ones for skills in MV?
>>
>>120728279
Because I will use the same idea again, I don't want to think a different story.
My current problems with that project were mostly about gameplay and the end that didn't made any sense, instead of fixing everything is faster to build the thing again because every thing with a problem is linked to another thing that was fine and touching them breaks the game because I was too dumb to make notes.
>>
>>120725621
That's pretty neato (besides the Paper Mario inspired idea) really looks more like mixture of current and old type Pokemon. His Battle screen looks like Battle Network. I wonder if a Card based RPG is possible in RPG maker?

If it has been done well fuck me, I'm newish here.
>>
>>120725621
It looks great. The kind of thing that makes me want to remake my game using it as base. But I'm got the feeling that it's so buggy that makes it unusable.
>>
can't maek gaem over weekend without computer.

I could bring a sketch book with me. But then I'll start coming up with grand ideas I would never have enough time to execute.
>>
>>120723418
bump
a guy showed it to me when this general started but i lost it
>>
Currently shaved the attacks down to exactly .3 seconds. I'll have to just settle for this it seems. If I want it to go faster it'll just have to look even jankier than it does now.
>>
>>120732456
why do you want battles to proceed at the speed of light exactly?
>>
>>120732516

I'm making a rhythm game-esque battle system. The faster attacks go the faster new inputs can be given which means faster songs.

I was hoping I could make the attacks in the .2~2.4 range so I could use 240BPM songs, but 180BPM isn't all that bad.
>>
>>120723864
Hey, so the last release was super shit. I forgot that I was a wizard before I wrote it.

Download the newest version: https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

Now, if you set a stat at the class level (say, sanity), and the actor doesn't have that value set, it will default to the class' variable.

You can also access the variables directly inside of the damage formula, like:
a.sanity

Hope this helps.
>>
>>120733932
Testing this out now, not sure if I'm doing something wrong but the attack skill now seems to be doing 0 damage.

In the notes for the Hero class:
<CustomStat: bat=9999>

In the damage formula for the Attack skill:
bat

All other plugins are set to OFF.
>>
>>120735076
>In the damage formula for the Attack skill:
>bat
Ignore this! It's a.bat, still doesn't work though.
>>
>>120735076
>>120735269
Fixed it, download again please:
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

Also, be very careful. I named a stat something reserved earlier and it caused a game crash. I'll add preventative measure in the future, but for now stick to 4 letter stat names and you should be fine.
>>
>>120736274
Seems to be working now!
I'm going to implement it fully, give me five minutes. I'm pretty sure everything works but I'll make sure before I start kissing your feet.
>>
>>120736765
I'm looking at how plugin commands work. I'll add a few to increase/decrease/set actor/class/enemy stats.

This should allow you to modify an enemy's stat based on the player's actions, for example. Maybe if they go destroy 4 crystals, the variable is reduce from 100 to 20, meaning the attack is a lot weaker.
>>
>>120736902
This is weird. I have <CustomStat: bat=9999> in the class notes of each party member and in the notes of the enemy being fought, but the enemy's Attack skill is dealing 0 and making their targets hp become NaN.
>>
>>120737309
I forgot to mention, the attacks of the party members are all functioning properly, it's JUST the enemies who don't seem to be working, but they're both using the same skill and have the same stuff written in their Notes.
>>
Anyone here good at pixel stuff? I wanna make a Yume Nikki type game and I'm decent with RPG maker but terrible with spriting.

If not, does anyone know a good site to find good spriters?
>>
>>120737309
>>120737464
Fixed it. Also double-checked that actor, class, and enemy stats save and load properly. They do.
Link: https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0
>>
>>120738943
Now THIS is podracing.
It's working perfectly now and it's pretty much exactly what I wanted. Now I actually have enough stats to make this game work. Thanks so much.

I'm Sera, by the way. I don't know if you already deduced that. I suggest you post this plugin, since it's such a simple concept that tons of people are going to need it. You could also post it in my plugin request thread for extra publicity.
>>
>>120739757
>>120738943
Quick question: and this is NOT a feature request, trust me, I'm just curious:
Could I edit Ellye's ATB plugin to use both Agility and a custom stat defined by your plugin to determine turn order? Or are these stats defined in a way that prevents them from being used in external scripts?
>>
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In game
>>
>>120737813
just try drawing it the best you can, then shrinking it down to fit the tile size. I'm sure it'll look fine, the standard RTP is really only good for little projects. Custom artwork really makes your game look good, even if the art is kind of eh.
>>
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>>120739996
Outside
What happens here?
>>
>>120739757
Glad it's working for you. I already plan to add notetags to weapons, armors, and states to increase/decrease these stats, and plugin commands for eventing. Can you (or anyone reading this, really) think of any other features?

>>120739919
I haven't looked at Ellye's ATB plugin, but the stat shows up just like agi:
Actor.agi
Actor.customStat

It's should be all the same. I could make a compatibility patch for it once I get back from buying groceries like a filthy normie.
>>
>>120740214
>Can you (or anyone reading this, really) think of any other features?
Um... I can't, actually. Everything I needed has been attained. I'm sure someone else will have some good ideas though.

>It's should be all the same. I could make a compatibility patch for it once I get back from buying groceries like a filthy normie.
If you can call the custom stats that easily then there's no need for a compatibility patch. Also, having turn order be determined this way is something very specific to my game idea, so I doubt many other people will be looking for a similar effect.
>>
>>120740209
>>120739996

Both of those look the same to me, unless I'm missing something.
>>
>>120737813
Do it yourself, since you're making a yume nikki game weird graphics and bizarre stuff will come easy while you sketch around.

If you're terrible at art you can use that to make the game have a good creepy atmosphere.
>>
>>120740880
The roof in game and in the editor
>>
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>>120740880
>>
Can a map be made with a large singular image instead of a bunch of tiles?
>>
>>120741189
The actual in-game zooms in a bit if that's what you're getting at. That's normal.
>>
>>120741474
Yes, it's called parallax mapping.
>>
Question:
Does anyone use the Tactics Ogre crafting script?
https://mrbubblewand.wordpress.com/rgss3/tactics-ogre-psp-crafting-system/

I've been trying to get it to work but I can't figure it out. The actual tags are all easy, but I'm not entirely sure where to stick them. I've tried different combinations but I can't find one that actually lets me craft anything.
>>
>tfw yanfly personally fixes your bugs for you
>>
>>120741424
Try deleting it, then rebuilt it? I've noticed some issues where my B and C page tiles will act up like that, and that usually fixes it, though the messup is usually in the editor for me (they'll overlap when they aren't supposed to) so no idea if it would fix the issue for in-game.
>>
>>120741678
Never mind. I didn't understand that it needed an event call. I thought it was optional and you could activate it straight from the item menu.

Durr.
>>
>>120740639
Let me know if using it for the ATB has any issues.
>>
Is there any way to make a state that will continuously cast a skill? I'm trying to make a Playing state for my Bard that basically makes them unable to take any actions while they're under effect of it, but they continuously cast 1 turn buff skills.
>>
>>120744001
It might be possible using something such as the menu manager, and have that crafting menu option call a common event related to crafting?
>>
>>120744973
Oh, no, I just assumed the script was set up around using the recipe book without doing anything else but put in the note tags. I basically just expected it to be more automated than it was.
>>
I can't figure out how to properly create a new Sprite class in MV. I've been reading the existing sprite classes for an hour and I still don't understand how they work.

>>120744259
Maybe you can implement a duration counter at the start of the play action. If the duration counter is not equal to zero use the forceAction command and decrement the counter on their turn.
>>
>>120744059
Just tested it out, seems to work fine. I'm not 100% sure the custom stat is having an effect, but it's definitely not causing any errors.
>>
>>120746061
Try cranking it up.

Also, pretty sure my script needs to go above the ATB script or the param may not be identified.
>>
>>120740180
>>120740946
Ok but I kinda want certain parts to look decent at least, (like some areas and the player character)
>>
>>120746135
Oh hell yeah, it's having an effect alright. Works pretty much exactly how you'd expect, you just have to manually add it to the equation.
>>
>>120741424
>>120740209
>>120739996
I had a bug in my game that made it so chimneys (set as not-passable) occasionally showed up below the tops of roofs (set as "above the player"). It was fixed when I set the roofs as not-passable as well (oddly enough, setting both objects to above the player didn't fix the issue). I think the program might have problems deciding what layers go above what when it comes to above-the-player layers.

I would suggest painting the roof with any kind of A1-A3 "wall tiles" and then repainting them with the correct roof tiles
>>
What's the difference between normal attack and physical in elements?
>>
>>120748012
If memory serves, Normal Attack will add any elements that your character's weapon has, while Physical ignores them.
>>
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So whats your story?
>>
>>120749930
>'Trapped in a video game' plot
>At first its funny
>Then it gets serious as actions end up having consequences
Trying to balance the third act right now
>>
>>120749930
3 delinquents break into a school and get expelled. Also there are ghosts. That's basically it.
>>
>>120749930
Don't know how the fuck to start. I'm trying to make something comfy and funny. Also, the characters are bears, hamsters, bunnies, monkeys and so.
>>
>>120749930
Group of spacemen are forced by an authoritarian government to explore a bizarrely advanced but seemingly abandoned human colony world to discover what happened there and to scavenge any super science tech they can find.
>>
>>120749930
You play as you and explore the world looking for treasure and weapons that help you collect more treasure and weapons.
>>
>>120751435
go for the eyes, boo!
>>
>>120750564
That sounds pretty comfy, anon.
>>
>>120751692
I think you're comfy
>>
>>120751628
It looks fun. The kind of game I was trying to do some time ago. Using RTP? Asking because I wouldn't feel more motivated to find rare equipment that I already saw being shit in other games that also used RTP.

>>120750564
As the other anon said, that sounds comfy. What 'tone' will you give it? Something more funny, or serious? Focusing in puzzling, battling or romancing?
>>
>>120751640
wut, m8?
>>
>>120751924
:3
>>
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Couple (MV) Questions:

I'd like to give the player the ability to recruit custom units a la Disgaea. I can do most of the work through eventing but I dunno how to create actors during the game, and allow the player to name them. I know there were scripts for this in VXACE but would I have to create a plugin to do this in MV?

If so, can someone point me in the right direction of doing so? (I know some very basic js.)

Second, my game has a system where at the start of the battle, characters are given a special unique ability that goes away by the character taking a certain amount of damage(30% of MaxHP). I eventually want to have it where the party can obtain a bunch of generic versions of these special abilities ( like Disgaea's Evilities).

I have the system already made, but I'm doing it through Base Troop Events (see pic related). Is there a way for me to edit the Troop Event during the game through a script or Common Event?

Also, could someone come up interesting names for these abilities? I've been stuck between Potentials, Morales, or Aptitudes, but I want the name to fit the "at start of turn" concept.
>>
For some reason all my maps are triggering all control switches. If I create a new switch and then make an event that will show some text if the switch is ON, the text will appear even if I haven't turned the switch ON with another event.
Somebody knows what could be happenning here?
>>
>>120751956
Well it's not as comfy as it sounds really. Also, I'm going for a funny tone. It gets surprisingly serious at the end tough.

It's going to focus on all of those three things actually. Well, not romance but 2 out of 3 aint bad.
>>
>>120749930
I'm making a short RTP-fueled, Metro-inspired post-apocalyptic game about fighting gangs and investigating a mutant-worshipping cult who want to flood the underground with mutants, just to get a hang of the new engine

Maybe I'll expand it into something bigger later. My biggest problem is how to make a network of dozens of identical underground tunnels not become deathly boring after half a hour of gameplay
>>
>>120749930
A gang of bounty hunters uncover an ancient shrine that allows them to enter a world above the clouds. Throughout the story they must figure how to both save the Skyworld and go home, or if they have to choose between the two worlds.
>>
>>120749930

MC gets exploded and turned into a slime by an evil mage, then injected into a robot to fight back against the mages who basically see regular humans as playthings and guinea pigs. Party consists of his mechanic bro who runs upkeep (while trying to help mc recover his memories) and a qt knight lady.
>>
Some guy is working on an open source, browser-game RM clone.

http://bradsproject.com/dart-rpg/editor.html
>>
>>120751956
>Using RTP?
No, I make all my own sprites. They're kinda bad, but they're not RTP.
>>
>>120749930
I don't really care about the story. All I do is prototype unusual battle systems.
>>
>>120754254
My way, too. Good luck, anon.
>>
>>120753975
Rob's a pretty inspiring design.
>>
>>120749930
Set in a world where humanity has taken control of all supernatural elements that have come its way, and killed the ones it couldn't control.

The thing I described here:
>>120711692
>>120711897
is attacking a remote village in the most backwater areas of the human empire.

You play as a clown who arrives to said village and ends up trapped there because monsters have destroyed most ways out, for some reason. Turning everybody there into monsters

Other playable characters are:
A talking chicken that is immune to knock outs because it is actually the legendary phoenix, but is prone to run away.
An elf slave who doesn't talk much.
The bunnygirl who leads the Troupe.
Her trouble-making daughter.
A bard, who is actually a former warrior of the Empire who decided to retire after having to kill his former friends.
A magician's apprentice without a master because her father is dead.
A magician's apprentice's apprentice.
A skeleton that doesn't realize she is dead and acts kinda like a martial artist in battle.
>>
>>120756032

You said it. As soon as I saw him I went, "my god, I need to do something with him."
>>
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Am I the only one who thinks timed button presses is mandatory for combat to be remotely interesting?

Wish someone was working on it for MV. Guess I need to learn javascript from scratch to do it.
>>
>>120749930
Dumb and angsty teen runs away from home because they're dumb and angsty.

They accidentally end up in an entire different world than their own.

After much adventuring, they return to their own world to find that they narrowly missed being decimated in the apocalypse.

I haven't quite fleshed it out yet.
>>
>>120759271
that should help the angst :^)
>>
>>120758964
Not really, no. Customization, working status effects and interesting puzzle fights do much more for interesting gameplay than button presses or combos. But no harm in it either.
>>
>>120749930
A civilization of humans has survived on the bottom floor of an underground tower for as far back as they can remember.
Every so often someone fancies themselves a hero and tries to climb the tower to free everyone because they believe that's what'll happen. They're never heard from again.
And then one day. You fancy yourself a hero.
>>
>>120759361
Hue. Good point.
>>
To Tower: Wrath of the Demon King anon-

Game was interesting and I liked the combat system for the most part though after awhile it kinda degenerated to 'mash attack.'

I wasn't exactly sure what to do in the forest after getting the fireball and crystal shard and so I went West and went underground, spoke with one of the crystal dealies and then the game froze.

Game showed a hell of a lot of promise though and I'm curious to see what you do with it.
>>
>>120758964
>>120759503
Honestly, I love the barebones combat styling of old Dragon Quest or Breath of Fire games. What's more important to me is that the balance and difficulty of combat flows well throughout the game.
>>
>>120759503
>>120762251

While customization largely does nothing for me, complex interesting fights (sometimes "puzzle fights"0 with interesting status effects and imepeccable balance is kind of... the bare minimum. Without that you might as well not be playing a game. But without something to do during animations to keep you really engaged I just find myself bored with games, and timed button presses is such an easy way to add complexity and make the game feel more interactive.

Super Mario RPG and Mother 3 are some of my favorites of all time, almost for this reason alone.
>>
>>120762604

Not that anon, but I'll definitely give you Mother 3. No other JRPG has such an enjoyable basic attack command.
>>
>>120762604
>>120758964
I don't think you're the only one, but I disagree. i honestly can't stand the timed button pressing sequences thing, for the same reason I can't stand QTE's.
>>
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My game is gonna get called an Undertale rippoff if I add a mechanic to not kill certain bosses to get different endings... won't it?
>>
>>120765061
Make choices out of battle decide who lives and dies. Then get called a Zero Escape rippoff.
>>
>>120765061

Nah. Honestly, I hardly ever see stuff get called ripoffs nowadays unless it's a blatant cash-in, like minecraft clones.
>>
>>120765061
It's not like the idea's really been touched on much outside of Undertale. I mean SMT has you -recruiting- Monsters but nothing else I'm aware of really has you sparing them outright.
>>
>>120765061
Don't think so.
>>
>>120763560
See I like them for the exact reason I hate QTEs. QTEs break up action with boring timed button presses that seem to have no relation to the gameplay thus far. Timed button presses in an RPG break up extremely boring gameplay with a burst of action.

I like them to do things like add an extra state, lead into another skill, heal the user, etc. instead of just multiplying the damage done though. That's rather boring.
>>
>>120763560
>you hate Paper Mario
We can't be friends
>>
I don't like timed attacks in first person RPGs, otherwise I think it is alright.
>>
>>120767786
Yeah, I plan to use sideview and time the shit out of it with animated battlers so there's a real visual connection instead of it just being arbitrary.
>>
is there any way to get a sound to play after some text appears? like in earthbound or zelda when the text is being displayed it makes the little sounds while the words show up
>>
>>120767786
Welp, there goes my whole battlesystem...
>>
>>120768748
use actraisers sound fx :^)
>>
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>>120768748
Yes. And it's a very nice plugin.
>>
>>120756830
So... About this.

I dont like having regular forest animals as foes because they seem too innocent/harmless(yeah, even rats and spiders), and because elemental attacks and the like are meaningless when the foes are regular animals, and I HATE meaningless design elements, so I decided that the presence of the dragoncursed would also twist life around them, so there are root-wolves who are weak to fire and smoke butterflies who are weak to wind.

But now the monster battlers are getting 3-dark-5 the other design elements (main characters, villagers, etc). I considered getting rid of battles altogether (the way the story is being structured I am already jumping through hoops to get the characters to return to areas where they can fight things that get progressively stronger), but the biggest reason I took the concept was because I wanted to test the encounter and battle systems that I wanted to use in my main game, and sone characters were introduced into the story specifically for the battle dynamics they contributed.

So now, I am thinking I should step back on the concept again and just have a clown and a chicken having some nonsense adventure in a forest with the rtp eemental spirits. No elf-slaves or were-monsters or village. :/
>>
>>120769871
>>120770179
what about for older rpg makers?
>>
>>120770696

If you want to have battles, have battles. What makes you think they're too dark for the rest of your story? Just because the enemies are nonstandard? Besides, juxtaposing dark elements and silly elements can be fun.
>>
>>120771949

which version, specifically?
>>
>>120772173
2003
>>
>>120772281

You might be fucked then, m8. Sorry.
>>
Everyone sure is working hard tonight. you're not a bunch of normies that go out and party on Friday nights, are you?
>>
Is there anyway to get MV to show you which line the error occurred on?

Debugging is a real pain in the ass.
>>
>>120775454
No, of course not.
I'm attending virtual halloween parties in second life of course!
>>
>>120775454
What's a party? I've never heard that word before. In any case, I'm at home where I've spent the last few hours thinking about working on my game.
>>
>>120776676
A party is a group you adventure with, duh.
>>
>>120772028
>What makes you think they're too dark for the rest of your story?
I was thinking about adding things like pic related.later on. Which seem like definitely too dark. Especially when earlier on you could find relatively normal animals living in the forest, which I would lead the player to feel things more along the lines of sadness and a bit of rage. Kinda like when you see the chimerized animals in Mother 3.

Maybe if I could have these creatures be more along the lines of elementals or "fears brought to life" it would feel better.

>Besides, juxtaposing dark elements and silly elements can be fun.
It depends a bit on the measures, I think. Having a couple spooky moments in a comedy is ok, but having some comedy moments inserted in spooky and dramatic things can ruin the tension, and if there are battles, then they would probably take more time than the dialogue time.

Also, note that the personality I decided that the clown would have in order to generate jokes was "outwardly optimistic dialogue and attitude, contrasted with deeply pessimistic inner thoughts", which doesn't work that well when he is in situations that do seem actually unsurmountable
>>
>>120777965

I think it works even better if you slowly work toward the increasingly twisted up animals combined with the clown's pessimistic inner thoughts. The onset of increasingly messed up enemies could cause his facade to slowly break down, and you could develop him even further after that. Then you could have a nice redemption scene where he gets over it, or something? That might be cheesy, but I don't know a whole lot about your story, so I'm just trying to put whatever general idea out there. Too much comedy added to horror can ruin it, but adding horror to comedy is something I personally like a lot.
>>
>>120778838

Oh, sorry if I'm coming off too forceful by the way. Now that I think of it, I'm not even super sure what you're going for, so feel free to just ignore me. Just make what you like, and don't worry if it's "too cheesy" or "too grim" or whatever, because as long as you like it yourself, other people are gonna like it too.
>>
>>120778953
>>120778838
>Oh, sorry if I'm coming off too forceful by the way.
Nah. That was good advice. You've sorta made me like my idea again. Although I'll probably start working on the forest dungeon with the less twisted animals and see if I can get the encounter mechanic going. Then depending on how much potential I still see, I could either continue and try to draw my own, appropriate battlers, or change the story a bit, or go wok on something else until I find a way to fix this concept.
>>
>>120758964
I liked what legend of dragoon did with additions. But not Ar tonelico2 system of guarding. Idk why.
>>
>>120772331
what about XP then
>>
Are there any face masks for the MV Chargen yet?(kind of like the stuff the Persona 5 MC wears)
>>
>>120782062

Could probably be done via scripting, but I don't know anything about that.

>>120782671

Our only hope right now is begging the cool anon who's been making resource ITT.
>>
Here's a question for you all.

Does your game have or not have a world map?

I'm going for no world map with a warp system to go to each place instead.
>>
>>120783941
I'm going with see that mountain you can climb it.
>>
>>120783941

I'm gonna do something like that, too. Kind of like the Atelier series or Super Mario RPG.
>>
>>120783941
Not the current project or any of the main ones.

Although I have always liked to fly around with airships, I am not really that interrsted in fleshing out a whole world. Continents are hard enough as is.
>>
>>120784516
>>
>>120717113
Fuck you, I'm having heaps of fun making this generic-ass RPG. It's a good way to learn RPG Maker while I come up with ideas for my "real" game.
>>
>>120783941
No World Map, just big interconnected zones and a teleporter located just outside every town.
>>
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>>120788082
>>
>>120784925
Going to go with a the "Pick a destination" style world map, but nearly every area you can pick is interconnected anyway so it's more of a fast travel thing.

Shame that Rotate Image is fucking stupid as I was going to have a cool map image that rotated between each location as you pressed up/down
>>
My god, MV is a piece of shit. I just booted up the program, barely put anything on the map and already my game crashes when playing.
Opening and closing menus too fast makes the game go black and then close. Anybody else getting this..?
>>
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>>120790124
Nope
>>
Does anyoen know if its ok to use spirts and shit made with MV's generator in other rpg makers?
>>
>>120790842
Officially it's only okay if you bought both RPG makers, but who really gives a shit unless you start selling your game.
>>
>>120790297
Not him but >tfw too poorfag to upgrade from my toaster
>>
>>120790842
The terms in the PS1 version clearly state you cannot use the resources within RPG Maker outside of RPG Maker, for any purpose. I assume that applies to every one made since, as well. I know the PC versions can have their resources mixed, but using any of it in say Game Maker would likely upset Enterbrain.
>>
Even if it's late at night, you're still thinking about your game, aren't you?
>>
>>120797471
I'm getting started on it right now fam
>>
>>120797471
>Work on game all day
>get stumped on an issue
>go to sleep
>dream I'm working on it
>figure out the issue I'm having in my dream
>wake up
>forget about how to fix it, and lose all the other progress I made in my dreams
Fuck off brain, this is why nobody likes you.
>>
>>120797471
>Have plan
>Open RPG Maker
>Distracted by everything else that could happen at night.
>Minimal progress.

I was gonna consider cutting myself off of other stuff but there's gotta be a better way to organize myself...
>>
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Noob question, how do i use special in MV?
>>
>>120798415

On parameters in the top right of either classes or actors, go to the skill tab and pick add skill type: special.
>>
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>>120798529
It works! Thanks!
>>
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>>120798415
Here, I believe
>>
Good night RPGMG. Please still be here when I wake up.
>>
Have a good luck bump.
>>
Bumping before I head out.
>>
Morning /rpgmg/~

I updated my custom stats script to allow weapons, armor, and states to add or subtract values from said stats. Get it here:
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

I also fixed a bug in my level up bonuses script that was causing other plugins that modified state behavior to not function properly. Get it here:
https://www.dropbox.com/s/hchid4j96jye7y7/BOB_LevelUpBonuses.js?dl=0

Today I'm looking at adding icons and skill costs to my battle commands plugin. If anyone has suggestions for these or any other plugins, let me know.
>>
What are you doing now, Bob-san? Focusing on your current plugins or making new ones?
>>
>>120805991
>>120806026
Wow, within 30 seconds of eachother.
>>
>>120806184
:3
>>
>>120806432
I do have a request for a plugin, but it's so absurdly specific that I doubt anyone besides me will ever find use for it. Because of that, it'd probably go unnoticed on the forums, and I dunno how much of a dampener that would have on your will to do it.
>>
Is there any way to make a parallel process event have a different function when the action button is pressed on it?
>>
>>120806620
Tell me, Anon. The suspense is killing me.
>>
>>120807693
Okay. I basically want a script that would use a mathematical formula to determine which side is 'winning' a given battle.

For example, say you have a variable that is set to 0 at the beginning of each battle. Every time an allied unit deals damage or something, the variable is increased. Every time an enemy unit deals damage or something, the variable is decreased.

I've already done this part through eventing: when the time limit on the battle runs out, the game will check to see if the variable is positive or negative. If it's negative, game over. If it's positive, you win by forfeit.

I have an idea for the formula in mind, but I won't get into that unless you decide to take this on.
>>
>>120807693

Oh do you take requests? I'd love a script that makes actors execute their orders instantly rather than waiting for everyone's orders to be placed. Like Yanfly's instant cast but with skills not taking up a move being optional.
>>
>>120808991
Try out Ellye's ATB and just make the bars fill instantly, same effect.
>>
>>120807406
Anyone? There's gotta be some way to do this.
>>
>>120808023
This can kinda be accomplished using Yanfly's lunatic stuff for skills. It might be tedious, though.

>>120808991
To see if I understand this properly, you want instant cast but also allow an actor to take a move after their instant cast skill?
>>
>>120809775
>This can kinda be accomplished using Yanfly's lunatic stuff for skills. It might be tedious, though.
Hm. I didn't consider this. The only problem is that ideally, enemies and party members dying in battle would also affect the variable, which isn't tied to any specific skill.

Also, I think the other guy just wants skills to be cast as soon as he selects them, but without then allowing that same actor to cast another skill.
>>
Hey guys

reload the page
>>
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>>120809672
I looked through the eventing in MV and didn't see the option to grab a keycode and insert into variable like I saw in a previous version (2003, I think?)

That being said, I looked in the rpg_core.js classes and found this:
Input.isPressed('keyName');

Make sure you surround the keyName in quotes.

Refer to the image on how to use it. The available keys (that work with gamepad and keyboard, not sure about touch) are:
ok, cancel, shift, menu, pageup, pagedown, up, down, left, right
>>
>>120809775
Instant cast works like this: Once you select the skill and target it triggers instantly, letting the actor who used it do another move again, forever, as long as there's resources for it. I want that as an option, but not forced onto every skill.

I want moves to trigger instantly as they're selected while still using up the actor's move that turn, moving onto the next one, with the OPTION of doing what instant cast does and allow for no-turn-cost skills.
>>
>>120810668
Honestly man, Ellye's ATB can do this, that's basically what I'm using for my game to replicate the same effect. And I think you can use Yanfly's Instant Cast with it.
>>
>>120810361
I probably should've mentioned I'm on VX Ace, my bad man. Still that's probably gonna help some people out.

The problem with that method though is that it'll activate whenever the button's pressed. I should've been more specific, the parallel process is on the same layer as the player, and it's continuously doing things, but I want to make it so that if the player tries to go up to and interact with it something else will happen. I think I've actually got something in my head that might work though, just need to try it.
>>
>>120810975
>VX Ace
You really need to say that in advance, anon.

>but I want to make it so that if the player tries to go up to and interact with it something else will happen
Why are you using a parallel process and not a standard event?
>>
>>120810868
Yes, I've been looking at Ellye's ATB, but Ellye's stuff don't play well with Yanfly's as far as I know and it's a problem since I need his plugins for what I want to do. Which is why I'd like a simpler version that does just what I want it to do and nothing else.
>>
>>120811359
>Ellye's stuff don't play well with Yanfly's as far as I know
This was true for a while but the vast majority of the conflicts have been patched now. I would suggest trying it out, and if you encounter any issues then PM them about it - they're both surprisingly quick to patch shit when you bring it up.
>>
>>120811483
Oh, that's good to hear. Llike I said I've been looking at it, still am. Just figured if I could avoid having to grab a ATB system while at it it'd allow for more freedom in general. Still, it'll probably do until I find a problem with it or a better solution. Thanks!
>>
>>120811297
I'm using Jet's stealth system for a stealth event and I need to make it a parallel process so that when the event sees the player, it will immediately kill them. I've gotten that part down, the only problem is adding the part where the player can kill them when the enemy hasn't noticed them yet.
>>
>>120812160
How are you determining if the event can see the player? I might be able to help with this.
>>
>>120807693
For the purpose of monster catching and fusing (and I guess it could also do things like mutations, or recruitment of random characters), I would love a script that allowed the dynamic creation of actors and classes through predefined formulas set by tha Dev?

So, for example:
Event creates actor (name string), he is a human bard. Stat growth is the predefined stat growth for humans+the predefined stat growth for bards and he gets techniques from both.
Or wild slime appeared and wants to join you. Stat growth is the predefined growth for slimes, with some multipliers based on a variable associated to this monster that make its attack grow faster and its sp. Attack grow slower.
Or Jason injected himself with the Salamander splice. He gains Fire immunity and his Human stat growth is now also boosting M At, at the expense of his HP.
Or Yata Garasu fuses with Haunted Portrait. The offspring has a stat growth that is unique to his class+1/4th of the stat growths of both parents.
>>
>>120812407
http://pastebin.com/raw.php?i=ZVzfhk7k Here's the script for the detection. Right now, the event has a conditional branch at the beginning with condition being "can_see?(-1)", making it run the player death process if it can see the player.
>>
>>120805991
Reckon you could make a plugin for displaying enemy HP/MP/TP?
>>
>>120812637
How are you attaching that script to an event? Script call inside the event, etc?
>>
Page 8 bump.
>>
Is there a plugin that lets me give enemies 2 separate HP-like stats yet?

Also, is there a plugin that lets me remove the attack command from one actor?
>>
>>120820504
Bobstah's commands plugin can do the latter.
>>
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How do I make music/ find someone to make music for my project?
>>
>>120820504
>Is there a plugin that lets me give enemies 2 separate HP-like stats yet?
You mean like both stats have to be zero to "win" combat?
>>
>>120820504
I'd like this and a plugin that'll activate states (not just death) at different HP/MP/TP thresholds.
>>
>>120820863
No, either you empty the 1st one to kill the enemy or you empty the 2nd one using skills specifically for affecting that stat to apply a state that lets you use another skill to end the battle.
>>
>>120821207
Give me about a week or two. I'm currently planning to port my level up bonuses script to be a new one I'm tentatively calling Bobstah's Crazy Triggers, which will work like this:
<Trigger: Damaged>
Require: HP:<50%&MP:<50%&TP:>=80%
state:5
</Trigger>
In the above example, assume this was applied to a sword. If the actor has that sword equipped, they will gain state ID 5 as long as the requirements are met. Once they are no longer met, the state will be removed unless the state's ID was appended with a !, then it would probably be permanent.
I'll have various trigger options, like LevelUp, LevelDown, Attack, Attacked, Damage, Damaged, etc. Please look forward to it.

>>120821253
The best I have right now is my Custom Stats plugin, which can let you create stats for an enemy. It won't change the way the default attack formula behaves, though.

You might be able to get by with that and being creative with Yanfly's skill core and the lunatic options, though. Oh, and some troop eventing.

Use troop events to check the enemy's custom stat, if it is at 0, apply the state.
>>
>>120816204
Well I have that script installed, and in the instructions it's listed that the condition "can_see?(id)" can be used in a conditional branch to test detection. I managed to get it sort of working by having the event constantly check the player's position when they're not detected, and when the position is next to the event and the action button is pressed, it will 'kill' the event. Took a bunch of variables and a lot of work but at least it's functional.
>>
>>120809946

Just check for the death state and have the amount of members alive affect a variable.

Scene_Battle.prototype.checkAliveParty() = function()
{
var numAlive;
var members = [];
members = members.concat($gameParty.members());
for (i = 0; i < numPartyMembers; i++)
{
if (members[i].isDeathStateAffected())
{
}
else
{
numAlive++;
}
}
return numAlive;
}
>>
>>120825031
Oh shit son.
Um, I'm completely inept at scripting, where would I put this code? Is it a plugin or just something to copy-paste into a 'Script...' event command?
>>
>>120822883
I can actually do what I'm trying to do with MP instead. Do you know if you could make it so Crazy Triggers can set the target's MP as a requirement instead?
>>
in case anyone wants a MV crack here it is
http://igg-games.com/rpg-maker-mv-free-download.html
downloaded and tested works fine and no viruses
>>
>>120825672

It probably won't work because I just typed it up quickly and I'm pretty bad at coding myself.

It was really more of a framework for you to work off of.
>>
>>120826612
I just found an alternate way to do it.
I can add the amount of damage being dealt to the variable by putting some code into the damage formulas of damage-dealing skills.
>>
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Is anyone still planning on releasing something on Sunday?

I've been implementing mechanics. I'm pretty close to finishing the core stuff, so I should have something to show off tomorrow.
>>
>>120827179

If I did, it would only be a demo showcasing the combat system. I haven't even started the art and whatnot.
>>
>>120826994
... Wait, no I didn't. The fuck?
I had two issues, one of them was given a solution, and then my brain decided to find another solution for the issue that was already fixed and for a second I thought both of them were fixed.
>>
HALP.
Using this damage formula:
z = 10; v[20] =+ z; z
for the Attack skill. v[20] should be getting increased by 10 every time anyone attacks.
Instead, it's staying at 10. With randomized numbers, the most recent number just overwrites the previous ones.
>>
>>120828575
Is v[20] being set to 0 in some other function?
>>
>>120828870
Nope, there's nothing else that's referencing v[20] in the game.
>>
>>120828987

Did you try just writing it out?
>>
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>>120827179
I made skellies edits
>>
>>120831440
Spooky.
>>
What are the odds I get into trouble for using sound effects found in a SFX Torrent in the Pirate Bay?
>>
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I never knew how fun and engaging, if not
challanging, making a game can be.
This is a nice feeling. I like it, and it seems that
I'll have something to do for the near and further future.
>>
>>120832762
It's very unlikely. Unlike music and graphics, most sfxs are unrecognizable. If you're using a sfx most people will recognize (for example, the coin sound from Mario Bros.) expect some shit, otherwise it's one thing I would say you can get away with.
It's dishonest to use it in a commercial product, but I doubt anyone would notice if there's no way of telling who made it from the audio file. In the very least, you could credit the maker.

Bottom line: if you're using someone's sfx and it has a non-commerical use license on it, like any other asset, it's illegal to sell it with another product. But will anyone notice? Probably not.
>>
>>120832762
Probably no one will care or bother to take legal action if it's not commercial.
>>
>>120832982
Welcome to game dev and the thread. Enjoy your stay and NEVER GIVE UP!
>>
>>120820737
If You'd like to do it Yourself, then I'd suggest getting Yourself into programs such as FL Studio
and learning in between as You're doing the project.
Plenty of sources to pirate it, at least at first, to see if You get comfortable with it of if You want to get Yourself into making music at all. If not then You'll have to look for volonteurs if not pay someone.
>>
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>>120833369
Thank You kindly, I'll do my best!
>>
Help /rgpmg/
Every time I get the motivation to learn js, I find another idiotic design aspect of js that kills my will to script
>>
If I'm bad at mapping towns, is it acceptable to do Visual Novel-styled still images with menus instead?
>>
I'm about to swap OSs, do my RPGMVXA projects sync with the steam cloud or will I have to carry them over on an external device?
>>
>>120828575
what does =+ mean? Also if this is a function that gets called everytime someone attacks, aren't you setting z = 10 in the beginning again?
>>
>>120834278

No reason why not, everyone loves etrian odyssey
>>
>>120834316
>RPGMVXA projects sync with the steam cloud
Yes, but I would copy them manually anyway. At least, the most important projects.

>>120834278
Depends on the game. If it's very story driven, I like to explore towns. But if it's highly gameplay oriented, I don't mind it at all.
If your game is story driven, you could compromise and have a few places you can visit to get exposition about the area and other flavor, for example a bar.
>>
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>>120820737
Well, I was bored anyway.
https://soundcloud.com/dr-doomsday
Email me at the link on the page and we'll see what we can do.
>>
How can I raise a BGM's pitch without resetting it?
>>
>>120835273
What rpgm you using? If you're using Ace, you could try this: http://www.rpgmakervxace.net/topic/5259-audio-pump-up-fmod-ex-14/
>>
>>120836050
MV, actually. So I'll need to wait for a plugin for it then?
>>
>>120836594
That depends on exactly what you want. If you don't mind a slight pause when the pitch changes, this topic may have the info you need to do it yourself: http://forums.rpgmakerweb.com/index.php?/topic/33526-having-trouble-changing-bgm-pitch-seamlessly/?p=328616
>>
>>120836928
Alright, thanks Anon!
>>
>>120749930
I'm using a Quixotic "Dude from the past gets thrown into an Orwellian futuristic setting and helps some delinquents and thugs fight for liberty" setting to try out MV.

Main problem is that since MV is so new, resources are even more of a pain than before.
>>
>>120765061
Don't worry about it. It's how genres are created.
>>
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I just started using MV after becoming familiar with VX Ace, how do you get rid of the black outline on the text with MV?
>>
>>120749930
A novice Relation Mason, a special magical blacksmith that, instead of making weapons or armor or anything like that, forges friendships and bonds to help people, and his assistant fairy are tasked with ending a war peacefully as a final exam from their teacher.
>>
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>>120749930
It's kind of like if Undertale were written by H.P. Lovecraft, if he were writing for an older audience which enjoys the SCP Foundation metaverse. Its main point of focus is whether the player focuses on coexisting with their inner demons or coping with their external ones - and the effect that has on the world they find themselves in.

I've been trying to tell this story since 2013 (Redemption: Seven Sages) but I could never find a good way to tell it. Just last year I tried again with VXA (Dim) but it was unfocused and kind of just flaccid - didn't get much play either. Undertale gave me a breakthrough while I played it on how to get the game and plot going and showed there's a potential audience for it (I'm sure a much smaller one).

It was originally going to be a 3D exploration/puzzle game kinda like the original Penumbra game - but I found I didn't have the programming or art skills necessary to pull off the sorts of animation and intelligent pathfinding I wanted. I still like the thrust of the story though - and the sages/characters I've built for it like the Priest here on the left. Don't know if I can pull it off as a lone developer because I need a few hours to tell the story at an unrushed pace but it continues to linger in the back of my mind.
>>
Anyone else unable to take Battle8 seriously as battle music after Yanfly using it in literally every fucking video they made in the run-up to MV?
>>
>>120841546
Looks good. Although I am not getting priest vibes from anywhere.
>>
>>120749930
A hunter-gather goes on an adventure. And... that's really all I've got so far. I have a couple of ideas, but it really depends on how ambitious/long I want the game to be.
On a related note, all the hunting/battle mechanics seem to be working now. Demo tomorrow, hopefully.

<That's a hexpoda lagomorph you can hunt. It's called a skull skitter.
>>
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>>120842161
It's twisted and corrupted like all the characters that occupy that world, yeah. I tried to be subtle.

Yroth (the Priest), for instance, has the most religious symbolism of the sages with the semi-tabard covering his body and a more 'human-like' appearance. He was also going to originally wear some form of jewelry but I could never settle on what specifically to give him.
>>
>>120841880
Yeah, it sounds more like a Theme than a Battle.
>>
>>120842286
Liked the design. Would play it. Post here when we can get the demo, please. Also, don't worry too much about graphics, for now. Keep improving the mechanics.
>>
>>120843546
Thanks!
And yeah, the graphics are pretty simple and the two monster graphics I added recently aren't finished. I'll be working on the graphics throughout development. The demo will be more a tech demo, but it will be playable and give the gist of what the gameplay will be like.
>>
Fuck this nigga mean "Windows 7 only crack"?
This is an outrage!
>>
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>>120807406
>>120809672
Do what I did for my Peak function: Have a conditional that checks the PC location relative to that event when the button is pressed. You'll need 4 copies, but it gets the job done.

If you want it to do anything more than a few lines, I recommend having it turn on a Self Switch that sets a page which runs the event.
>>
>>120841880

Oh, is that a thing? I'm sad, I was planning on using it for a few fights.
>>
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Working on space elements for my game's intro. I will be adding a satellite and other stuff. Any suggestions of what could it be? Also, ignore the absence of shading and details, just making the outlines for now.

>>120844453
You're welcome. Are you the anon that was making the game about looting, looting and looting more, that I said it was the same idea of the game I was working some time ago?
>>
Anybody got some modern tiles for MV?
>>
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>>120807406
>>120809672
>>120844786
You have some nice control over it too. For example, I had a bartender running behind a counter, but it was an easy adjustment.

Essentially, all the event does is check if your character is next to the event in question (IE 1 by 0 tiles away; 2 tiles in this example) and facing the right direction when the button is pressed, and it'll act like an action button press on it's own. No special scripts or plug-ins necessary. I'm real sad they removed the X and Y buttons from MV. I could move the buttons to "page up" and "page down," I suppose, but it's kind of BS the game doesn't have button mapping options built-in anymore. F1 was all you needed in Ace. Now I'm sure it's some plug-in or other.
>>
>>120845440

The SF resources are decent for that.
>>
I wish I could work on my game and talk to you all, but there's a spooky-ass skeleton dancing on the corner of my screen ;_;
>>
>>120845603
The what now?
You mean the modern tiles in the pastebin?
>>
>>120845880

The sci-fi dlc. I'm pretty sure it's in with the essentials DLC in the OP.
>>
>>120845654
It's the your new game's battler.
>>
>>120845972
Ah, I see, I'll try that, thanks.
I tried resizing the futuristic tiles in the pastebin but the D set is a pain to align properly.
>>
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>>120845286
>Are you the anon that was making the game about looting, looting and looting more, that I said it was the same idea of the game I was working some time ago?
Unless I missed your reply, that doesn't sound familiar. Mine's about a caveman who hunts stuff with a custom-ish battle system. Pic related.
>>
Well, it's been a week and a day of working on this and I'm finally at my game's first mandatory fight.
>>
>>120847638
The return of SNIFFER
>>
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I'm not too up to stuff here on plug-ins. Is there a way to make a mouse-click-only button? Or, on the easier side, for a conditional branch to check if the mouse is clicked? I can do the rest from there if I can get that much.

>>120810361
Out of curiosity, how is that any different from this? It seems exactly the same, all the way down to the available key options.
>>
>>120847638
You're not who I thought, but that's neat!
>>
>>120848207
I was spending the week learning about MV and being sick otherwise, so Sniffer had to be patient. Soon it will be his time to shine.
>>
>>120841880
Battle8? Where did you get that? I only have Battle1-3.
>>
>>120850158
If you're using the trial, you will need to download the base resources to use all the assets that come with the retail version. You can download it from the op.
>>
>>120850320
Ah, alright, thanks.
>>
Is there a plugin for elemental resistance damage popups in MV?

I want players to know that they hit a weakpoint or a resistance when they attack and not just get an ambiguous damage number.
>>
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>>120848746
Events and pictures, anon. Never underestimate their power!
>>
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>>120848551
>I'm not too up to stuff here on plug-ins. Is there a way to make a mouse-click-only button? Or, on the easier side, for a conditional branch to check if the mouse is clicked? I can do the rest from there if I can get that much.
And because I'm not a total lazy faggot, I've been googling it and exploring plug-ins while I was waiting for a reply. I've figured it out.

Plugin
>TDDP_MouseSystemEx
does the trick. You just add the note "click_activate!" without quotes to an event and it'll do it. I'm still playing around for ways to disable regular action button activation for it.
>>
Page 10! Oh no!
>>
My characters need to get hit by an attack that does 9999 damage in this forced loss battle. Unfortunately, it seems that the most damage they can take is equal to their HP cap. Is there a plugin that can fix this?
>>
>>120855284

Never mind, fixed :^)
>>
Is there any Plug-In that helps me create a "Scan" sort of ability? I thought it could be done with just Common Events, but the If conditional doesn't seem to have an option to check for targeted enemy.

I wouldn't mind having to write down the text for every enemy.
>>
>>120855838
I take it you mean something like the Wide Angle from OFF, which displays enemy stats and a brief description of them?
>>
>>120855838

For the common event thing, you could try something like this:
>skill applies a state to the enemy called scanned
>create an event that checks every turn for whether or not an enemy has the state scanned
>if the enemy has got "scanned" then display whatever info you wanted as messages
>afterward, remove the scanned state from all enemies just to make sure that the one that actually got scanned gets cured of it

Might be a little janky but you could play around with that a bit.
>>
>>120856404
I haven't played OFF, but sounds like it
>>
>>120689761
Yami_8dir
>>
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>>120856491

Something like this. No common events involved. It'd get tedious setting it up for every single encounter, but it works. Since the message will only pop up at the end of the turn with this setup, I'd recommend setting the scan skill's speed to negative a million so that the caster goes last and it doesn't look weird.
>>
>>120857074
>>120856491
I guess it works. Although it is indeed pretty weird.
>>
Is there a script for MV allowing stationary pictures for parallax mapping?
Default makes the picture follow the camera's movement.
>>
>>120857313

There's probly a more elegant way to do it, but I don't know anything about scripting and it's functional so...
>>
>>120840758
Anybody? ;-;

>>120844754
The Win7 only crack posted last thread works perfectly on my Win10 machine fwiw
>>
>>120857343
Nevermind, I figured it out.
Yanfly already made it.
>>
>>120797471
> Preparing for NaNoWriMo
> Still thinking whether to adapt my stories, using Ren'Py or RPG Maker.

Ideally, I would make use of Unity and make a visual novel with SRPG gameplay, but tactical turn-based shit is apparently tough to program from what I've heard.
>>
>>120797471
I only work on it late at night.
Except on weekends where I work on it all day.
>>
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>>120797471
Only on afternoons in weekdays
>>
>>120860943
>but tactical turn-based shit is apparently tough to program
It is. However, there is a srpg script for rpgm Ace that is comparably easier to use than coding your own. It's also simple to make vn style scenes in every rpgm.
If you're just interested in making a vn, though, renpy is dead easy to use even compared to rpgm.
There's also TyranoBuilder as a simpler alternative to renpy. It's not free (but it's not expensive either) like renpy but I saw it a couple of weeks ago and thought it looked interesting. Although, if you need an engine even more simple than renpy, you may be a lost cause already.
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>>120862352
>there is a srpg script for rpgm Ace
L-Link?
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>>120862456
http://forums.rpgmakerweb.com/index.php?/topic/16085-gubids-tactical-battle-system-v24-for-ace/
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>>120862662
Thanks senpai
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