INFECTIONFILES'S PROFILE
Let's take drugs and go to war.
Search
[RMVX ACE] Tileset Error/Passability issues
Oh god, it was so simple. I remembered something about having the B tileset first tile be set to Above because otherwise it can mess with the other tabs and tilesets.
So, SOLVED!
I feel silly lol
Hey again everyone, here with a new problem that is frustrating me to no end.
So my A3 buildings tiles are passable even though I have them X'd I also can't set the passage for them for some reason:
It's something that reminds me of rpgmaker 2003 where suddenly the tiles would become passable, it's infuriating!
Any help on this or a simple solution would be greatly appreciated!
(note: because I have this I was using a blank space or a hard event, but the former doesn't work for overlapping tiles like trees that are also set to Above Hero. The latter is creating a clutter of events and we all know about the lag in VX Ace)
Thank you!
So, SOLVED!
I feel silly lol
So my A3 buildings tiles are passable even though I have them X'd I also can't set the passage for them for some reason:
It's something that reminds me of rpgmaker 2003 where suddenly the tiles would become passable, it's infuriating!
Any help on this or a simple solution would be greatly appreciated!
(note: because I have this I was using a blank space or a hard event, but the former doesn't work for overlapping tiles like trees that are also set to Above Hero. The latter is creating a clutter of events and we all know about the lag in VX Ace)
Thank you!
[RMVX ACE] This might be very basic but...
Hey everybody, I need some help that I hope is simple and I may just possibly overlooking something and that is!
How to start a script on a switch command or through a common event, or at least have it hidden until called upon.
The script is basically just an add on to the Survival script I'm using to make a HUD display on screen. But I don't want it showing up until after the introduction. Usually I would just hide it behind a black picture or something but since it's a draw onto screen it overlaps the picture.
Here's the script:
Maybe this is extremely basic and I'm still learning about scripts and I have just enough knowledge to usually edit them to my needs but I'm clueless right now for something like this.
Any help will greatly be appreciated! Thank you!
How to start a script on a switch command or through a common event, or at least have it hidden until called upon.
The script is basically just an add on to the Survival script I'm using to make a HUD display on screen. But I don't want it showing up until after the introduction. Usually I would just hide it behind a black picture or something but since it's a draw onto screen it overlaps the picture.
Here's the script:
class Scene_Map < Scene_Base
alias :start_up :start
def start
start_up
create_survival_window
end
def create_survival_window
barcount = 0
if $survival_s[1] == true
barcount += 1 if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL
end # if $survival_s[1] == true
if $survival_s[2] == true
barcount += 1 if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL
end # if $survival_s[2] == true
if $survival_s[3] == true
barcount += 1 if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL
end # if $survival_s[3] == true
if $survival_s[4] == true
barcount += 1 if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL
end # if $survival_s[4] == true
if $survival_s[5] == true
barcount += 1 if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL
end # if $survival_s[5] == true
@survival_window = Window_Survival.new
@survival_window.contents.draw_text(-23, -23, -23, -23, " Survival System") if barcount == 0
barcount -= 1 if barcount >= 1
survivalwinypos = Anyx::WINYPOS - (-23 * barcount)
@survival_window.x = Anyx::WINXPOS
@survival_window.y = survivalwinypos
@survival_window.opacity = Anyx::WINOPACITY
@refresh_timer = 90
end # def create_survival_window
alias :map_update_up :update
def update
map_update_up
@refresh_timer = @refresh_timer > 0 ? @refresh_timer - 1 : 90
@survival_window.refresh if @refresh_timer == 0
end
end # class Scene_Map < Scene_Base]
Maybe this is extremely basic and I'm still learning about scripts and I have just enough knowledge to usually edit them to my needs but I'm clueless right now for something like this.
Any help will greatly be appreciated! Thank you!
Free Steam Game!* *there's a catch
kentona was awesome enough to offer me a steam game as the prize, I just don't have steam or sadly really play much PC games these days or even console games for that matter and would like to pass the opportunity to give it to someone here!
Here's the catch! Because there's always a catch to free things(most of the time, anyways)
So if you have steam or know someone that does that might like one of these games or you can be greedy and take it for yourself!
The games:
Two Worlds Castle Defense
Planetary Annihilation
Planetary Annihilation
Portal 2
Never Alone
Castle Storm
Shadow Warrior
8Bit Boy
Rogue Legacy
Hero Siege
RPG Maker 2003
RPG Maker 2003
FortressCraft Evolved
System Shock 2
I Have No Mouth And I Must Scream
RPG Maker Luna Engine
Chivalry: Medieval Warfare
There's some certainty that this list might possibly be still fairly current!
I'd like to see someone maybe nab a legal copy of RPG Maker 2003 for their gam dev purposes but really whatever floats your boat!
First to do so will snag the game! And I'm here and watching so I'll update here when we have a winner!
RULES UPDATED! Maybe this will be more fun and not so slimy/shady to get comments, which wasn't my intention but was trying to think of a way to do this, lol.
Alright RMN, let's do this!
PIZZA WINS!
SOMEWHAT FLAWLESS VICTORY!
[RMVX ACE] A1 tile passable even though set to X

Maybe I'm missing something very obvious but the tile in the picture can be walked on even though it's set to X so I'm a bit stumped. It doesn't have an option to mess with the directional pass so I don't think it's that.
Any help would be appreciated as I haven't run into anything like this with ACE before.
Thanks!
[RMVX ACE] How to stop Level Up Message box pop up
Hey everyone, I know I've been asking a lot of questions so know you all have been helping me a lot with some off problems that are harder to look up for a possibly easy answer.
Plus, I just like to hear from the community because I trust most of you guys. :P
So my question is, how do I stop the Level Up message box from popping up outside of comabt, since I have no turn based battle and use a Action Based System.
This might be something I have to change in the ABS itself, but if so I haven't been able to find anything. i'm using Falcao's Pearl ABS Liquid script, so if anyone is familiar or can look it up to help me.
The main problem being that when you kill stuff you get EXP, and the script draws from the database so when you hit your next level mark the Level Up message box comes up and since it's an ABS the enemies still approach you until you click out of it so it's been causing unnecessary damage to the player.
I'd appreciate any help, suggestions, advice or links!
Hopefully it's something simple that i'm overlooking :)
EDIT: Is there a script that stops events moving when clicking on a event with a message box or item find?
Plus, I just like to hear from the community because I trust most of you guys. :P
So my question is, how do I stop the Level Up message box from popping up outside of comabt, since I have no turn based battle and use a Action Based System.
This might be something I have to change in the ABS itself, but if so I haven't been able to find anything. i'm using Falcao's Pearl ABS Liquid script, so if anyone is familiar or can look it up to help me.
The main problem being that when you kill stuff you get EXP, and the script draws from the database so when you hit your next level mark the Level Up message box comes up and since it's an ABS the enemies still approach you until you click out of it so it's been causing unnecessary damage to the player.
I'd appreciate any help, suggestions, advice or links!
Hopefully it's something simple that i'm overlooking :)
EDIT: Is there a script that stops events moving when clicking on a event with a message box or item find?
[RMVX ACE] What's the best way to package a RM game download?
Hey everyone, I'm curious how everyone handles their downloads and can maybe suggest a good way or the easiest way for someone to play your RM game(in this case VX ACE) that doesn't have the RTP downloaded.
I'm looking to have my download easy to handle for people outside our RM community, so I have to include the RTP, so far I have a RTP ZIP file in the project folder then I ZIP the project folder, and that's what I've been using to submit the game here or elsewhere.
I know it's easy for most of us here, because we either know or by now we probably have the VX ACE RTP downloaded.
Is there like an .exe program I can use like in rm2k3 but better? Maybe something I can customize like the icon for the desktop, etc?
Thanks for any help or insight!
I'm looking to have my download easy to handle for people outside our RM community, so I have to include the RTP, so far I have a RTP ZIP file in the project folder then I ZIP the project folder, and that's what I've been using to submit the game here or elsewhere.
I know it's easy for most of us here, because we either know or by now we probably have the VX ACE RTP downloaded.
Is there like an .exe program I can use like in rm2k3 but better? Maybe something I can customize like the icon for the desktop, etc?
Thanks for any help or insight!
[RMVX ACE] How to make items only usable by one character
Unless I'm just missing something totally obvious, VX ACE doesn't include the option to mark items only usable by X character, right?
If so, is there a script I can use or is there something simple?
Thanks!
If so, is there a script I can use or is there something simple?
Thanks!
Easter Eggs!
We all know and love them, and more than likely all games we make have some sort of easter egg, a little surprise to make the player feel special about the knowledge of it or confused if they don't.
What's the difference between easter eggs and references? Are the two mutually connected or are they entirely separate? Or both, depending on the situation?
I'll keep this short and sweet and ask...
What are some easter eggs in your game? And what are some of your favorite easter eggs in commercial or indie games?
A personally favorite of mine has always been finding Max in LucasArts Dark Forces 2: Jedi Knight!
This was always fun for me ever since I was young and watched my older brothers play and talk about it on online forums. Simply nostalgic!
What's the difference between easter eggs and references? Are the two mutually connected or are they entirely separate? Or both, depending on the situation?
I'll keep this short and sweet and ask...
What are some easter eggs in your game? And what are some of your favorite easter eggs in commercial or indie games?
A personally favorite of mine has always been finding Max in LucasArts Dark Forces 2: Jedi Knight!
This was always fun for me ever since I was young and watched my older brothers play and talk about it on online forums. Simply nostalgic!
[RMVX ACE] Is there a way to stop Water Tiles from moving?
As the title says, is there a way to stop water tiles from moving altogether? Like making them stagnant or frozen?
Is this something that is possible through the script editor or a script?
Thank you in advance if anyone can help me or point me in the right direction. :)
Is this something that is possible through the script editor or a script?
Thank you in advance if anyone can help me or point me in the right direction. :)














