New account registration is temporarily disabled.

MOONWOLFV'S PROFILE

Search

Filter

Smooth transition of music (If possible) RMVX ACE

It still takes that little blip of a second before it changes, but thanks for the suggestion. Right now, I'm currently going with "Save BGM" as the last thing before the transition and then "Replay BGM" as the first thing after the transition.

Smooth transition of music (If possible) RMVX ACE

I didn't know whether if this fitted under game design or to put it in here.

I've got maps which have different music playing depending on the scene.

Is there a way to avoid having that half second bit of music before it changes to what I set it to? (In the event, it's the command "play bgm")

Cheers

Trying to find a "Trial" piece of music

Just ignore this post. I've solved the problem.

Roman Galley & Merchant Ship characters? RMVX ACE

Hi there

Does anyone know where I can find some character graphics of a Roman style Galley and Merchant ship?

I've done some myself but I think there might be something better out there. I'd like it if it could somehow fit with the RTP style. Here's a screenshot of a harbour (in the game) with both the styles of ship in there. The merchant ship is on the left and the galley is on the right.



Cheers

How to make a fence who will only buy stolen items? RMVX ACE

If I put this in as a separate script, do I have to give it a different name than

$game_system

Because now I get an error message saying "SystemStackError occurred" "stack level too deep"

I've copied and pasted the script and have made the alteration you mentioned. I've also put in the different script name where I think it was needed. Here's an image of what I've done.



For some reason, this was affecting every shop process in the game. I've taken out the new script and it's all working normally. I'm going to be using a different method to get the same result.

Cheers

How to make a fence who will only buy stolen items? RMVX ACE

Hi Trihan

I've realised I'm going to have to have a similar script to make it that regular merchants won't accept stolen items.

I'm assuming it will be adjusting the script when it comes to this part.

RPG::BaseItem.class_eval do
def stolen?
self.name == "(S)"
end
end

Somehow instructing it to exclude all items with (S) in them.

Could you show me what I need to put in to make this work?

Thanks again.

Transferring Hero back to where they were after a cut scene. RMVX ACE

I think I've got it sorted now.

Thanks for your help.

Transferring Hero back to where they were after a cut scene. RMVX ACE

It isn't a common event. It's an event in most maps in the game which runs by parallel process.

Transferring Hero back to where they were after a cut scene. RMVX ACE

I meant the event window. Here's an image of what I'm currently doing. It's indented too far to the right.

Is there a way that I can expand the window, or move it, so I can see what I'm doing? Sorry for the confusing way I might've been trying to to explain it.

Transferring Hero back to where they were after a cut scene. RMVX ACE

I'm over half way through the settlements, setting a number in the variable for each one. Like I said earlier, I'm beginning to run out of space. Is there a way to expnad the window or something, as there are about ten more numbers to put in, I'm currently at twenty.

I'm not planning on warping the player to the next town after the cut scene but I'll make it clear where to head next, as the text will be a different colour when it says "tell them that they'll meet me at Gadara". Hopefully this will be enough of a clue to go to Gadara.