PAXNI'S PROFILE
Paxni
14
Well, given that I'm on this website, you're probably safe in assuming that I use RPG Maker. Notable VX Ace. I've yet to finish any projects, but the one that I am currently working on is called Cinericus. Though it's still in the developmental stages, I'm hoping to release a demo eventually.
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RMVX Vampyr SBABS Script Help
Ah, great, cause I have another question. :D
The default sprites are that of the 'evil' characters.
The notes to do this are something like:
Char Name = Monster
Respawn = 300
Weapon Icon = 2
Die SE = Enemy1_Die
Steal List = i1,i4
Steal Rate = 50
Aggressiveness = 0
How do I change the enemy graphic to become a soldier?
The default sprites are that of the 'evil' characters.
The notes to do this are something like:
Char Name = Monster
Respawn = 300
Weapon Icon = 2
Die SE = Enemy1_Die
Steal List = i1,i4
Steal Rate = 50
Aggressiveness = 0
How do I change the enemy graphic to become a soldier?
RMVX Vampyr SBABS Script Help
RMVX Vampyr SBABS Script Help
Okay so I copied it to my project, but I'm now getting the error:
"Unable to load file- Input.dll."
Should I copy the Input.dll file from the demo game folder of the ABS?
"Unable to load file- Input.dll."
Should I copy the Input.dll file from the demo game folder of the ABS?
RMVX Vampyr SBABS Script Help
I went to the site, copied the entire script, and pasted it under materials.
Commands valid for skills, Items and weapons:
____________________________________________________________________
Ranged (That command says to script, that weapon, skill or item is ranged)
Graphic = X (Change X for character name, default is nil)
Index = X (Change X for character index, default is 0)
Speed = X (Change X for movement speed of projectile, default is 6)
Range = X (Change X for distance that performed for the projectile, default is 5)
Delay = X (Change X for delay of projectile, default is 60)
Shot SE = X (Change X for SE name that is played when attack, default is nil)
Path = X (Change X for:
Line (The projectile will move in straight line (that is default));
Circle (The projectile will move around the player);
Boom (The projectile will move forward and come back, like a boomerang);
Jump (The projectile will jump 2 squares forward (like Axe of Castlevania));
Random (The projectile will walk randomly on map) )
Attack Character = X (Change X for character name of character attacking)
Attack Index = X (Change X for index of character attacking)
Don’t Show Icon (This command says to script don’t show the icons of weapon when attack)
Commands valid only for Skills and Items:
Explosive (That command, says to script, that is a explosive skill or item)
Area = X (Change X for area (in tiles) that explosion affects the enemies, default is 3)
Command valid only for items:
Is Ammo (This command says to script, that item is an ammo used for weapons)
Bomb (This command says to script, that item is a bomb)
Commands valid only for weapons:
Combo Hits = X (Change X for number of hits needed to gets a combo damage, default is 5)
Combo Rate = X (Change X for % of chance to get a combo damage, default is 75%)
Attack Speed = X (Change X for a speed (in frames) of attack)
Ammo List = X,Y,Z… (Change values (separated by comma ) to ids of items that can be used as ammos for this weapon)
Overkilleable (Turn on the overkill to this weapon, if overkill is not sated to be always)
Commands valid only for armors:
Defense Rate = X (Change X for defense rate (in %) that shield block attacks for enemies, default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%), the rate is added for each armor equipped, default is 0%)
Commands valid only for states:
Animation = X (Change X for a animation id of state, default is 0)
Walk Slower (That command says to script, that state makes player or enemy walk slower)
Walk Faster (That command says to script, that state makes player or enemy walk faster)
Don’t Walk (That command says to script, that state makes player or enemy don’t walk)
Confusion (That command says to script, that state makes player talk randomly)
Duration = X (Change X for duration (in frames) that actor stay infected, default is 300)
Commands valid only for enemies:
Char Name = X (Change X for a name of the character)
Char Index = X (Change X for a index of the character)
Attack Animation = X (Change X to ID of animation for attack of enemy)
Die Animation = X (Change X to ID of animation that will showed when enemy dies)
Die SE = X (Change X to a SE name that will played when enemy dies)
Weapon Icon = X (Change X for the Index of a icon that be showed like a weapon when enemy attack)
Shield Icon = X (Change X for the Index of icon that will be showed like a shield when enemy defend)
Defense Rate = X (Change X to defense rate (in %) of the enemy, default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%) of enemy, default is 0%)
Follow Range = X (Change X for a range that enemy follows the actors)
Respawn = X (Change X for a delay that enemy respawn in map)
Move Speed = X (Change X for a speed for character of enemy on map)
Attack Speed = X (Change X for a speed (in frames) of attack)
Aggressiveness = X (Change X for a value between 0 and 5 to monster attack and run away)
That commands, you need put on comments of events on map:
Enemy X (Change X for an ID of a monster in Database)
Die Self Switch A (Turn on the Self Switch A when enemy dies)
Die Self Switch B (Turn on the Self Switch B when enemy dies)
Die Self Switch C (Turn on the Self Switch C when enemy dies)
Die Self Switch D (Turn on the Self Switch D when enemy dies)
Die Switch X (Turn on the Switch X when enemy dies)
Die Variable X (Increase +1 to variable X)
Respawn X (Change X for a delay (in frames) that enemy reborn)
Follow (That command makes the enemy follow the player automatically)
Kill With Weapon X (The enemy will die only if be attacked with weapon X)
Kill With Skill X (The enemy will die only if be attacked with skill X)
Kill With Item X (The enemy will die only if be attacked with item X)
Object (Makes the enemy be an object, and impossible to kill)
Puzzle (Makes the enemy be a puzzle, it can be killed but allies don’t follow it, the damage and hp bar is not showed)
Boss X (Shows the Boss HP Bar with X bars)
Force Update (Ignore the Anti-Lag and update the event even it is out of screen)
How to attack: Press A
How to Defend: Press and hold S
How to hotkey skills: Highlight the desired skill in the skill menu and press either 1, 2, 3, 4, 5.
How to use hotkeyed skills: While on the map OUT of the menu, press either 1, 2, 3, 4, 5 depending on what skill you desire to use.
How to hotkey items: Highlight the desired item and press either Q, W, E.
How to use hotkeyed items: On the map press either Q, W, E depending on the desired item.
· To create a Dead Sprite for allies when it dies, put in the “Graphics/Characters” folder an image named: $X_Dead, where X is the name of the character.
· To change the group order, press Tab.
· To change allies’ actions, hold Control and press Tab to change action, and Enter to change actor.
· To get a overkill, the last damage must be greater than double of rest of enemy hp.
· To steal an enemy, hit him until his hp be less than 15%, so his hp bar will be yellow. When it happen, press C on enemy. You will steal him, if success, a balloon will appear above actor’s head with the icon of the stolen item, if fail, nothing will happen and the enemy’s hp bar will turns red again.
That's the script for anyone unfamiliar.
Commands valid for skills, Items and weapons:
____________________________________________________________________
Ranged (That command says to script, that weapon, skill or item is ranged)
Graphic = X (Change X for character name, default is nil)
Index = X (Change X for character index, default is 0)
Speed = X (Change X for movement speed of projectile, default is 6)
Range = X (Change X for distance that performed for the projectile, default is 5)
Delay = X (Change X for delay of projectile, default is 60)
Shot SE = X (Change X for SE name that is played when attack, default is nil)
Path = X (Change X for:
Line (The projectile will move in straight line (that is default));
Circle (The projectile will move around the player);
Boom (The projectile will move forward and come back, like a boomerang);
Jump (The projectile will jump 2 squares forward (like Axe of Castlevania));
Random (The projectile will walk randomly on map) )
Attack Character = X (Change X for character name of character attacking)
Attack Index = X (Change X for index of character attacking)
Don’t Show Icon (This command says to script don’t show the icons of weapon when attack)
Commands valid only for Skills and Items:
Explosive (That command, says to script, that is a explosive skill or item)
Area = X (Change X for area (in tiles) that explosion affects the enemies, default is 3)
Command valid only for items:
Is Ammo (This command says to script, that item is an ammo used for weapons)
Bomb (This command says to script, that item is a bomb)
Commands valid only for weapons:
Combo Hits = X (Change X for number of hits needed to gets a combo damage, default is 5)
Combo Rate = X (Change X for % of chance to get a combo damage, default is 75%)
Attack Speed = X (Change X for a speed (in frames) of attack)
Ammo List = X,Y,Z… (Change values (separated by comma ) to ids of items that can be used as ammos for this weapon)
Overkilleable (Turn on the overkill to this weapon, if overkill is not sated to be always)
Commands valid only for armors:
Defense Rate = X (Change X for defense rate (in %) that shield block attacks for enemies, default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%), the rate is added for each armor equipped, default is 0%)
Commands valid only for states:
Animation = X (Change X for a animation id of state, default is 0)
Walk Slower (That command says to script, that state makes player or enemy walk slower)
Walk Faster (That command says to script, that state makes player or enemy walk faster)
Don’t Walk (That command says to script, that state makes player or enemy don’t walk)
Confusion (That command says to script, that state makes player talk randomly)
Duration = X (Change X for duration (in frames) that actor stay infected, default is 300)
Commands valid only for enemies:
Char Name = X (Change X for a name of the character)
Char Index = X (Change X for a index of the character)
Attack Animation = X (Change X to ID of animation for attack of enemy)
Die Animation = X (Change X to ID of animation that will showed when enemy dies)
Die SE = X (Change X to a SE name that will played when enemy dies)
Weapon Icon = X (Change X for the Index of a icon that be showed like a weapon when enemy attack)
Shield Icon = X (Change X for the Index of icon that will be showed like a shield when enemy defend)
Defense Rate = X (Change X to defense rate (in %) of the enemy, default is 50%)
Reflect Rate = X (Change X to reflect damage rate (in%) of enemy, default is 0%)
Follow Range = X (Change X for a range that enemy follows the actors)
Respawn = X (Change X for a delay that enemy respawn in map)
Move Speed = X (Change X for a speed for character of enemy on map)
Attack Speed = X (Change X for a speed (in frames) of attack)
Aggressiveness = X (Change X for a value between 0 and 5 to monster attack and run away)
That commands, you need put on comments of events on map:
Enemy X (Change X for an ID of a monster in Database)
Die Self Switch A (Turn on the Self Switch A when enemy dies)
Die Self Switch B (Turn on the Self Switch B when enemy dies)
Die Self Switch C (Turn on the Self Switch C when enemy dies)
Die Self Switch D (Turn on the Self Switch D when enemy dies)
Die Switch X (Turn on the Switch X when enemy dies)
Die Variable X (Increase +1 to variable X)
Respawn X (Change X for a delay (in frames) that enemy reborn)
Follow (That command makes the enemy follow the player automatically)
Kill With Weapon X (The enemy will die only if be attacked with weapon X)
Kill With Skill X (The enemy will die only if be attacked with skill X)
Kill With Item X (The enemy will die only if be attacked with item X)
Object (Makes the enemy be an object, and impossible to kill)
Puzzle (Makes the enemy be a puzzle, it can be killed but allies don’t follow it, the damage and hp bar is not showed)
Boss X (Shows the Boss HP Bar with X bars)
Force Update (Ignore the Anti-Lag and update the event even it is out of screen)
How to attack: Press A
How to Defend: Press and hold S
How to hotkey skills: Highlight the desired skill in the skill menu and press either 1, 2, 3, 4, 5.
How to use hotkeyed skills: While on the map OUT of the menu, press either 1, 2, 3, 4, 5 depending on what skill you desire to use.
How to hotkey items: Highlight the desired item and press either Q, W, E.
How to use hotkeyed items: On the map press either Q, W, E depending on the desired item.
· To create a Dead Sprite for allies when it dies, put in the “Graphics/Characters” folder an image named: $X_Dead, where X is the name of the character.
· To change the group order, press Tab.
· To change allies’ actions, hold Control and press Tab to change action, and Enter to change actor.
· To get a overkill, the last damage must be greater than double of rest of enemy hp.
· To steal an enemy, hit him until his hp be less than 15%, so his hp bar will be yellow. When it happen, press C on enemy. You will steal him, if success, a balloon will appear above actor’s head with the icon of the stolen item, if fail, nothing will happen and the enemy’s hp bar will turns red again.
That's the script for anyone unfamiliar.
RMVX Vampyr SBABS Script Help
So I am using the Vampyr SBABS Script found here: http://rmrk.net/index.php/topic,33456.0.html
I have it plugged in at materials (which I've heard is the correct place), but when I go to run my game, I get the error: "Script 'Vampyr SBABS' line 1: SyntaxError occurred."
Am I plugging it into the wrong place? Am I supposed to edit the script where the X's are? What am I doing wrong?
I have it plugged in at materials (which I've heard is the correct place), but when I go to run my game, I get the error: "Script 'Vampyr SBABS' line 1: SyntaxError occurred."
Am I plugging it into the wrong place? Am I supposed to edit the script where the X's are? What am I doing wrong?
VX- Showing names of characters in messages?
But what about games that allow you do change the character's name? There has to be a way if the character's custom name will still show up.
Like, say the character's original name is A, and you chance it to B.
In the text box, instead of typing:
"A:
Hey!"
I've seen it go:
"B:
Hey!" despite the original name being "A."
Like, say the character's original name is A, and you chance it to B.
In the text box, instead of typing:
"A:
Hey!"
I've seen it go:
"B:
Hey!" despite the original name being "A."
VX- Showing names of characters in messages?
So I've seen a lot of games that will say in a message, for example:
"Bobby:
This is a message."
How does one go about doing this in a way other than manually typing the name every time?
"Bobby:
This is a message."
How does one go about doing this in a way other than manually typing the name every time?
RMVX Battle System
Ah, thank you both. I feel like by at least giving me somewhere to start with is gonna be incredibly helpful. Thanks.
RMVX Battle System
Yeah, I just said GBA-style as obviously I couldn't make a Ocarina of Time style game in RMXV.
So battle would be like this: http://www.youtube.com/watch?v=xFYQcekTwAU
Though there will be less special items as used in this fight. The sword is the only item equipped that is actively used (unless I can find a way to have a similar item system.
So battle would be like this: http://www.youtube.com/watch?v=xFYQcekTwAU
Though there will be less special items as used in this fight. The sword is the only item equipped that is actively used (unless I can find a way to have a similar item system.
RMVX Battle System
Hey, look, another question.
Anyway, to the topic. I wanna make a game that has a battle system similar to the GBA Legend of Zelda games. Is there a way to make the battle system so you're not teleported to some location and forced to fight during your turn? I know that this will take the creation of more graphics for the main character as well as certain enemies, but I think it would be cool if I pulled it off. I checked the scripts section and couldn't find a thing, any help?
Anyway, to the topic. I wanna make a game that has a battle system similar to the GBA Legend of Zelda games. Is there a way to make the battle system so you're not teleported to some location and forced to fight during your turn? I know that this will take the creation of more graphics for the main character as well as certain enemies, but I think it would be cool if I pulled it off. I checked the scripts section and couldn't find a thing, any help?













