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Help with play time in dialog box RPG Maker VX
Assuming your dialogue is an event, you can use the "control variables" event command to set a variable equal to the play time, and display variables using .
Script way (taken directly from Game_SaveFile:
\v[number]
Script way (taken directly from Game_SaveFile:
total_sec = Graphics.frame_count / Graphics.frame_rate hour = total_sec / 60 / 60 min = total_sec / 60 % 60 sec = total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
REFMAP Arranged/Categorized
[RMXP] Making the "defend" command gain SP back.
[RMXP] Making the "defend" command gain SP back.
"self" is a pointer to the object you are in, i.e. the Scene_Battle.
You probably need to use @active_battler to refer to the character using the guard command, and refer to the Game_Battler scripts to see what functions you can call in it.
You probably need to use @active_battler to refer to the character using the guard command, and refer to the Game_Battler scripts to see what functions you can call in it.
Possible to include a font with a game? (and any good download sites?)
For MV, you need to edit the CSS file in the game directory to add additional fonts (copy the "GameFont" block and change it to the font you're using).
VX Ace is the easiest as noted, For XP you can supply the font but the player will need to install it before it shows up.
I found fonts here before: https://www.fontspace.com/category/title
Note that most of the fonts on that site are not free for commercial use - check the terms in the readme that comes with the font as the listings are not always accurate.
For a title screen font, I normally bake it into the title image - no need to distribute a font that's only used for one static text.
The font you're looking for probably came with MS Office:
https://docs.microsoft.com/en-us/typography/font-list/matura-mt-script-capitals
Commercial use fonts, I'm not even sure how to license for a game. You'll need to do your own research.
VX Ace is the easiest as noted, For XP you can supply the font but the player will need to install it before it shows up.
I found fonts here before: https://www.fontspace.com/category/title
Note that most of the fonts on that site are not free for commercial use - check the terms in the readme that comes with the font as the listings are not always accurate.
For a title screen font, I normally bake it into the title image - no need to distribute a font that's only used for one static text.
The font you're looking for probably came with MS Office:
https://docs.microsoft.com/en-us/typography/font-list/matura-mt-script-capitals
Commercial use fonts, I'm not even sure how to license for a game. You'll need to do your own research.
[RMMV] Getting rid of crisis SV motion?
The easiest way would be to open the sheet in an image editor and copy the normal standby images in place of the crisis one.
If you're using the extended generator, there are four arrows you can use to adjust the position of parts to fix the issues with mixing generator parts.
You could export the sheet once in the normal position and once in the standard position and then keep the bits of each image you need with copy/paste into a new image.
If you're using the extended generator, there are four arrows you can use to adjust the position of parts to fix the issues with mixing generator parts.
You could export the sheet once in the normal position and once in the standard position and then keep the bits of each image you need with copy/paste into a new image.
[RMMV] Loading game bug
save data includes all your global variables and switches, and the self switches on map events. The position of map events isn't saved.
Try using an autorun event on the map to set things up, which ends with the "erase event" command. That event will respawn when loading the game or re-entering the map.
Try using an autorun event on the map to set things up, which ends with the "erase event" command. That event will respawn when loading the game or re-entering the map.
Secret Santa 2019 (Sign-up)
If you're interested in Aria's backstory, she featured in this game: https://coelocanth.itch.io/contagious-magic
Secret Santa 2019 (Sign-up)
author=TheRpgmakerAddict
Hey same for me (and I still do not know how was received. But I will post it with the review in few days so everyone will see ^^').
Thanks for the review and Lacuna art, I just didn't get to a computer until the 7th night of christmas to look at it...
(<-using as an avatar now)
author=Marrend
A video LP of Baclyea Revolution and some neat-looking pictures of the overworld. The drawing style isn't one I recognize right off the bat, and I tend to shy away from watching videos of my games. However, for the sake of my Secret Santa, I'll be watching these.
Sorry that videos aren't your thing. The map style is inspired by Tolkein's Middle Earth maps.

I wanted to make a montage of the Hundred and Eight but don't have the art skills to pull it off.
[RMVX] Autosave game it is possible?
This is a lot easier in VX ace and later, where the save file logic is separated from the save game UI.
Let's look at "Scene_File", which is the load/save game UI.
That's the function which is called when you confirm a save.
It opens a file, calls a function to write the save data to the open file, then closes the file.
You don't want to create file windows for an autosave, but the filename generation is another function in Scene_File:
So, what you need is a function which calls these functions...
Then you can call it from an event using "
" in a script call command.
You can put this in a common event, to do any audio/visual notification of the auto save at the same time.
For VXace, you don't need any script, just use "
" to auto save in the slot pointed to by variable 1.
Let's look at "Scene_File", which is the load/save game UI.
def do_save file = File.open(@savefile_windows[@index].filename, "wb") write_save_data(file) file.close return_scene end
That's the function which is called when you confirm a save.
It opens a file, calls a function to write the save data to the open file, then closes the file.
You don't want to create file windows for an autosave, but the filename generation is another function in Scene_File:
#-------------------------------------------------------------------------- # * Create Filename # file_index : save file index (0-3) #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end
So, what you need is a function which calls these functions...
# Auto save # # Saves the game in slot pointed to by a variable # Game variable to autosave in VARIABLE_SAVE_SLOT = 1 def auto_save() scene = Scene_File.new(true, false, true) filename = scene.make_filename($game_variables[VARIABLE_SAVE_SLOT]) file = File.open(filename, "wb") scene.write_save_data(file) file.close # The scene is never started, just called functions from it. end
Then you can call it from an event using "
auto_save
You can put this in a common event, to do any audio/visual notification of the auto save at the same time.
For VXace, you don't need any script, just use "
DataManager.save_game($game_variables[1])















