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> Tomoaky SRPG2 v1.0121, tactical battle system
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Werdna65
post Nov 9 2011, 02:33 AM
Post #101



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ohmy.gif Awesome Script. Definately something to be thought of, to be used. smile.gif)
But i don't have the time *currently* to read the comments or check out your awesome battle sys but does "water walk" include lava? >~< If it does would u maybe plan on splitting it to like "water walk" and "Magma/Lava walk"? Just a suggestion smile.gif)


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new
post Nov 9 2011, 02:45 AM
Post #102



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Type: Designer
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QUOTE (Werdna65 @ Nov 9 2011, 03:33 AM) *
ohmy.gif Awesome Script. Definately something to be thought of, to be used. smile.gif)
But i don't have the time *currently* to read the comments or check out your awesome battle sys but does "water walk" include lava? >~< If it does would u maybe plan on splitting it to like "water walk" and "Magma/Lava walk"? Just a suggestion smile.gif)


i never heard of lava walking in any TRPG.. i didnt make the script. besides that's an impractical thing, there's fly and there's float. just have flying units. and yes, i just tested it out, water walk enables to walk on lava terrain, simply because in the script, the lava tiles belong to the same group as the water tiles. and aside from those, there's a tag for assigning water only units.


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Pinky
post Nov 14 2011, 09:51 PM
Post #103



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QUOTE (Werdna65 @ Nov 9 2011, 03:33 AM) *
ohmy.gif Awesome Script. Definately something to be thought of, to be used. smile.gif)
But i don't have the time *currently* to read the comments or check out your awesome battle sys but does "water walk" include lava? >~< If it does would u maybe plan on splitting it to like "water walk" and "Magma/Lava walk"? Just a suggestion smile.gif)



No offense but why would you want your characters to walk on magma/lava anyway? That's not realistic.
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Unemployed
post Feb 11 2012, 10:26 PM
Post #104



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Godly script. One of the best ever made.
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edo'o
post Feb 12 2012, 02:51 AM
Post #105



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i love all tomoaky scripts is so cool:wub:
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Tha BEATIN STICK...
post Mar 27 2012, 08:26 PM
Post #106



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Hey every time I try to start a battle it says theres a Syntax error while running script im not sure if I did something wrong while setting up or what. can someone please help me?
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Xelion
post Jul 19 2012, 05:53 PM
Post #107



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I have been trying but with no success to make the battle start with a specific screen tone. I tried changing the tint before using the battle script calls and after, also with fadeins and outs everywhere, but no matter what I do, it always starts with a quick fadein and 0-0-0 in the tints. I can change it after the battle starts, but it doesn't look good at all. I THINK I managed to make it work once but I have no idea as I can't recreate it anymore.

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new
post Jul 22 2012, 09:39 AM
Post #108



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you put tints at the auto run, at the beginning of the battle, it wont be an instant effect. so better to try to fade then change tint when transferring to scene SRPG. no fog scripts work for the scene SRPG too.


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Xelion
post Jul 22 2012, 11:44 PM
Post #109



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Tried, but can't seem to make the fadein take effect. Whenever I initiate a srpg scene (Scene_Srpg.new or Scene_SrpgEdit.new), the screen automatically brightens to the default tone and the screen appears before I change the tints. It's like it doesn't matter if I use the fadein or tint screen commands, whenever I initiate a battle it all goes to default and I have to change it after the battle map already appeared.
Thought that it could be a script compatibility problem but I tried it in the demo with the same result. So idk what to do.

Well.. it's not that important xD I can live with it, but thanks anyway!

Oh and I found one fog script that works on battles (Miget man12's Relatively Simple Fogs) but without the fog movement. Haven't been able to use lighting scripts on battles though.

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new
post Jul 23 2012, 10:20 PM
Post #110



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mine works on battles, well it will be default tint, then change tint., what i did was
@>script: Graphics.freeze
@>Tint Screen(a,b,c,d),@1,wait
@>script: Graphics.transition(20)

i placed it in the Scene Map (map where the cut scene takes place) and in the Scene SRPG (map where the battle takes place). you can check out my valhalla project, i use the tint on Stage 2.


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machogrubba14
post Jul 24 2012, 05:56 PM
Post #111



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Awesome!!!!


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Xelion
post Jul 24 2012, 09:41 PM
Post #112



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QUOTE (new @ Jul 23 2012, 07:20 PM) *
mine works on battles, well it will be default tint, then change tint., what i did was
@>script: Graphics.freeze
@>Tint Screen(a,b,c,d),@1,wait
@>script: Graphics.transition(20)

i placed it in the Scene Map (map where the cut scene takes place) and in the Scene SRPG (map where the battle takes place). you can check out my valhalla project, i use the tint on Stage 2.

I was feeling really stupid cause I couldn't make it work >.< (I can't script, so sometimes I'm really lost)... but I managed to do it, finally! I used another method though: I looked for a "graphics.transition(x)" line on the srpg script and removed it so the screen won't appear until I use a script call with the graphics.transition line. But without your post I would have never figured it out, so thanks a lot! <3

This post has been edited by Xelion: Jul 24 2012, 09:42 PM
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new
post Jul 24 2012, 10:25 PM
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not sure where you removed that, well at least you got it solved. i've been modifying my own engine for this battle system, i now have Wora MiniMap compatibility.

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CODE
#===============================================================
# — [VX] — MiniMap — –
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# — by Woratana [woratana@hotmail.com]
# — Thaiware RPG Maker Community
# — Released on: 09/06/2008
# — Version: 1.0 Beta
#--------------------------------------------------------------
# — Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------
# modified by momo
# compatibility for tomoaky SRPG 1.0121

module MiniMap
#===========================================================================
# [START] MINIMAP SCRIPT SETUP PART
#---------------------------------------------------------------------------
SWITCH_NO_MINIMAP = 6 # Turn ON this switch to NOT SHOW minimap

#MAP_RECT = [544/4, 416/4 - 48, 544/2, 416/2] # upper center
#MAP_RECT = [16, 16, 136, 104] # upper left
MAP_RECT = [136, 46, 272, 208] # center position

# [X, Y, Width, Height]
# You can change it in game, by call script:
# $game_system.minimap = [X, Y, Width, Height]

MAP_Z = 0 # Minimap's Z-coordinate
# Increase this number if there is problem that minimap show below some objects.

GRID_SIZE = 12 # Minimap's grid size. Recommend to use more than 3.

MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
# Color.new(Red, Green, Blue, Opacity)
MINIMAP_BORDER_SIZE = 2 # Minimap's border size

FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color

USE_OUTLINE_PLAYER = false # Draw outline around player in minimap?
PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color

PLAYER_COLOR = Color.new(255, 255,255, 160) # Cursor
#---------------------------------------------------------------------------

OBJECT_COLOR = {} # Don't change or delete this line!
#===============================================================
# * SETUP EVENT KEYWORD & COLOR
#---------------------------------------------------------------
# ** Template:
# OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
#-------------------------------------------------------------
# * 'keyword': Word you want to put in event's comment to show this color
# ** Note: 'keyword' is CASE SENSITIVE!
# * Color.new(...): Color you want
# You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
#-------------------------------------------------------------
OBJECT_COLOR['player'] = Color.new(30, 144, 255, 160)
OBJECT_COLOR['enemy'] = Color.new(255, 0, 0, 160)
OBJECT_COLOR['boss'] = Color.new(224, 0, 255, 160)
OBJECT_COLOR['protect'] = Color.new(0, 255, 0, 160)
OBJECT_COLOR['treasure'] = Color.new(255, 255, 30, 160)
OBJECT_COLOR['object'] = Color.new(128, 128, 128, 160)
OBJECT_COLOR['move'] = Color.new(255, 255, 255, 160)
OBJECT_COLOR['hidden'] = Color.new(255, 235, 51, 192)

#===========================================================================
# * [OPTIONAL] TAGS:
#---------------------------------------------------------------------------
# Change keyword for disable minimap & keyword for show event on minimap~
#-----------------------------------------------------------------------
TAG_NO_MINIMAP = '[NOMAP]'
TAG_EVENT = 'MMEV'
#---------------------------------------------------------------------------

#---------------------------------------------------------------------------
# [END] MINIMAP SCRIPT SETUP PART
#===========================================================================

  def self.refresh
    if $scene.is_a?(Scene_Map) or $scene.is_a?(Scene_Srpg)
      $scene.spriteset.minimap.refresh
    end
  end

  def self.update_object
    if $scene.is_a?(Scene_Map) or $scene.is_a?(Scene_Srpg)
      $scene.spriteset.minimap.update_object_list
    end
  end
end

#==============================================================================
# – RPG::MapInfo
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/\[.*\]/) { }
  end

  def original_name
    return @name
  end

  def show_minimap?
    return !@name.include?(MiniMap::TAG_NO_MINIMAP)
  end
end
#==============================================================================
# – Game_System
#==============================================================================
class Game_System
  attr_accessor :minimap
  alias wora_minimap_gamsys_ini initialize
  def initialize
    wora_minimap_gamsys_ini
    @minimap = MiniMap::MAP_RECT
  end

  def show_minimap
    return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
  end
end
#==============================================================================
# – Game_Map
#==============================================================================
class Game_Srpg < Game_Map
  alias wora_minimap_gammap_setup setup
  def setup(map_id)
    if $game_map.map_id != map_id
      $game_map.setup(map_id)
    end
    wora_minimap_gammap_setup(map_id)
    @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
    @map_info = @db_info[map_id]    
  end

  def show_minimap?
    return true if @map_info == nil
    return @map_info.show_minimap?
  end
end
#==============================================================================
# – Game_Event
#==============================================================================
class Game_SrpgEvent < Game_Character
  def mm_comment?(comment, return_comment = false )
    if !@list.nil?
      for i in 0...@list.size - 1
      next if @list[i].code != 108
        if @list[i].parameters[0].include?(comment)
          return @list[i].parameters[0] if return_comment
          return true
        end
      end
    end
  return '' if return_comment
  return false
  end
end
#==============================================================================
# – Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
  def initialize(tilemap)
    @tilemap = tilemap
    refresh
  end

  def dispose
    @border.bitmap.dispose
    @border.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
  end

  def visible
    return @map_sprite.visible
  end

  def visible=(value)
    @map_sprite.visible = value
    @object_sprite.visible = value
    @position_sprite.visible = value
    @border.visible = value
  end

  def refresh
    @mmr = $game_system.minimap
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @size = [map_rect.width / grid_size, map_rect.height / grid_size]

    @border = Sprite.new
    @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
    @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
    b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))

    @map_sprite = Sprite.new
    @map_sprite.x = map_rect.x
    @map_sprite.y = map_rect.y
    @map_sprite.z = MiniMap::MAP_Z
    bitmap_width = $game_map.width * grid_size + map_rect.width
    bitmap_height = $game_map.height * grid_size + map_rect.height
    @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @map_sprite.src_rect = map_rect

    @object_sprite = Sprite.new
    @object_sprite.x = map_rect.x
    @object_sprite.y = map_rect.y
    @object_sprite.z = MiniMap::MAP_Z + 1
    @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @object_sprite.src_rect = map_rect

    @position_sprite = Sprite_Base.new
    @position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
    @position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
    @position_sprite.z = MiniMap::MAP_Z + 2

    bitmap = Bitmap.new(grid_size, grid_size)
    # Player's Outline
    if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
      bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
      brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
      bitmap.rect.height - 2)
      bitmap.clear_rect(brect)
      else
      brect = bitmap.rect
    end

    bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
    @position_sprite.bitmap = bitmap

    draw_map
    update_object_list
    draw_object
    update_position
  end

  def draw_map
    bitmap = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    $game_map.width.times do |i|
    $game_map.height.times do |j|
    if !$game_map.passable?(i, j)
      next
    end
    rect = Rect.new(map_rect.width / 2 + grid_size * i,
    map_rect.height / 2 + grid_size * j,
    grid_size, grid_size)
    if grid_size >= 3
      if !$game_map.passable?(i, j)
      rect.height -= 1
      rect.x += 1
      rect.width -= 1
      rect.width -= 1
      rect.y += 1
      rect.height -= 1
      end
    end
    bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
    end
    end
  end

  def update_object_list
    @object_list = {}
    $game_srpg.events.values.each do |e|
    comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
    if comment != ''
      type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
      @object_list[type] = [] if @object_list[type].nil?
      @object_list[type] << e
      end
    end
  end

  def draw_object
    bitmap = @object_sprite.bitmap
    bitmap.clear
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    rect = Rect.new(0, 0, grid_size, grid_size)
    mw = map_rect.width / 2
    mh = map_rect.height / 2

    @object_list.each do |key, events|
    color = MiniMap::OBJECT_COLOR[key]
    next if events.nil? or color.nil?
    events.each do |obj|
    if !obj.character_name.empty?
      rect.x = mw + obj.real_x * grid_size / 256
      rect.y = mh + obj.real_y * grid_size / 256
      # Event's Outline
      if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
        bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
        brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
        rect.height - 2)
        bitmap.clear_rect(brect)
      else
        brect = bitmap.rect
      end
        bitmap.fill_rect(brect, color)
      end
      end
    end
  end

  def update
    if @mmr != $game_system.minimap
      dispose
      refresh
    end
    draw_object
    update_position
    if @map_sprite.visible
      @map_sprite.update
      @object_sprite.update
      @position_sprite.update
    end
  end

  def update_position
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    sx = $game_cursor.real_x * grid_size / 256
    sy = $game_cursor.real_y * grid_size / 256
    @map_sprite.src_rect.x = sx
    @map_sprite.src_rect.y = sy
    @object_sprite.src_rect.x = sx
    @object_sprite.src_rect.y = sy
    end
  end
#==============================================================================
# – Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Srpg < Spriteset_Map
  attr_reader :minimap
  alias wora_minimap_sprsetmap_ini initialize
  def initialize
    wora_minimap_sprsetmap_ini
    create_minimap if $game_srpg.show_minimap?
  end
  
  def create_minimap
    @minimap = Game_MiniMap.new(@tilemap)
    $game_system.show_minimap = true if $game_system.show_minimap.nil?
    @minimap.visible = false
  end  
  
  alias wora_minimap_sprsetmap_dis dispose
  def dispose
    @minimap.dispose if !@minimap.nil?
    wora_minimap_sprsetmap_dis
  end
  
  alias wora_minimap_sprsetmap_upd update
  def update
    if !@minimap.nil?
      if $game_system.show_minimap
        if Input.trigger?(Input::Y) and @minimap.visible == false    
          @minimap.visible = true
        elsif Input.trigger?(Input::Y) and @minimap.visible == true
          @minimap.visible = false
        end  
        @minimap.update
      else
        @minimap.visible = false
      end
    end
    wora_minimap_sprsetmap_upd
  end
end
#==============================================================================
# – Scene_Map
#------------------------------------------------------------------------------
class Scene_Srpg < Scene_Base
  attr_reader :spriteset  
end


This post has been edited by new: Jul 24 2012, 10:25 PM


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Xelion
post Jul 25 2012, 07:45 AM
Post #114



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Type: Undisclosed
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That's awesome, it works!
It took me some time to figure out it was a toggle with a key, but that's sooo much better.
If you don't mind, I'm borrowing that too =)

And about the line:
CODE
  def perform_transition
    if Graphics.brightness == 0
      fadein(30)
    else  
#      Graphics.transition(15)
    end
  end

That's the line I removed from Scene_SRPG and it solved my problem

Thanks again~
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new
post Jul 25 2012, 11:28 AM
Post #115



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sure.. yes i made the toggle key "Y" button., since "z" is the menu button.


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bielau
post Sep 15 2012, 05:28 PM
Post #116



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Type: Undisclosed




Can anyone tell me what should I do to make JobChanger script by Blackmorning work with SRPG2? I get Classes menu but my characters do not get jp for actions (or after battle). Sad thing is I had had already working JobChanger (with SRPG2) script but I do something and can't get it back.
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bum_199
post Oct 23 2012, 11:27 PM
Post #117



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Norton antivirus says this download is unsafe.
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???nOBodY???
post Oct 24 2012, 03:43 PM
Post #118


moogles + nightmares + coffee = Scripting Psychopathic Tendency
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Probably a false negative; AVG doesn't.


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thefamtome
post Dec 28 2012, 09:09 PM
Post #119



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Hello everyone!

Sorry if it's a necropost, but i have a problem with the script:
Every time i use the move command, the game freeze. I tried to change the value of the agility to 0, but it doesn't change anything. ><
Do you have an idea to solve this problem?

Thank you very much!

EDIT: It freeze whatever i do!

This post has been edited by thefamtome: Dec 28 2012, 09:18 PM
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post Dec 30 2012, 10:59 PM
Post #120



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Type: Designer
Alignment: Chaotic Evil




thats a common problem when you just copy paste the script to a new file. you should edit the agility to some value. the default value in a new rmvx file is like 30, which causes the lag. try changing the move power to a decent value like 10. hmm, i think i already answered this in the FAQ.


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