I wrote up a script for this. Here's the link: http://www.rpgmakervxace.net/topic/24324-gambit-notetagger/ It currently only supports ranges (so...
Give this a try. You need to remove the @slot_window.hide line from the on_slot_ok method since that hides the slot window when a slot is selected...
Just wrote up a simple script like this. You can find it here: http://www.rpgmakervxace.net/topic/24138-gambit-arcade-lives/ Just set...
Just wrote this up for you: http://www.rpgmakervxace.net/topic/23947-gambit-party-leader-head-up-display/ It uses the database vocab for HP, MP,...
I believe the way it works by default is if an actor changes classes, he will retain all previous skills he already has learned. So if he started...
So as expected I'm assuming you wanted to remove the status window since you only have one actor as mentioned above. Remove the '#' in front of...
You don't need to change @stored_hp_drain but you do need to make two changes to both references of drain_share, the one you mentioned as well as...
If you're just using the default Scene_Menu with your modifications then I would recommend posting it so we can see what you did. The scripts work...
Hmm... Try this: class Scene_Menu < Scene_MenuBase alias gam_req_razey_command_personal command_personal def command_personal if...
You should be able to use the alive? method to check. So, something like this should work: Effect_Manager.register_effect(:drain_share, 2.0)class...
You can use this bit of code: class Game_Actor < Game_Battler def check_floor_effect return if armors.include?($data_armors[ARMOR_ID])...
Separate names with a comma.