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  1. Theguysayshi

    Script to Manually end an actor turn in battle

    It causes a crash sadly... Thanks for the help though.
  2. Theguysayshi

    Script to Manually end an actor turn in battle

    Single actor, default turn order. Is it possible?
  3. Theguysayshi

    Script to Manually end an actor turn in battle

    Hi there, I have a small but seemingly easy script request that I can't find the answer to. I have a timer parallel processing event, when this timer reaches zero, I'd like to call a script that ends the actor turn instantly, ignoring any inputs (the actor skips his turn) I have no idea how to...
  4. Theguysayshi

    Recovering Lost Scripts

    Found it! Thank you so so much!
  5. Theguysayshi

    Recovering Lost Scripts

    @Roninator2 I'm terribly sorry, but I have no idea what you mean by that... I searched for a file/folder named R to Z and didn't see anything. I'm not sure what you mean by "_to_reorder link" either. Is the file there or is it not?
  6. Theguysayshi

    Ah! Drat you're right... Sorry I'm new here haha Apologies. I will do that.

    Ah! Drat you're right... Sorry I'm new here haha Apologies. I will do that.
  7. Theguysayshi

    Sorry for the intrusion, I'm looking for a VX script called "Save File Doctor"...

    Sorry for the intrusion, I'm looking for a VX script called "Save File Doctor" https://forums.rpgmakerweb.com/index.php?threads/save-file-doctor.40497/ Sadly, the website is gone and the script sadly lost to the world. I saw that you used it a bunch and was wondering if you still had it! It...
  8. Theguysayshi

    Recovering Lost Scripts

    I'm looking for an important script called Save File Doctor! from Source https://forums.rpgmakerweb.com/index.php?threads/save-file-doctor.40497/ I don't see it in the github but maybe I'm just blind. Could someone please point me in the right direction?
  9. Theguysayshi

    Force Action: Quick question using the script version

    Looking up the code only yields the use of the code sadly. In any case, here's what I've been working with. "Force Action" (in purple) runs the instance it is called. So no issues there. However, $game_troop.members[0].force_action(4,-1) $game_party.members[0].force_action(4,-1) Don't do...
  10. Theguysayshi

    Force Action: Quick question using the script version

    Thank you for clarifying, but I'd like to know how to execute it. For example, I've also tried $game_troop.members[0].force_action(4,-1) $game_party.members[0].force_action(4,-1) to force both parties to use skill 4 on a random target but sadly this does nothing. Battle commands are also not...
  11. Theguysayshi

    Script Call Support Boards

    Shifting my question here since I'm an idiot and didn't see this thread. Would someone mind telling me how to call Force Action via script? (actor and enemies, in this case skill 5) I've tried $game_party.members[1].force_action(5,-2) $game_troop.members[1].force_action(5,-2) But nothing...
  12. Theguysayshi

    Force Action: Quick question using the script version

    Would anyone mind showing me how is it called? I want to use the script version of "Force Action" as I want to call the command with variables. I've tried: $game_actors[0].force_action(1,0)/ $game_party[0].force_action(1,0) for actors and $game_troop.members[0].force_action(1,0) for enemies...
  13. Theguysayshi

    Is it possible to extend/alter a state's duration in battle?

    Thank you! I had no idea how to edit state values, so I wasn't sure how to get around it. Thank you so much! Now I know.
  14. Theguysayshi

    Is it possible to extend/alter a state's duration in battle?

    Hi there, Each state has a set turn duration, but I was wondering if it can be extended via a scripts so they can last longer or shorter depending on the battle. Once such problem is when using a move that gives you many positive states for one turn, but the states stand alone last for longer...
  15. Theguysayshi

    Decreasing Hp or Mp overtime in battle?

    Excellent, this is just what I need. Thanks a bunch you guys ^^
  16. Theguysayshi

    Decreasing Hp or Mp overtime in battle?

    Just tested and it works as intended. Thanks! This is more or less the idea I wanted. I realize the potential of the draining taking place even during animations, and that's completely fine. Although I'd like the decrease to happen every second instead of every frame. Is is possible to alter...
  17. Theguysayshi

    Decreasing Hp or Mp overtime in battle?

    Thanks! Would you be willing to point me in the right direction on how to do this?
  18. Theguysayshi

    Decreasing Hp or Mp overtime in battle?

    Just HP/MP. I am aware you can set a state to decrease HP or MP every turn, but I’d like it to decrease every second (maybe see the bar drain in real time?) So far I can do this outside of battles with a parallel process, not in battles. Thanks for your help though!
  19. Theguysayshi

    Battle Loss: return to map instead of Game Over. How?

    Easy, when creating battle processing, create a conditional “if loss...” statement, then call a common event that presents a “game over screen” then teleports the player to a save point. Hope this helps! ^^
  20. Theguysayshi

    Decreasing Hp or Mp overtime in battle?

    In my game, I’d like to have a poison state that decreases Hp or Mp my a percentage every second in battle. So far, I’ve tried doing this by creating a parallel processing common event that decreases Hp/mp per second, but this only works outside of battle, I’d like it to work in battle...

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