![]() ![]() Not exactly an optimal way to do things, I know, but I'm pretty new to this coding thing so it's a matter of "as long as it works, it works."Īgain, thank you so much for your help so far! If you could send me a picture or a copy of the file that you have written so far I can probably find a better way to do this. Also allows for setting default sound effect should you wish for a sound effect to always play. To install a VX Ace script: select the 'Raw' button on the script page, open your projects script editor, copy all the text and paste it in a new script slot above 'Insert here' by right clicking that entry and selecting 'Insert'. A tiny plugin which allows you to setup which face graphics go with which sounds so that you do not have to call them during any event calls or scripts. If you need the code to be run after the game though then just put it into a Script Call command in a parallel process common event. Originally posted by minatums:The code seems like it works, my issue is now that what I'm basically doing is taking an entire script and placing it within the conditional branch, so that the parent branch will use the switch to decide which version of the script to run. It has been superseded by RPG Maker VX Ace, which is an. Is there a workaround for this, or better yet, some way to place a script beforehand that will decide which version of the same script to run and which one to not run based on a switch's value?Īgain, thank you so much for your help so far! The issue I run into now is that by doing so, I insert modules or class definitions into a method, which comes up as an error. So you would be limited to a maximum of 300 of the original resolution (or 480x432). That does not mesh with the aspect ratio of the GB screen. Customization includes building your own enemies, objects, weapons, levels, bosses etc. VX Ace is limited to a maximum size of 640x480 pixels. This plugin is not plug-and-play, it requires a lot of work to set it up and good knowledge of eventing (a basic knowledge of javascript will also help a lot). ![]() I wanted it so that every difficulty changes its name (it's some funky fourth-wall breaking thing I'm doing to trigger a spooky boss fight), which is why I'm trying to get the script to decide between one of two versions of itself to run based on the switch's value. Rpg Maker Vx Ace Tutorials FEATURES A top-down shooter mini game with complex customization and setup. I'm using the CSCA Difficulty script, alongside the LGlobalSave script, so that once my game is completed, it will save a switch saying the game is completed to load at the start of the game, which will change the difficulty listings. ![]() Not exactly an optimal way to do things, I know, but I'm pretty new to this coding thing so it's a matter of "as long as it works, it works." Set up how you want busts to be displayed in your game Revert to normal messages with a switch. The code seems like it works, my issue is now that what I'm basically doing is taking an entire script and placing it within the conditional branch, so that the parent branch will use the switch to decide which version of the script to run. Automatically show a bust instead of the face chosen in a Show Message window so you don’t have to keep using Show Picture every time. ![]()
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