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		<title><![CDATA[Save-Point - General Support]]></title>
		<link>https://www.save-point.org/</link>
		<description><![CDATA[Save-Point - https://www.save-point.org]]></description>
		<pubDate>Sat, 02 May 2026 06:38:16 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How do I switch Immortality OFF?]]></title>
			<link>https://www.save-point.org/thread-11576.html</link>
			<pubDate>Tue, 20 May 2025 09:00:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-11576.html</guid>
			<description><![CDATA[Hi, everyone!<br />
<br />
I want to implement a boss fight where you need to defeat other enemies before you can defeat the main boss. I switched on the Immortal state for the main boss, but I can't find a way to remove that. Change State only includes the usual status ailments, but not immortality.<br />
<br />
I also tried doing conditional branches where defeating an enemy turns on a switch, and when all switches are on, it would set the main boss' HP to zero, but it still won't die (because it is still immortal).<br />
<br />
Does anyone know how to do that? <img src="https://www.save-point.org/images/smilies/ejlol/headache.gif" alt="Headache" title="Headache" class="smilie smilie_129" />]]></description>
			<content:encoded><![CDATA[Hi, everyone!<br />
<br />
I want to implement a boss fight where you need to defeat other enemies before you can defeat the main boss. I switched on the Immortal state for the main boss, but I can't find a way to remove that. Change State only includes the usual status ailments, but not immortality.<br />
<br />
I also tried doing conditional branches where defeating an enemy turns on a switch, and when all switches are on, it would set the main boss' HP to zero, but it still won't die (because it is still immortal).<br />
<br />
Does anyone know how to do that? <img src="https://www.save-point.org/images/smilies/ejlol/headache.gif" alt="Headache" title="Headache" class="smilie smilie_129" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BGM loop delay in RMXP]]></title>
			<link>https://www.save-point.org/thread-10930.html</link>
			<pubDate>Sun, 17 Nov 2024 03:48:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=7989">parawixlia</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10930.html</guid>
			<description><![CDATA[I've been getting back into the game making groove, and ran into a small issue with implementing BGM. Certain tracks seem to have a very noticeable delay before looping that isn't present in the audio if played in an external media player, meaning it's likely something with RMXP. All my audio files are MP3s, in case that's relevant. Anyone know if that's just an incurable quirk of RMXP or something I can fix?]]></description>
			<content:encoded><![CDATA[I've been getting back into the game making groove, and ran into a small issue with implementing BGM. Certain tracks seem to have a very noticeable delay before looping that isn't present in the audio if played in an external media player, meaning it's likely something with RMXP. All my audio files are MP3s, in case that's relevant. Anyone know if that's just an incurable quirk of RMXP or something I can fix?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Creating and Answering Requests]]></title>
			<link>https://www.save-point.org/thread-8803.html</link>
			<pubDate>Tue, 29 Aug 2023 03:35:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5">DerVVulfman</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8803.html</guid>
			<description><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For those who wish to ask for support, there are things that must be done.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Browse the forums:</span><br />
<p style="margin-left: 35px;">We have a tutorial board that has a variety of threads going from tileset spriting and coding through to inspirational articles on avoiding burnout and game development lore.  Simultaneously, check the current board in which you search, and possibly the 'Forum Script Listings' topic which is an index of all scripts available within our forum if it is a script for which you are searching.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Relay what engine you are using:</span><br />
<p style="margin-left: 35px;">In a number of boards, you may supply a Prefix Icon denoting what game development engine you are using, be it Unity, RPGMaker VXAce, Gosu, or the like.  However, it is recommended that you likewise make mention within your request what engine is in use.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Supply a simple and clear topic title:</span><br />
<p style="margin-left: 35px;">Nothing says irritation more than a request thread entitled "Help Me Now".  Rather than that, a brief explanation is much better, key words and subject matter within being key. And unless you are clearing up the title to make it more relatable to your request, please do not change the title. Others searching for a similar solution would be grateful.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be as descriptive as possible:</span><br />
<p style="margin-left: 35px;">You should open with a brief explanation of what you are trying to achieve. However, complex requests may have need of you to supply screenshots and mock-ups for what you are trying to achieve.  If what you wish is meant to be used with something else, please include that information. And if possible, do include current links to any related material.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">If asked, please respond with updates:</span><br />
<p style="margin-left: 35px;">You who ask for support may not be aware of what is fully needed to complete your request. So those working to fulfill your request may ask for additional information, how the requested content may function, how it may clash with other works, or the like.  They work in their fields, and may have some ideas what you wish to accomplish. But at times, they may want more clarity.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Patience is a virtue:</span><br />
<p style="margin-left: 35px;">You are asking for help, and those who are answering are offering it freely.  They are donating their time, energy and expertise in their field to assist you.  However, they may not have all the answers.  General decorum suggests that you should only bump your thread after a 72 hour delay if there have been no responses. And please, do not place complaints that you are being ignored. </p>
<br />
<span style="font-weight: bold;" class="mycode_b">When you're done, it is done:</span><br />
<p style="margin-left: 35px;">Please let anyone reading the thread if you are satisfied with the solution given, or if you had found a solution to the problem yourself.  Thank those that have given you assistance. And feel free to call upon a moderator with the Report button to have the thread closed. </p>
<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For those who wish to 'answer' support threads, there are things that must be done.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Read the whole thread:</span><br />
<p style="margin-left: 35px;">Glancing at a request or skimming through the initial post may result in misunderstanding the original poster's request. Get as much information and understanding as possible. Meanwhile, I suggest the whole thread be read and not just the initial post as you may overlook that someone may have already supplied a working solution which had been accepted.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be patient:</span><br />
<p style="margin-left: 35px;">The author of the request may not be entirely clear when putting forth their request. They may use different terminology, I myself recognizing 30 years of terminology changes. Or they may not be experienced enough with the engine to know how to describe what they wish.  For this, you may merely need to ask them to elaborate what they wish, attempt to rephrase the request, supply screenshots if necessary or the like.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Is that a stupid question?  No.</span><br />
<p style="margin-left: 35px;">Remember that some users are not all that experienced with the engine they are using. Something you may see as elementary, they see as a challenge.  Never actively challenge the one asking for support.  You may offer a work-around if clearly explained.  Still, it may not be what they are looking for, so realize that the request they made may still exist.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Try to keep things simple:</span><br />
<p style="margin-left: 35px;">There will be members that are new to an engine and entirely unfamiliar with its design.  And then there will be those inexperienced with a particular field in game development.  A programmer may not be well versed with the map event system.  A pixel artist not well versed in Python.  You may feel that you need to put in a lot of extra information.  Perhaps that is true. But too much technical information may overwhelm the person.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Simpler still:</span><br />
<p style="margin-left: 35px;">Rather than pasting a quote from a previous topic or re-attaching resources or scripts, a link alone to a tutorial, article or resource post would suffice.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be polite:</span><br />
<p style="margin-left: 35px;">Certainly do not be demanding that you should be heard.  Your statement(s) may be correct, however sarcasm and condescending attitudes garner animosity rather than respect. Off-hand remarks within a support topic are never appreciated. And please, do not attempt to continue a topic with commentary after a solution provided by another was reached.</p>]]></description>
			<content:encoded><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For those who wish to ask for support, there are things that must be done.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Browse the forums:</span><br />
<p style="margin-left: 35px;">We have a tutorial board that has a variety of threads going from tileset spriting and coding through to inspirational articles on avoiding burnout and game development lore.  Simultaneously, check the current board in which you search, and possibly the 'Forum Script Listings' topic which is an index of all scripts available within our forum if it is a script for which you are searching.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Relay what engine you are using:</span><br />
<p style="margin-left: 35px;">In a number of boards, you may supply a Prefix Icon denoting what game development engine you are using, be it Unity, RPGMaker VXAce, Gosu, or the like.  However, it is recommended that you likewise make mention within your request what engine is in use.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Supply a simple and clear topic title:</span><br />
<p style="margin-left: 35px;">Nothing says irritation more than a request thread entitled "Help Me Now".  Rather than that, a brief explanation is much better, key words and subject matter within being key. And unless you are clearing up the title to make it more relatable to your request, please do not change the title. Others searching for a similar solution would be grateful.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be as descriptive as possible:</span><br />
<p style="margin-left: 35px;">You should open with a brief explanation of what you are trying to achieve. However, complex requests may have need of you to supply screenshots and mock-ups for what you are trying to achieve.  If what you wish is meant to be used with something else, please include that information. And if possible, do include current links to any related material.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">If asked, please respond with updates:</span><br />
<p style="margin-left: 35px;">You who ask for support may not be aware of what is fully needed to complete your request. So those working to fulfill your request may ask for additional information, how the requested content may function, how it may clash with other works, or the like.  They work in their fields, and may have some ideas what you wish to accomplish. But at times, they may want more clarity.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Patience is a virtue:</span><br />
<p style="margin-left: 35px;">You are asking for help, and those who are answering are offering it freely.  They are donating their time, energy and expertise in their field to assist you.  However, they may not have all the answers.  General decorum suggests that you should only bump your thread after a 72 hour delay if there have been no responses. And please, do not place complaints that you are being ignored. </p>
<br />
<span style="font-weight: bold;" class="mycode_b">When you're done, it is done:</span><br />
<p style="margin-left: 35px;">Please let anyone reading the thread if you are satisfied with the solution given, or if you had found a solution to the problem yourself.  Thank those that have given you assistance. And feel free to call upon a moderator with the Report button to have the thread closed. </p>
<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">For those who wish to 'answer' support threads, there are things that must be done.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Read the whole thread:</span><br />
<p style="margin-left: 35px;">Glancing at a request or skimming through the initial post may result in misunderstanding the original poster's request. Get as much information and understanding as possible. Meanwhile, I suggest the whole thread be read and not just the initial post as you may overlook that someone may have already supplied a working solution which had been accepted.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be patient:</span><br />
<p style="margin-left: 35px;">The author of the request may not be entirely clear when putting forth their request. They may use different terminology, I myself recognizing 30 years of terminology changes. Or they may not be experienced enough with the engine to know how to describe what they wish.  For this, you may merely need to ask them to elaborate what they wish, attempt to rephrase the request, supply screenshots if necessary or the like.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Is that a stupid question?  No.</span><br />
<p style="margin-left: 35px;">Remember that some users are not all that experienced with the engine they are using. Something you may see as elementary, they see as a challenge.  Never actively challenge the one asking for support.  You may offer a work-around if clearly explained.  Still, it may not be what they are looking for, so realize that the request they made may still exist.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Try to keep things simple:</span><br />
<p style="margin-left: 35px;">There will be members that are new to an engine and entirely unfamiliar with its design.  And then there will be those inexperienced with a particular field in game development.  A programmer may not be well versed with the map event system.  A pixel artist not well versed in Python.  You may feel that you need to put in a lot of extra information.  Perhaps that is true. But too much technical information may overwhelm the person.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Simpler still:</span><br />
<p style="margin-left: 35px;">Rather than pasting a quote from a previous topic or re-attaching resources or scripts, a link alone to a tutorial, article or resource post would suffice.</p>
<br />
<span style="font-weight: bold;" class="mycode_b">Be polite:</span><br />
<p style="margin-left: 35px;">Certainly do not be demanding that you should be heard.  Your statement(s) may be correct, however sarcasm and condescending attitudes garner animosity rather than respect. Off-hand remarks within a support topic are never appreciated. And please, do not attempt to continue a topic with commentary after a solution provided by another was reached.</p>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[map export]]></title>
			<link>https://www.save-point.org/thread-8631.html</link>
			<pubDate>Fri, 06 Jan 2023 13:10:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3655">KasperKalamity</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8631.html</guid>
			<description><![CDATA[Is there a way to export a map file as an image? I'm working on some larger scales and taking screenshots and assembling them in photoshop is time consuming. it'd be great if there was a script or some quicker way to do this. it would really help me plan my larger maps more easily if i were able to see them more zoomed out than the 1/4 view allows.]]></description>
			<content:encoded><![CDATA[Is there a way to export a map file as an image? I'm working on some larger scales and taking screenshots and assembling them in photoshop is time consuming. it'd be great if there was a script or some quicker way to do this. it would really help me plan my larger maps more easily if i were able to see them more zoomed out than the 1/4 view allows.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Event Touch]]></title>
			<link>https://www.save-point.org/thread-8468.html</link>
			<pubDate>Tue, 08 Feb 2022 11:10:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=7561">Syddo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-8468.html</guid>
			<description><![CDATA[Hello! I'm having some kind of a problem?<br />
I'm using a few complex events to make a fishing minigame, everything worked fine in other maps.<br />
Now I've copied same events on another map, everything seems to work exept for an event that's supposed to touch the player and stop the minigame.<br />
<br />
What happens is this event goes through the player without getting activated. (It has Through activated since it moves on water)<br />
What bugs me is that everything works on other maps (that is, the original one where I made the fishing minigame and another map where I copied everything)<br />
Everything should be set alright but I guess I'm missing something I don't know  <br />
<img src="https://www.save-point.org/images/smilies/ejlol/Nervous.gif" alt="Nervous" title="Nervous" class="smilie smilie_80" /><br />
I tried changing the direction of the "Event touch" event but nothing changes, even though it worked fine on other maps so I guess it was unneeded.<br />
If needed, I will try posting some screenshots, although the system is quiet complex <br />
First I just wanted to ask if there's some basic rule I've never learned<br />
<br />
As always, thanks!!]]></description>
			<content:encoded><![CDATA[Hello! I'm having some kind of a problem?<br />
I'm using a few complex events to make a fishing minigame, everything worked fine in other maps.<br />
Now I've copied same events on another map, everything seems to work exept for an event that's supposed to touch the player and stop the minigame.<br />
<br />
What happens is this event goes through the player without getting activated. (It has Through activated since it moves on water)<br />
What bugs me is that everything works on other maps (that is, the original one where I made the fishing minigame and another map where I copied everything)<br />
Everything should be set alright but I guess I'm missing something I don't know  <br />
<img src="https://www.save-point.org/images/smilies/ejlol/Nervous.gif" alt="Nervous" title="Nervous" class="smilie smilie_80" /><br />
I tried changing the direction of the "Event touch" event but nothing changes, even though it worked fine on other maps so I guess it was unneeded.<br />
If needed, I will try posting some screenshots, although the system is quiet complex <br />
First I just wanted to ask if there's some basic rule I've never learned<br />
<br />
As always, thanks!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle: force specific actors move to go first]]></title>
			<link>https://www.save-point.org/thread-7677.html</link>
			<pubDate>Mon, 09 Mar 2020 12:18:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6476">Eshkova</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-7677.html</guid>
			<description><![CDATA[Greetings!<br />
in my current project, there is a battle abillity "all for one" wich is supposed to be a "all attack at once" attack, doing high damage but disabling the other actors from moving for that round.<br />
<br />
i managed to force via common event the other actors to not move, but that only works if the actor using the abillity (always the same actor, only that actor has that abillity) moves first. Otherwise the other actors are able to do a move before the common event, that forces them to not move, is triggered.<br />
<br />
My question is, how do i enforce that this specific actor ALWAYS moves first and not in a (seemingly) random order?]]></description>
			<content:encoded><![CDATA[Greetings!<br />
in my current project, there is a battle abillity "all for one" wich is supposed to be a "all attack at once" attack, doing high damage but disabling the other actors from moving for that round.<br />
<br />
i managed to force via common event the other actors to not move, but that only works if the actor using the abillity (always the same actor, only that actor has that abillity) moves first. Otherwise the other actors are able to do a move before the common event, that forces them to not move, is triggered.<br />
<br />
My question is, how do i enforce that this specific actor ALWAYS moves first and not in a (seemingly) random order?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to make check if there's a message window?]]></title>
			<link>https://www.save-point.org/thread-7566.html</link>
			<pubDate>Sat, 26 Oct 2019 21:20:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=6357">Pelip</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-7566.html</guid>
			<description><![CDATA[So basically, I have a little common event that runs commands depending on which number key you press, and I wanted to enable it only if there's not message windows, or maybe to make it to force to shut all the message windows, but how I do that?<br />
<br />
 I tried to put the commands in a conditional branch with the script "&#36;scene != Window_Message.new" but it didn't work. I mean, the game keeps doing the commands even if there's a message window, so it's like if the game ignored that code for some reason.]]></description>
			<content:encoded><![CDATA[So basically, I have a little common event that runs commands depending on which number key you press, and I wanted to enable it only if there's not message windows, or maybe to make it to force to shut all the message windows, but how I do that?<br />
<br />
 I tried to put the commands in a conditional branch with the script "&#36;scene != Window_Message.new" but it didn't work. I mean, the game keeps doing the commands even if there's a message window, so it's like if the game ignored that code for some reason.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making an item usable on event]]></title>
			<link>https://www.save-point.org/thread-7483.html</link>
			<pubDate>Sat, 18 May 2019 07:50:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=4293">swickster</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-7483.html</guid>
			<description><![CDATA[Basically I'm trying to figure out how to make an item usable only on an event. <br />
<br />
1. You interact with the event and item window opens for you to choose which item you'd like to use. (I've done this part.)<br />
2. You use the special item which triggers another event.<br />
<br />
However, when it opens the item window I can't use the item because I have it set to Occasion: Never because don't want the player to be able to use the item other than on the event.]]></description>
			<content:encoded><![CDATA[Basically I'm trying to figure out how to make an item usable only on an event. <br />
<br />
1. You interact with the event and item window opens for you to choose which item you'd like to use. (I've done this part.)<br />
2. You use the special item which triggers another event.<br />
<br />
However, when it opens the item window I can't use the item because I have it set to Occasion: Never because don't want the player to be able to use the item other than on the event.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need help better understanding of Battle Event]]></title>
			<link>https://www.save-point.org/thread-7294.html</link>
			<pubDate>Tue, 10 Jul 2018 11:21:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5457">Geminil</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-7294.html</guid>
			<description><![CDATA[So I have been using RMXP for years now and experimenting with things really helps me get a better understanding of the engine. However the Battle Event under the Troops Tab on the database is probably the one thing I have trouble with understanding its depth. The Page is very similar to an Event on the map with a bunch of commands available to use. I don't really understand how the Span condition works and what the difference between Battle, Turn and Moment. <br />
<br />
The reason I am asking this is because I want to try and make Boss Battles more exciting and has more depth and strategy involve rather than heal and spank. I'm sure its possible to create some kind of strategy for battles without involving script using the Battle Event but with little to no understanding on how it works, I won't be able to create more in depth battles. Some example I'd like to create is; If Boss is attacked by magic then responds instantly by Healing up. Any help would be appreciated thank you.]]></description>
			<content:encoded><![CDATA[So I have been using RMXP for years now and experimenting with things really helps me get a better understanding of the engine. However the Battle Event under the Troops Tab on the database is probably the one thing I have trouble with understanding its depth. The Page is very similar to an Event on the map with a bunch of commands available to use. I don't really understand how the Span condition works and what the difference between Battle, Turn and Moment. <br />
<br />
The reason I am asking this is because I want to try and make Boss Battles more exciting and has more depth and strategy involve rather than heal and spank. I'm sure its possible to create some kind of strategy for battles without involving script using the Battle Event but with little to no understanding on how it works, I won't be able to create more in depth battles. Some example I'd like to create is; If Boss is attacked by magic then responds instantly by Healing up. Any help would be appreciated thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help translating in game terms]]></title>
			<link>https://www.save-point.org/thread-7104.html</link>
			<pubDate>Thu, 07 Sep 2017 17:10:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=1471">kyonides</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-7104.html</guid>
			<description><![CDATA[As some of you may have noticed I've been developing my KUnits Gosu game project. Since it doesn't include any maker of any kind I rely on scripts to define basic stuff like in game common terms. I do believe I don't really need any help trying to incorporate as many terms in English and Spanish as I want to but German is a bit more complicated than those because it's not my mother tongue. Even so I've tried to add as many terms as I could, I still feel like I could have made a few mistakes in the process so I would really appreciate if you could help me with these translations.<br />
<br />
Warning!<br />
<br />
It includes Ruby 2.2+ syntax so it looks different from what you'd find in any RPG Maker game.<br />
<br />
ENG: stands for English, ESP: for Spanish (Español) and DEU: for German (Deutsch).<br />
<br />
(So können Sie, yamina-chan oder Melana oder TsunamiJurai, mir helfen? Ich bin ganz unsicher ob ich diese Ausdrücke genau übersetzt habe oder nicht...)<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>module Game<br />
<br />
  TERMS = t = {}<br />
  t[:new_game]    = { ENG: 'New Game', ESP: 'Nuevo Juego', DEU: 'Neuspiel'}<br />
  t[:time]        = { ENG: 'Playtime', ESP: 'Tiempo Jugado', DEU: 'Spielzeit'}<br />
  t[:level]       = { ENG: 'Level', ESP: 'Nivel', DEU: 'Niveau' }<br />
  t[:lvl]         = { ENG: 'LVL', ESP: 'NVL', DEU: 'NVU' }<br />
  t[:class]       = { ENG: 'Class', ESP: 'Clase', DEU: 'Klasse' }<br />
  t[:hp]          = { ENG: 'HP', ESP: 'PV', DEU: 'P' }<br />
  t[:mp]          = { ENG: 'MP', ESP: 'PM', DEU: 'MP' }<br />
  t[:ap]          = { ENG: 'AP', ESP: 'PH', DEU: 'FP' }<br />
  t[:sp]          = { ENG: 'SP', ESP: 'PE', DEU: 'SP' }<br />
  t[:hpmax]       = { ENG: 'MHP', ESP: 'PVM', DEU: 'HP' }<br />
  t[:mpmax]       = { ENG: 'MMP', ESP: 'PMM', DEU: 'HMP' }<br />
  t[:atk]         = { ENG: 'ATK', ESP: 'ATQ', DEU: 'ANG' }<br />
  t[:matk]        = { ENG: 'MAT', ESP: 'MAT', DEU: 'MAN' }<br />
  t[:pdef]        = { ENG: 'PDF', ESP: 'DFF', DEU: 'PVT' }<br />
  t[:mdef]        = { ENG: 'MDF', ESP: 'DFM', DEU: 'MVT' }<br />
  t[:agil]        = { ENG: 'AGL', ESP: 'AGL', DEU: 'BWG' }<br />
  t[:luck]        = { ENG: 'LCK', ESP: 'SRT', DEU: 'GLK' }<br />
  t[:block]       = { ENG: 'BLK', ESP: 'BLQ', DEU: 'BLK' }<br />
  t[:money]       = { ENG: 'G', ESP: 'O', DEU: 'G' }<br />
  t[:price]       = { ENG: 'Price', ESP: 'Precio', DEU: 'Preis' }<br />
  t[:number]      = { ENG: 'Number', ESP: 'Cantidad', DEU: 'Anzahl' }<br />
  t[:amount]      = { ENG: 'Amount', ESP: 'Monto', DEU: 'Betrag' }<br />
  t[:weight]      = { ENG: 'Weight', ESP: 'Peso', DEU: 'Gewicht' }<br />
  t[:weight_unit] = { ENG: 'kg', ESP: 'kg', DEU: 'kg' }<br />
  t[:land]        = { ENG: "From %s", ESP: "De %s", DEU: "Aus %s" }<br />
  t[:no_land]     = { ENG: "Many Places", ESP: "Múltiples Lugares", DEU: 'Viele Länder' }<br />
  t[:weapon]      = { ENG: 'Weapon', ESP: 'Arma', DEU: 'Waffe' }<br />
  t[:shield]      = { ENG: 'Shield', ESP: 'Escudo', DEU: 'Schild' }<br />
  t[:armor]       = { ENG: 'Armor', ESP: 'Armadura', DEU: 'Rüstung' }<br />
  t[:accessory]   = { ENG: 'Accessory', ESP: 'Accesorio', DEU: 'Accessoires' } # oder Zubehör?<br />
  t[:skill]       = { ENG: 'Skill', ESP: 'Técnica', DEU: 'Fähigkeit' } # Fähigkeit oder Skill?<br />
  t[:desc]        = { ENG: 'Description', ESP: 'Descripción', DEU: 'Beschreibung' }<br />
  t[:unknown]     = { ENG: 'Unknown good', ESP: 'Artículo desconocido', DEU: 'Keine Informationen sind vefügbar heutzutage'}<br />
  t[:white]       = { ENG: 'White Magic', ESP: 'Magia Blanca', DEU: 'Weisse Magie' }<br />
  t[:black]       = { ENG: 'Black Magic', ESP: 'Magia Negra', DEU: 'Schwarze Magie' }<br />
  t[:red]         = { ENG: 'Red Magic', ESP: 'Magia Roja', DEU: 'Rote Magie' }<br />
  t[:green]       = { ENG: 'Green Magic', ESP: 'Magia Verde', DEU: 'Grüne Magie' }<br />
  t[:blue]        = { ENG: 'Blue Magic', ESP: 'Magia Azul', DEU: 'Blaue Magie' }<br />
  t[:time_magic]  = { ENG: 'Time Magic', ESP: 'Magia Tiempo', DEU: 'Zeitmagie' }<br />
  t[:move]        = { ENG: 'Physical', ESP: 'Físico', DEU: 'Physisch' }<br />
  t[:genders]     = { ENG: ['Alien', 'Male', 'Female', 'Spiritual'],<br />
                      ESP: ['Alienígena', 'Masculino', 'Femenino', 'Espiritual'],<br />
                      DEU: ['Alien', 'Männlich', 'Weiblich', 'Geistig']  }<br />
  t[:rows]        = { ENG: ['Front Row', 'Middle Row', 'Back Row'],<br />
                      ESP: ['Al Frente', 'En Medio', 'Retaguardia'],<br />
                      DEU: ['Frontreihe', 'Mittelreihe', 'Nachhut']  } # oder Ettape?<br />
end</code></div></div><br />
There AP stands for Ability Points and SP for Special Points. Just in case I tell you that HP stands for Hitpoints and MP for Mana points or magic points.]]></description>
			<content:encoded><![CDATA[As some of you may have noticed I've been developing my KUnits Gosu game project. Since it doesn't include any maker of any kind I rely on scripts to define basic stuff like in game common terms. I do believe I don't really need any help trying to incorporate as many terms in English and Spanish as I want to but German is a bit more complicated than those because it's not my mother tongue. Even so I've tried to add as many terms as I could, I still feel like I could have made a few mistakes in the process so I would really appreciate if you could help me with these translations.<br />
<br />
Warning!<br />
<br />
It includes Ruby 2.2+ syntax so it looks different from what you'd find in any RPG Maker game.<br />
<br />
ENG: stands for English, ESP: for Spanish (Español) and DEU: for German (Deutsch).<br />
<br />
(So können Sie, yamina-chan oder Melana oder TsunamiJurai, mir helfen? Ich bin ganz unsicher ob ich diese Ausdrücke genau übersetzt habe oder nicht...)<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>module Game<br />
<br />
  TERMS = t = {}<br />
  t[:new_game]    = { ENG: 'New Game', ESP: 'Nuevo Juego', DEU: 'Neuspiel'}<br />
  t[:time]        = { ENG: 'Playtime', ESP: 'Tiempo Jugado', DEU: 'Spielzeit'}<br />
  t[:level]       = { ENG: 'Level', ESP: 'Nivel', DEU: 'Niveau' }<br />
  t[:lvl]         = { ENG: 'LVL', ESP: 'NVL', DEU: 'NVU' }<br />
  t[:class]       = { ENG: 'Class', ESP: 'Clase', DEU: 'Klasse' }<br />
  t[:hp]          = { ENG: 'HP', ESP: 'PV', DEU: 'P' }<br />
  t[:mp]          = { ENG: 'MP', ESP: 'PM', DEU: 'MP' }<br />
  t[:ap]          = { ENG: 'AP', ESP: 'PH', DEU: 'FP' }<br />
  t[:sp]          = { ENG: 'SP', ESP: 'PE', DEU: 'SP' }<br />
  t[:hpmax]       = { ENG: 'MHP', ESP: 'PVM', DEU: 'HP' }<br />
  t[:mpmax]       = { ENG: 'MMP', ESP: 'PMM', DEU: 'HMP' }<br />
  t[:atk]         = { ENG: 'ATK', ESP: 'ATQ', DEU: 'ANG' }<br />
  t[:matk]        = { ENG: 'MAT', ESP: 'MAT', DEU: 'MAN' }<br />
  t[:pdef]        = { ENG: 'PDF', ESP: 'DFF', DEU: 'PVT' }<br />
  t[:mdef]        = { ENG: 'MDF', ESP: 'DFM', DEU: 'MVT' }<br />
  t[:agil]        = { ENG: 'AGL', ESP: 'AGL', DEU: 'BWG' }<br />
  t[:luck]        = { ENG: 'LCK', ESP: 'SRT', DEU: 'GLK' }<br />
  t[:block]       = { ENG: 'BLK', ESP: 'BLQ', DEU: 'BLK' }<br />
  t[:money]       = { ENG: 'G', ESP: 'O', DEU: 'G' }<br />
  t[:price]       = { ENG: 'Price', ESP: 'Precio', DEU: 'Preis' }<br />
  t[:number]      = { ENG: 'Number', ESP: 'Cantidad', DEU: 'Anzahl' }<br />
  t[:amount]      = { ENG: 'Amount', ESP: 'Monto', DEU: 'Betrag' }<br />
  t[:weight]      = { ENG: 'Weight', ESP: 'Peso', DEU: 'Gewicht' }<br />
  t[:weight_unit] = { ENG: 'kg', ESP: 'kg', DEU: 'kg' }<br />
  t[:land]        = { ENG: "From %s", ESP: "De %s", DEU: "Aus %s" }<br />
  t[:no_land]     = { ENG: "Many Places", ESP: "Múltiples Lugares", DEU: 'Viele Länder' }<br />
  t[:weapon]      = { ENG: 'Weapon', ESP: 'Arma', DEU: 'Waffe' }<br />
  t[:shield]      = { ENG: 'Shield', ESP: 'Escudo', DEU: 'Schild' }<br />
  t[:armor]       = { ENG: 'Armor', ESP: 'Armadura', DEU: 'Rüstung' }<br />
  t[:accessory]   = { ENG: 'Accessory', ESP: 'Accesorio', DEU: 'Accessoires' } # oder Zubehör?<br />
  t[:skill]       = { ENG: 'Skill', ESP: 'Técnica', DEU: 'Fähigkeit' } # Fähigkeit oder Skill?<br />
  t[:desc]        = { ENG: 'Description', ESP: 'Descripción', DEU: 'Beschreibung' }<br />
  t[:unknown]     = { ENG: 'Unknown good', ESP: 'Artículo desconocido', DEU: 'Keine Informationen sind vefügbar heutzutage'}<br />
  t[:white]       = { ENG: 'White Magic', ESP: 'Magia Blanca', DEU: 'Weisse Magie' }<br />
  t[:black]       = { ENG: 'Black Magic', ESP: 'Magia Negra', DEU: 'Schwarze Magie' }<br />
  t[:red]         = { ENG: 'Red Magic', ESP: 'Magia Roja', DEU: 'Rote Magie' }<br />
  t[:green]       = { ENG: 'Green Magic', ESP: 'Magia Verde', DEU: 'Grüne Magie' }<br />
  t[:blue]        = { ENG: 'Blue Magic', ESP: 'Magia Azul', DEU: 'Blaue Magie' }<br />
  t[:time_magic]  = { ENG: 'Time Magic', ESP: 'Magia Tiempo', DEU: 'Zeitmagie' }<br />
  t[:move]        = { ENG: 'Physical', ESP: 'Físico', DEU: 'Physisch' }<br />
  t[:genders]     = { ENG: ['Alien', 'Male', 'Female', 'Spiritual'],<br />
                      ESP: ['Alienígena', 'Masculino', 'Femenino', 'Espiritual'],<br />
                      DEU: ['Alien', 'Männlich', 'Weiblich', 'Geistig']  }<br />
  t[:rows]        = { ENG: ['Front Row', 'Middle Row', 'Back Row'],<br />
                      ESP: ['Al Frente', 'En Medio', 'Retaguardia'],<br />
                      DEU: ['Frontreihe', 'Mittelreihe', 'Nachhut']  } # oder Ettape?<br />
end</code></div></div><br />
There AP stands for Ability Points and SP for Special Points. Just in case I tell you that HP stands for Hitpoints and MP for Mana points or magic points.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Equipment on Actors]]></title>
			<link>https://www.save-point.org/thread-6729.html</link>
			<pubDate>Wed, 12 Jul 2017 19:14:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5823">Keeroh</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-6729.html</guid>
			<description><![CDATA[Hello! <br />
I am doing a minigame that you have to manage and train a lot of different party members. Everything was going well until I saw that when an actor is removed from the party all the equipped armors and weapon in that actor are removed from him and go back to your inventory. Is there a way to prevent this from happening? <br />
<br />
I tried looking for an option to change the starting equipment, but so far i haven't found anything. Does anyone have an idea of what to do?]]></description>
			<content:encoded><![CDATA[Hello! <br />
I am doing a minigame that you have to manage and train a lot of different party members. Everything was going well until I saw that when an actor is removed from the party all the equipped armors and weapon in that actor are removed from him and go back to your inventory. Is there a way to prevent this from happening? <br />
<br />
I tried looking for an option to change the starting equipment, but so far i haven't found anything. Does anyone have an idea of what to do?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[XP sprites in VXA?]]></title>
			<link>https://www.save-point.org/thread-6720.html</link>
			<pubDate>Sun, 02 Jul 2017 14:05:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5844">lestat3179</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-6720.html</guid>
			<description><![CDATA[I seem to recall it being possible to use XP sized sprites in VX. I know the One Night series did so, somehow. Is it possible to do the same in VXA?]]></description>
			<content:encoded><![CDATA[I seem to recall it being possible to use XP sized sprites in VX. I know the One Night series did so, somehow. Is it possible to do the same in VXA?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle Scripts]]></title>
			<link>https://www.save-point.org/thread-6160.html</link>
			<pubDate>Wed, 14 Sep 2016 12:29:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5654">shaje</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-6160.html</guid>
			<description><![CDATA[Are there any battle scripts that include pre-made atributes and stats? if so would you be so kind to share]]></description>
			<content:encoded><![CDATA[Are there any battle scripts that include pre-made atributes and stats? if so would you be so kind to share]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Enemies with actual strategy]]></title>
			<link>https://www.save-point.org/thread-6152.html</link>
			<pubDate>Sun, 04 Sep 2016 14:58:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5162">kingray100</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-6152.html</guid>
			<description><![CDATA[In my XP project, I was wondering how I can give some of the enemy AI some strategy. Like I'd want some enemies to do things like<br />
<br />
-When they are poisoned or something, they would have a likely hood to use a remedy type spell/move.<br />
-Sense that the opposing party had buffs, and remove those buffs,ect.<br />
- Or even to know whether their own allies had low health, that they'd heal them rather than it be a random occurrence to a random target.<br />
<br />
I assume these can be done without any scripting. I just don't know how to do them. The project I'm doing isn't full of awesome unique scripts, but just a basic old school rpg.]]></description>
			<content:encoded><![CDATA[In my XP project, I was wondering how I can give some of the enemy AI some strategy. Like I'd want some enemies to do things like<br />
<br />
-When they are poisoned or something, they would have a likely hood to use a remedy type spell/move.<br />
-Sense that the opposing party had buffs, and remove those buffs,ect.<br />
- Or even to know whether their own allies had low health, that they'd heal them rather than it be a random occurrence to a random target.<br />
<br />
I assume these can be done without any scripting. I just don't know how to do them. The project I'm doing isn't full of awesome unique scripts, but just a basic old school rpg.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AUTOTILES]]></title>
			<link>https://www.save-point.org/thread-5852.html</link>
			<pubDate>Fri, 08 Jul 2016 12:50:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5602">Temper07</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-5852.html</guid>
			<description><![CDATA[Hello ,<br />
I have a quick question.Is there a way to edit the autotile layout. Insted of having 96X128 changing it to 128X160.<br />
<br />
Help would be greatly appreciated.<br />
<br />
Thank You]]></description>
			<content:encoded><![CDATA[Hello ,<br />
I have a quick question.Is there a way to edit the autotile layout. Insted of having 96X128 changing it to 128X160.<br />
<br />
Help would be greatly appreciated.<br />
<br />
Thank You]]></content:encoded>
		</item>
	</channel>
</rss>