Guardinthena

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About Guardinthena

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  • Birthday 04/06/1989

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  1. Sorry for necro-posting (is this necro-posting?) Is it possible to make this script capable of detecting other events other than the player? Say if we have an Enemy Event and there is a Friendly Event within the Enemy Event detection radius, then it will go after the Friendly Event?
  2. Ok so I'm looking for a script that can remove a selected party member in game that allows the player to choose who to let go. The party size in my game is limited to six allies and I don't want to have a reserve party. I'm attempting to mimic Baldur's Gate 'Remove Party Members' window. The closest thing I have found is Galv's Party Select. A beautiful neat script but I'm not sure how to make it do what I want. I tried to add additional windows such as a window display above the party select that says 'Remove Party Members' but I can't get it to appear. I haven't even *tried* adding an 'remove/done' confirmation window to it yet. That's beyond my scripting ability at this point. Galv has stated on his site that he will not update the 'Party Select' further. It was meant as a utility and meant to be used as the user sees fit. But I don't understand how the stored variable is supposed to help me remove a party member by selecting their picture if its only storing data. I found a short topic about it on this website dubbed, 'Removing actor based on Variable' but I'm not sure how to make that work with Galvs Party Select script. I would love some assistance on this matter! UPDATE: Oh my gawd! I just figured out how the stored variable with the script: $game_party.remove_actor($game_variables[1]) works! Geez, got caught up on my variables and the set amounts! So for those interested on how it works check out the picture below: After downloading and carefully installing Galvs Party Select, add in the last line of script code provided by Gambit on this topic: Just make sure that you set your variables correctly! I still haven't figured out how to add a description window above the party select stating: Remove Party Members.
  3. I hope I placed this in the right section. I was thinking about using the Victor's Visual Equip for my game, but realized before I downloaded it that I'm working with different sprite sizes. I'm using the sprites from Looseleaf in the Game Character Hub for humans and elves, and the sprites for VX Ace for halflings. I had to custom make my own sprite for dwarfs because I did not like the one in the Game Character Hub. I eventually intend to custom create sprite sheets for cat, dog, and bird folk and a playable Minotaur race. Will Visual Equip recognize that I have different sprite sizes if I upload the sheets necessary that correlate to those appropriate sizes or is it for a one size sprite only? I was curious because I saw in all of the photos that its just the sprites for VXAce.
  4. I'm looking for assistance and advice with a Common Event that I'm working on that deals with a Calendar system and special events that happen at specific times. The calendar common event that I've set up in my game is a duplicate of this tutorial from youtube: Rpg Maker Vx Ace Tutorial- Clock and Calendar by Redweaver. My situation is this: I'm going to be running a weather system where for 6 months in game it is total darkness and for another six months the sun is out and never sets. The fantasy world in my game has three moons that help provide illumination during the dark months. The closest one circles the planet every hour, the second moon four times at dawn, noon, evening and midnight, and the last moon operates the same as our own moon. I wanted the lighting to change every hour when the closest moon approached (tinting the screen to sunset or something for 10 to 15 minutes in game for example). When the second moon approached I was debating tinting the screen to a soft blue to single it's passing. The last moon again is like ours, so it would be a soft typical illumination. For the closest moon,(and really all of the moons based off when they pass) would it be best to create a conditional branch at the end of my Calendar common event that checks for when +1 has been added to my hour variable and tint screen until 10/15 minutes go by? Or would it be best to create a separate Common Event called Moon Cycles to check for this? I am uncertain if adding too many events in one common event will slow it down or if it would be best to break them into two common events to prevent clutter in a common event. So, hypothetically, would the event be something like this: conditional branch, if variable: Hour add+1 then, tint screen: sunset, conditional branch, if variable: minutes add +10 and/or+15 then tint screen normal? Do I need a loop at the beginning? I've been seriously considering using Khlas's lighting script further down the road, would it be easier to use that in regards to what I want? In a similar situation above, I was going to create a separate Common Event for crops/respawning plants that can be harvested in game for future crafting purposes. I just wanted to double check with other people who have done this sort of thing before that I'm on the right track in regards to creating a separate common event that calls to the Calendar event to operate it, while on the game maps they call to the common event to reduce unnecessary clutter right? Does anybody have any ideas, advice, to keep this simple and clean or more effective eventing/scripting ideas? I'm trying to event everything first before going to scripts - I don't want to over clutter my game with potentially unnecessary scripts if I can just event it, but I'm not opposed to scripts, rather I love them. Thank you everyone in advance that takes the time to read through this and/or comment. It is greatly appreciated!
  5. Quack, I would love to say 'thank you, thank you, thank you!' This projectblurp is beautifully done! Exactly what I was looking for! I will be changing the color to blue, and messing with the graphics a bit, but this is exactly what I needed! Thank you! Tsarmina, I want to say thank you too! You're input is so valuable as well! It has actually helped me with animation on other pieces through out my game(s)! (I forgot about the animation change through Move Route, like, I knew it was there in the game system somewhere but forgot where, its been awhile for me). Also, in answer to your questions, my bridge does not have a rail, I don't have Hime's Tile Swap or Neonblack's Terrain Tags but I do do parallax mapping. And it does make sense (for the parallax mapping) but I am going to have to check out Hime and Neonblack's stuff. It sounds interesting. Again, thank you both so much! I think that this about wraps this up!
  6. sorry it took me a minute to reply back, I've been a bit busy in RL as of late Anything is possible really, but if you're going to use this method for multiple party members, it will just require a little more planning. Take a look at the Script in the [HUD] Common Event: (specifically the numbers in red) mhp = $game_party.members[0].mhp hp = $game_party.members[0].hp calculate = (hp * 100) / mhp screen.pictures[99].move(0, 10, 10, calculate, 100, 255, 0, 60) $game_party.members[0] - Refers to Party Member Number 1 screen.pictures[99] - Refers to the HP Slider with the ID number 99 move(0, 10, 10, calculate, 100, 255, 0, 60) - The blue numbers set this image at (10,10) All you really need to do is calculate where you want each image to be in relation to the screen. If you have Photoshop (or even MS Paint, you can use anything) create a mock up of what you want your HUD to look like and where you want it to appear. The default screen size for the game is 544x416 pixels. This will help you determine where each (x,y) coordinate should be for each image. It would be easier for you to script a loop for each party member, but since you said you're not a coder (which is totally fine) you could simply copy and paste each section and change the IDs. So this section: Refers ONLY to Party Member Number 1's HP mhp = $game_party.members[0].mhp hp = $game_party.members[0].hp calculate = (hp * 100) / mhp screen.pictures[99].move(0, 10, 10, calculate, 100, 255, 0, 60) and this Section: Refers ONLY to Party Member Number 2's HP mhp = $game_party.members[1].mhp hp = $game_party.members[1].hp calculate = (hp * 100) / mhp screen.pictures[98].move(0, 10, 20, calculate, 100, 255, 0, 60) Obviously, 98 and 99 can be anything. You'll just use whatever numbers you assign to these images. The same would be said for coordinates (10,10) and (10,20). These coordinates would be in relation to wherever you place your images. Hope that helps. If you need anymore help, you could take a screenshot of your mock up, and I could break it down for you even further ^^ I'm not quite sure I understand the question, it could just be because I'm running on like 4 hours of sleep lol Essentially, the way I handle party members is just to reference them by $game_party.members[x] - Where x is their position in the party when x = 0, that is Party Member #1. (In programming, elements typically start at 0) So say your Party is set up as so, and you want to display all 4 Main Party Members in your HUD 0 - Hercules 1 - Xena 2 - Zeus 3 - Hades And you decide to change the Formation of the Group, so (1) Xena and (3) Hades switch places. You won't need to make any script/event configuration or changes. The set up will then be: 0 - Hercules 1 - Hades 2 - Zeus 3 - Xena You're basically telling the program, "I don't care WHO is in this POSITION in the Party, just show me their HP/MP/EXP/Face" By using $game_party.members[x], you can then gather any information that you need on that Party Member without using a variable. So, $game_party.members[2].hp says to the program: "Show me the Current HP for Party Member Number 3" Hope that answers that question, if not I apologize, I must be reading it wrong I do have a question though. Say I wanted to add a fancy frame to the sliders with a picture of the character's face. How would I add that in and would it change locations as easily as mentioned previously? Would it be possible to make it look like the 'sliders' in Baldur's Gate, Icewind Dale, Arcanum, etc, or something similar and/or fancier? After rereading this, I believe what I'm trying to ask is how to do a foreground image? Also, if I had the character's face displayed next to the HUD, how would I make it change when they were 'hit' or low on health? Would it simply be changing the foreground layer when a 'hit' is detected or they hit a certain low health? How would I set that up?
  7. Oh wow! I just was looking for multiple health HUDs for party members! Thank you so much for posting this!
  8. I'm back once again for another round of questions. This is driving me a bit crazy. I am looking for a Health Bar for the main character and party members that is displayed on screen. I wanted these to do a few things: 1. I wanted a Health and Mana bar below the characters picture. This decreases or increases depending on damage taken or healed 2. I want the characters picture above this (like in most video games such as in the pictures provided below. Some examples are Kingdom Hearts, Baldur's Gate, Icewind Dale, etc.). 3. I would like the characters picture to change when they take damage or hit, so that the image will change to a 'hit' picture and then change to a 'damaged' picture depending on where they are at in their health bar. Or for the image to look 'fatigue' the lower their mana bar drops. 4. Is it possible to make the Character's side pictures 'clickable' to take me to the character menu screen? I'm having a hard time trying to find a health bar script (or is it a HUD?) What I've seen so far is a Zelda arcade style, stuff for turn-base (which I do not want, I was hoping to go for a Mouse System like Baldur's Gate, Icewind Dale, Arcanum, etc). I think I've run across Atlier's, but I'm not sure how customization it is. I'm hoping somebody who has had experience with this or knows a few things that I don't can point me in the right direction. Thank everyone who responds!
  9. Oh wow! Thank you all for the replies! It never occurred to me to use tiles as 'effect tiles!' I feel like a door's been opened and possibilities await, thank you all! I'm going to give it a test run later and see how it works.
  10. I was wondering if there is a script already out there for specific characters in the game that the player plays that will heal with either light or dark. For clarification, one of the playable characters is supposed to regenerate health by sunlight. The other playable character regenerates by darkness. Is there a script out there that I can use that deals with this, or am I going to have to throw down a lot of Events?
  11. gambit

    This script looks amazing! I was looking for an achievement script with images and this is fantastic! I only have one question, is it possible to replace the given images with custom images of our own?
  12. I'm back for another around of head scratching Q&A. This time around, I'm hoping somebody can point me to, or assist me, in locating and/or creating an event for a hard light bridge. What I'm attempting to achieve is a bridge made of light for a sci-fi game. When the bridge is first activated when the player enters the room, I wanted the bridge to manifest and then shoot across the level before solidifying. I've attempted this a little the other night, with varying success, but ultimately would require a tremendous amount of switches. I was wondering if anyone has done this before and knows of a way that is much simpler. (I'm probably over complicating this). Furthermore, I wanted the bridge, after forming, to do a little shimmer of light for added effect. Maybe make noise when the player steps on it. Thank everyone for taking the time to read through this and respond. It means a lot.
  13. Hmm...video? Didn't think of that. I could do that. Then import it back into the game as an .ogv right? Utilizing a differernt script that enables that kind of feature. Heck, that's a lot less complicated than I thought. But what is 'evening'? I'm more of a graphic designer and less a programmer, but I know the basics of the game.