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ProtoflareX

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About ProtoflareX

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  1. In my project, whenever I apply a state that has the "Attack an ally" property on it to an enemy, the enemy that received the state will not do anything when its turn arrives. However, this only occurs on the same turn that the enemy received the state, once that turn passes, the enemy will attack its allies as it's supposed to. For a more detailed explanation, let's say that I have a "Confused" state in my game that has the "Attack an ally" property and lasts for 4 turns. If I apply the Confused state to an enemy, the enemy will not do anything on turn 1 of the state's duration, but on turns 2-4, it will behave normally. Is there anyone who knows what could possibly be causing this?
  2. You've been very helpful in enhancing my understanding of this. I have two more questions though, if you don't mind; just to make sure I understand this 100% correctly. 1. When the code generates a number to multiply the TGR total by, does it generate a number that is literally between 0 and 1.0, or are 0 and 1.0 included in the possible choices as well? 2. A target is selected only when the TGR total is brought below 0, not brought to or below 0, correct?
  3. One question, when the code subtracts each member's TGR from the modified total, does it go from left to right? For example, will it always subtract actor 1's TGR first, then actor 2's, then actor 3's?
  4. I would like to understand exactly how enemies determine who to target with their attacks. One would assume that if there are 3 party members in battle, then each party member has roughly a 33.33% chance of being the target. However, I would like someone who knows the code to confirm or deny this.
  5. What you posted fixed it. I don't have the slightest idea how it got messed up in the first place, since I never touched that area. Thank you very much.
  6. If I understand you correctly, on line 334, I should have: draw_actor_mp(actor, dx + 120 + dw/2, dy - (line_height * 2), dw/2 + 1) instead of draw_actor_mp(actor, dx + 120 + dw/2, dy + (line_height * 2), dw/2 + 1) on line 336, I should have draw_actor_mp(actor, dx + 120, dy - line_height * 2, dw/2 - 1) instead of draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 - 1) and on line 340, I should have: draw_actor_mp(actor, dx + 120, dy - line_height * 2, dw) instead of draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw) Is that right?
  7. I am indeed using Yanfly's scripts, I suppose I should have mentioned that, whoops. Also, assuming you are talking about Yanfly's Ace Menu Engine, would you happen to know the exact setting that should be changed?
  8. As mentioned in the title, the MP gauges of my characters are displayed in the exact same location as their HP gauges, resulting in what you see below. Does anyone know which of the default VX Ace scripts can be edited to fix this?
  9. This topic can be locked, I have solved the issue.
  10. I would like to alter the LUK formula on line 713 of Game_Battler so that if a battler has a value of 10 as their LUK stat, their chance of inflicting status conditions is increased by 10% and if they have 20 LUK then the chance is increased by 20%, etc. Does anybody know how I can accomplish this, or if it is even possible?
  11. ProtoflareX

    Need YSA's Classical Active Time Battle.

    Wow, not only the atb script, but all of his scripts as well. Thanks a lot.
  12. Nice, out of curiosity, would you mind sharing what you did in case others have this question? I know others have asked about 3 people battles before, so pairing it with a party system greater than 3 would be optimal. Up to you, though. Yanfly's Party System script contains a line that reads "MAX_BATTLE_MEMBERS = 5" by default. In order to change the max number of party members that can enter battle at once, to 3 or any number in general, you simply change the 5 to 3 or whatever number you desire. If you are using Yanfly's Ace Battle Engine, the battle window that displays the faces of the actors will adjust itself accordingly.
  13. This topic can be locked. I managed to fix both of these issues using Yanfly's Party System script.
  14. I am indeed planning to have a party greater than 3. If you have any examples of the scripts you mentioned earlier, I would be interested in checking them out.
  15. Shockingly, this actually worked. Thanks a bunch.
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