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Black Mage last won the day on April 24 2019
Black Mage had the most liked content!
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10 ⋆About Black Mage

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Rank
Warlock of Darkness
Contact Methods
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Website URL
http://burningwizard.wordpress.com/
Profile Information
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Gender
Not Telling
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Location
Fantasy Realm
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Interests
Game, Brainstorming, Music, Metal
RPG Maker Information
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RM Skill -
Jack of All Trades
Recent Profile Visitors
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So, I needed a script for fixed Critical Hit chances...
Black Mage replied to DotPlex's topic in Editor Support and Discussion
I believe it should be class Game_Battler Fix that and see if it solves the error. :) -
Trying to smash a bug in one of my old scripts...
Black Mage replied to Coolie's topic in Programming
Try add this: class Window_MenuStatus < Window_Selectable def select_last select(0) end end Hope this help :) -
CSCA Currency System How to Use?(Script Call Usage)
Black Mage replied to pandadodod's topic in Editor Support and Discussion
I believe Casper mistype the instruction there. This is the correct command: discover_currency(:s, boolean) Change boolean to either true or false. This is also work, I believe. discover_currency(:s) -
Link Tsukihime's site is still up and the script is still there.
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I feel that this is appropriate
Black Mage replied to Thejaxinator's topic in Introductions & Farewells
Welcome Bach! -
I believe you can't use them without owning an XP license, as this is not a remade from scratch.
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You can get enemy drop list by using drop_items command.
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Welcome to the club!
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I believe the only way to do that is through scripting, the same with item drop on death mid battle. Both is processed after battle.
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Let's say that the spell requires "several condition" before it can be used. Modify the condition into "several condition" and "switch X is false", is required. Set that the spell will trigger a common event when used, that it turns the switch X into true. (Basically, this is the general idea. I do aware that checking "switch X is false" for skill requirement is not there by default) When the modified requirement is met, the boss will cast the spell. After that, the common event will run, turning switch X into true in the process. Since we didn't have any condition that can turns switch X into false, we shall never met the modified requirement again. Hence the skill will be used only once.
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Chatter Messages (Yami Pop Messages Addon)
Black Mage replied to Quack's topic in Completed Scripts/Plugins/etc.
There's still an issue with the script even after I edit it. Since I was having a time constrain, I had to remove the script form my project. So yeah, the edit is kinda lost now. -
How can I make slightly bigger sprites? & Is there a way to make sprite animations?
Black Mage replied to Triacular's topic in Editor Support and Discussion
Just use a bigger canvas, lol. The girl in the video is the game player. -
How can I make slightly bigger sprites? & Is there a way to make sprite animations?
Black Mage replied to Triacular's topic in Editor Support and Discussion
Bigger Sprites. I'm confused. Can you elaborate this using pictures? Sprite Animations. Eventing is enough to do that. As a matter of fact, every sprite animation from this video is done through eventing (Though you need to make the animation frame by frame). Although the ability to use .gif sprite set would be nice. -
You can use persistent data script for this. I made one for XP, and I'm sure one for VXA existed as well. The idea on "how the script is used" is like this: When someone dies, a Boolean variable turns true (let say the variable name is 'hero_n', and this variable is set to be persistent), and save the variable via script call (usually provided by the persistent data script itself). Upon load completed, check those 'hero_n' variables (they're exist and have updated values from previous gameplay because they're persistent). If they're true, kill the hero tied to the variable. That's it. You can turn the Boolean variable for main hero to false in the beginning of the game so that when the main hero dies, player need to restart the game from beginning, and then they can reload. Sorry for my lack of references. Gotta go fast. XP
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Indeed. Paper Dolls only change the sprite on map and menus. I've work on Vlue's Paper Dolls before, and his method is simple. I believe it's easy to replicate his method on Battle Engine Symphony, assuming the battle engine shows the sprite the same way Paper Doll does. I regretly say that I currently can't help you because my works piled up. So I'll leave the other to help you out. I do will check this thread if my work is finished and if I remember.
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- compatibility
- battle symphony
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