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0About Schloops

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Rank
Storyteller
- Birthday October 16
RPG Maker Information
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RM Skill -
Jack of All Trades
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That's exactly what I wanted! I tried it out and it worked perfectly. Thank you very much!
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I've created a multi-map dungeon, and I would like to set it so that once a player leaves the dungeon completely, all of the enemies inside respawn. However, I'm also using the Sapphire Battle System, so it's making things a little bit more complicated. The way I have enemies set up right now is this: Event Page 1: SAS Enemy battle, turns on Self-Switch A when defeated Event Page 2: Death Animation, gives player gold, turns on Self-Switch B Event Page 3: Nothing If I use erase event, then the enemies respawn when the player leaves the screen, but there are multiple maps in the dungeon. I would like the enemies to respawn only after the player leaves the dungeon. There's got to be some solution involving switches or variables when a player enters or leaves the dungeon, and I'm hoping it's not literally creating a separate switch for each enemy, I just can't think of a good solution right now. Any help would be appreciated!
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That works perfectly! Thank you! I didn't even think about that, since the original script worked fine even with the different menu. Thanks for being patient with my complete misunderstanding of how scripts work!
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I'm using an older version of mjishi's Non-Combat Menu, but the Scene Combine script works just fine in event form. Here is the Non-Combat Menu script: Do you think it's conflicting with Riki's edit? I thought Scene_Combine was already defined in the original script, it's just that Riki's edit was redefining it or something. I'm sorry, I'm really terrible at understanding this. I've attached pictures of my script editor order and of Riki's/your script in particular.
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I'm using your version. Should I be changing something in the original script as well to get it to work? Or am I misunderstanding what the effect is supposed to be? I was under the assumption that it would make it so that when I selected the 'items' tab from the menu that it would pull up the 'combine' menu instead, instead of having to use an event to pull up the 'combine' menu. Am I supposed to use an event to kickstart the whole process or should it just automatically work?
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I have pasted the script to a new script page, below Materials but above Main. It hasn't changed anything. The item scene is still being called. It's this sentence here that is confusing me: Am I supposed to replace something in one of the scripts with something else to get it to work?
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I have an event that I have change graphics to 'none' and it works just fine until I reload a save, at which point the event has reverted back and has a graphic again. I have a feeling that this problem is related to Lune's Anti-Lag script in some way but I don't know for sure, which is why this topic isn't under script help. The event ends with a self switch so the event should not be reloading the graphic. Has anyone else had this problem and know what causes it? Thanks in advance!
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Default Sprite Walking Animation Issue, Importing Graphics & Damage Tiles Help.
Schloops replied to Jack7771's topic in Editor Support and Discussion
If you want the boss to hit 100% of the time, the only method that I know of doing that would be to go into the 'Enemies' tab in the Database. On the right, you should see a 'Traits' box. If the enemy is a default enemy you should see a trait labeled: Type - Additional Ability Value', Content: '[Hit Rate] + 95%'. Double click on that and change the hit rate to 100%. If you made the enemy yourself, the 'Traits' box will probably be empty. If this is the case, double click on the empty box and select the 'Perimeters' tab in the box that pops up. Then select 'Additional Ability Value' in that tab, choose 'Hit Rate', and set the value to 100%. I'm fairly certain that should do what you want. Enemy battles aren't my forte though, so if I'm wrong hopefully someone more educated can step in and correct me! -
Using an Event to Give a Player Hints
Schloops replied to Schloops's topic in Editor Support and Discussion
Wow, dumb mistakes everywhere! D: Thank you for finding them! I think using switches and variables is doing the job pretty well now that those silly mistakes are out of the way. Thanks again! -
Default Sprite Walking Animation Issue, Importing Graphics & Damage Tiles Help.
Schloops replied to Jack7771's topic in Editor Support and Discussion
The problem with trying to make the default bosses walk is that there are no walking sprites included. If you look at the character sheet of any of the normal sized characters, you will see that there are nine sprites. There are three facing down, three facing left, three facing right, and three facing down. Now, having the character walk downwards, for example, will cause VX Ace to cycle through the top three sprites in order to create a walking animation. If he turns to the left, then the game will cycle through the three left-facing sprites, and so on. The problem with the larger boss sprites is that the default game only includes three sprites, and cycling through them only creates a breathing animation. If you look closely, you will notice that the feet of the bosses do not actually move at all. So, these sprites only work if you have the boss standing still. If you try to make the boss move around, if will cause the chaos that you're getting because the game is trying to use ALL nine sprites in the image you posted to create the walking movement. If you have the boss walk downwards, he will become a chimera. Right, cerberus. Up, medusa. Only if you have the boss walk left will the sprite you are trying to use actually work. If you want to have one of the bosses move around, you will either have to create the necessary sprites yourself or (if you're pixelly challenged, like me) you can scope out the internet in hopes that someone has already created the sprites for the boss you want to use or request someone to create one for you. Titanhex explains it with less technical garble in this post: http://www.rpgmakervxace.net/topic/9585-big-monsters-on-map/ In response to your second question, if the sprite you imported is larger than a normal character (2 or more pixels tall or wide) then importing it as a normal file won't work. Chests also work differently. In order to import those items so that they work correctly, you have to put either a $ or a ! in front of the file name (such as the $BigMonster file you were referring to earlier). This is a nice thread that discusses that: http://steamcommunity.com/app/220700/discussions/0/43099722176741979/ I don't understand it necessarily well enough to explain, so if this link doesn't explain it well enough, hopefully one more enlightened than I will come along and do a better job of explaining it! I don't know how to change the terrain damage in the database, but what you could do is use an event, set it to 'under player' and 'player contact' and use 'Change HP' in the event commands. Then when a player touches said tile, they will take whatever damage you set it to. You can't set it to a percentage of the character's health that way, but that's the only way I can think of. I hope I helped and made at least a little bit of sense! Good luck! -
Returning Items in Specific Order in Event
Schloops replied to Schloops's topic in Editor Support and Discussion
Okay, I think I'll use both suggestions. The players will have to put the books in the right order, however, if a wrong book is put in at any point the puzzle will reset and the players will have to start from the top. Thanks, guys! -
Returning Items in Specific Order in Event
Schloops replied to Schloops's topic in Editor Support and Discussion
I don't know if I quite understand what you're saying, sorry! If I use conditional branches, I think it might make it so that the players can only put the books on the shelf in the right order. I want to make it so that the players can put the books on the shelf in any order, but only the right order will allow them to progress. If I use conditional branches and self switches to do that I think that it might be absurdly complex. If there really isn't a better way to do it, I might just use your idea and make it so that the player can only put the books on the shelf in the right order for the sake of my sanity. -
Understanding Victor's Engine - Light Effects
Schloops replied to DarthVollis's topic in Developing Tools
Yeah, I actually just figured that out. I knew it was probably in the instructions somewhere, and I had missed it. Thanks. Dang, it was really specific about that, too. *fails* OTL I feel silly, now. -
Understanding Victor's Engine - Light Effects
Schloops replied to DarthVollis's topic in Developing Tools
Does this only work with one event per map? I am trying to use this event for several torches in one room, but only one will light up, even if I change each of the indexes to match the event. :/


