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gurvmlk

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About gurvmlk

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  1. gurvmlk

    Hiding the timer with a switch?

    Thanks. That first one did it. Looking at other scripts, I was a bit confused, and thought I needed to add more than just that, which is why I kept having problems. For example, typing in: self.visible = $game_switches[x] true
  2. gurvmlk

    Weird enemy healing AI

    That did the trick. Thanks. Solved.
  3. gurvmlk

    Weird enemy healing AI

    Thanks. The only place I saw attachments mentioned was under the 'My Media' tab, so I thought that's what I needed to use.
  4. gurvmlk

    Weird enemy healing AI

    Is there a way to post a screenshot without linking it from elsewhere?
  5. I've been having a rather weird issue with the enemy AI. Particularly, a battle with two healers (acting as an introduction to the enemy and its attack patterns before the player may need to start fighting them alongside more threatening foes). However, I've run into a bit of a weird problem. No matter what, they'll only ever cast Heal on [Enemy] Actor B. I've played the fight out several times, and it's the same every time. Has anybody else seen this happen, and found a solution?
  6. gurvmlk

    Applying HIT to Magic?

    That did the trick. Thanks. I suppose this can be closed.
  7. gurvmlk

    Applying HIT to Magic?

    I gave that a try by putting the formula into the notes section of specific spell attacks, and various attempts resulted in differing errors. First, I copy/pasted your post directly into the notes (plus the necessary <hit formula> borders in accordance with the script). When the enemy tried casting a tagged spell, I received this error message: Script 'Victor Custom Hit' line 206: SyntaxError occurred. unexpected tREGEXP_BEG, expecting keyword_do or '{' or '(' *HIT /100 * (1 - EVA/100) I don't know enough about scripting myself to make much of it that I could work with, so I moved on to my second attempt. This time, I removed all caps from "HIT" and "EVA" to match the examples show in the script, as they're all written in lower-case. This gave me a different error message. Script 'Victor Custom Hit' line 206: SyntaxError occurred. unexpected '/', expecting '=' *hit /100 * (1 - eva/100) I assume this is suggesting that, whether or not the math formula is correct, it's not written in a way that the script recognizes. As a wild guess using the information given, I tried swapping out all / symbols with = symbols to see if something may happen. The results were nothing at all, which I tested by altering the Blind status effect to reduce HIT by 100%. I tested this third method both with lower-case, and capital letters just to be thorough. As a final attempt, I tried all aforementioned ideas after removing all extra scripts I'm currently using, except those required for the custom hit formulas. Doing so didn't yield any new results, as each one was exactly the same as mentioned above.
  8. gurvmlk

    Applying HIT to Magic?

    Going to try bumping this one more time. Anybody happen to know what the formula would be (using the above script) to perfectly imitate RPG Maker's standard hit/evasion ratio for physical attacks, so that the same can be applied to magic attacks? The script itself doesn't clarify if any of its examples are that.
  9. gurvmlk

    Applying HIT to Magic?

    Going to go ahead and try giving this a bump. Don't have the highest hopes for getting a response to that formula part of the question, but I'm still willing to wait a bit longer before settling with just assuming and continuing the project.
  10. gurvmlk

    Applying HIT to Magic?

    Thanks. Certainly looks like it should do the trick, but I don't know scripting and so don't know what the standard hit formula is that RPG Maker uses for physical attacks, as I'd like it to be the same. Unless it's the first one listed in the examples on the script, but that's not clearly specified.
  11. gurvmlk

    Applying HIT to Magic?

    I didn't plan on reposting it unless I could delete it first. That's why I added that edit, and left it at that.
  12. gurvmlk

    Stop Movement in place of Skip?

    Event touch. It triggers whenever a player steps on an arrow, then carries them along the entire route of arrows until they reach the end. If a boulder is blocking the path, I needed it to stop the player's movement right there. Before using a positioning variable and conditional branches before every point at which the player's movement direction changes, I was running into two problems. Either I had the Skip tab checked off, at which point the player would still turn after hitting the boulder (i.e. if the route demanded they move left thrice, then down once, but they hit a boulder blocking the third left movement, they'd skip the third left movement but then still move down), or I'd disable the Skip tab which simply causes the player to freeze in place when they hit the boulder because the event can't conclude. Currently, I'm getting around the issue by splitting the movement into separate sections, and putting a variable check between each. So now, if the player is scheduled to move left thrice, then down once, after the left movements are concluded the game sets a variable to the player's position, then checks to see if said variable is a certain value. If it is, then the next movement triggers. If it doesn't match, then it runs an Exit Event Processing.
  13. gurvmlk

    Stop Movement in place of Skip?

    I don't see a way to post screenshots without perhaps a URL. I'd try to be more clear, but I'm not totally sure how. I've somewhat solved the problem myself though by using a variable to determine the player's position every time they've finished moving in one direction, which figures out whether or not the player is in a position to turn. If so, then the next movement route activates, and if not then the event ends. Which wait command are you referring to? I have the Wait for Completion tab clicked, otherwise the player can interfere with the movement route. As for the Wait command itself for passing time during the movement, I don't see that doing anything.
  14. gurvmlk

    Timer/Battle Trouble

    Looks like it's working. Thanks again. Solved. P.S. You were only three off from setting it to the correct switch without me needing to change anything. Nicely randomized (unless that number is from your own project).
  15. I have an event where the player talks to an NPC, then a lengthy timer starts. After the timer expires, the player can revisit said character for a reward. Things were going fine until I discovered during testing that the game automatically ends battles if the timer hits 0. I can't be having that, especially since this particular timer has no relationship with game progress, but I haven't been able to come up with a functional solution. Common events don't run during battle, so I can't use them to stop the timer, nor can I use them as a makeshift timer with variables. Battle events don't activate with enough precision to trigger immediately when the countdown hits :01 to stop the timer before the battle is aborted. The only solution I've been able to come up with is putting some kind of warning of the issue in the game so the player knows to be wary around triggering battles as the timer his closing in on 0, but that's just sloppy. The only possible solutions I can think of now are either a way to make it so either timers don't abort battle, or common events run during battle. Assuming scripts or methods of those exist however, those would pose problems of their own because I have other timers that do benefit from aborting battles (i.e. those tied to game overs), as well as common events that depend on not running during battle (i.e. those that passively control certain variables). Therefore, those possible fixes would need to be capable of specifying themselves to individual circumstances. It seems like a hopeless endeavor, but if anybody has any helpful advice I'd certainly appreciate it.
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