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Everything posted by Daemonium

  1. Hello, it's been long time, like 6 years has passed, incredible. Two years and half ago I've completely lost all the files of my project on RPGMakerVXAce, and two weeks ago I started again developing my game directly on RPGMakerMV. Fortunately I found again the majory of bgms and even tilesets by browsing across all internet, even japanese ones. However, I couldn't find the only music I really miss and loved a lot. The music I'm looking for was used on a showcase video where in the very early development stages I posted on this forum a showcase of the character techniques, this one: Sadly I don't remember its name, neither the composers name... I've spent over two weeks doing a massive browsing and played without joking over 6000 musics (maudamashii, Aaron Krogh, Kevin Mcleod, JStewart, etc)... Please, if someone has it, or at least knows the author name, please tell me so. Thank you in advance.
  2. Daemonium

    Professional Pathfinding Solution. Lightning Fast!

    --Deleted-- I prefered to send this commentary by private message instead. Sorry.
  3. Daemonium

    GameTime + Days of the week

    Can you specify in a commentary near each custom tint in what hour starts each tint? This part is a bit confusing. Also, can you do that the tint screen changes on each frame instead of on a specific hours? EDIT: Nevermind, didn't see the original link.
  4. Daemonium

    XS - Hero Control

    The link doesn't work.
  5. Daemonium

    z-coordinate of Window_BattleStatus/animations?

    Well, in custom status some things doesn't work, I used the .x things in my battle status (a modification of the default one) and worked. What have you modified for show the animations above? It works also for show the animations above map tonalties, fogs and so?
  6. Daemonium

    z-coordinate of Window_BattleStatus/animations?

    Use .z = x at the end of the @(name)_window you want to increase or decrease its default z-coordinate. Example: @actor_command_window.z = 1 @enemy_window.z = 2 etc. About how to change the animation z-coordinate, I'm not sure how to do that, I wanted to know this too because the animations are being shown below map tonalities.
  7. Hello, I'm practicing with Victor Animated Battle script, the setup in some skills is easy, but sometimes, define the movements goes a bit more hard, so far I did these movements, see the video: People, what do you think of these moves? I'm doing it well or should I try to improve more the movements? IMPORTANT: The credits of the battle system goes to Victor Saint. I won't say how I configured these movements nor how to setup anything. The video is just a showcase of what I'm doing on my game, which isn't even in alpha version. Please do not rip the movements shown on the video.
  8. Oh, so all I needed was add ".to_i", it worked really good. The formula I'm using is: a.hp -= (a.hp * 0.05).to_i if a.hp > 1; a.hp = 1 if a.hp <1; a.atk * 4 + (a.hp * 0.05) - b.def * 2; And the result is: Thanks, I thought that I would need an script.
  9. Has passed over 72 hours. Up!
  10. Daemonium

    [Conversion request] Auto Preemptive-Surprise attacks

    It works really good, tested in Battle test and random encounters in map. Thanks Galv for your help^^
  11. Daemonium

    [Conversion request] Auto Preemptive-Surprise attacks

    Has passed over 72 hours. Up, I still need this conversion or a similar script.
  12. Oh, it works with no issues, these script calls are really useful, I can use the explicit calls in parallel process for some kind of temporal effects like storm lightning effects, and the implicit calls for permanent effects like Night mode or parallax shadows. Thanks a lot, Hime, for the script, and thanks to you too, Nelderson, for the help EDIT: By the way, Hime, how is going the development of the "map boxes" script? That related with the map edges that you said a month ago.
  13. Seems that the original script had unfixed bugs: And not every shadow is being removed, again, it removes some tiles: The bug happens also in VX, I haven't noticed that before because I have tested the script in a island with just walls. It may be fixed? At least, the script call works good, but the $game_map.setup($game_map.map_id) resets the camera position and stops updating every sprite, anyways, this is not required, doing a "Fadein Screen" before use the script call, then transfer the player to the next without fade effect, and then "Fadeout Screen", fixes the map refresh issue, in the case of want to use the script call for the same map, I only need do the same but teleporting first the player to an small map and then to the original position.
  14. I found this script that disables the shadows, but only works on VX: #Credits for Abt Plouton class Game_Map attr_writer :autoshadows def autoshadows # Set autoshadows to false if it is not yet defined @autoshadows = @autoshadows == nil ? false : @autoshadows return @autoshadows end alias ma_remove_auto_shadows_on_setup setup def setup (map_id) ma_remove_auto_shadows_on_setup (map_id) # Rather than repeatedly call a method, set a local variable to have it's data ma_data = data return if autoshadows # For all squares on the map for x in 0...ma_data.xsize for y in 0...ma_data.ysize # If there is an autoshadow on this tile if ma_data[x,y,1] == 0 # Delete auto Shadow ma_data[x,y,1] = ma_data[x,y,0] ma_data[x,y,0] = 0 end end end end end I've tested it in VX, and works, but in VX Ace doesn't, if that is possible in VX, should be possible also in Ace, though it doesn't work by script calls, it disables every shadow by default. If is not possible to do it using script calls in Ace, then with notetags, or anything that allow me to choice in which map I can disable the autoshadows... if at least the autoshadows aren't automatically applied in the editor, I wouldn't require such script ú.ù
  15. Yep, now it works with no issues, I've tested it with lots of npcs with and without zmod tags, enabling and disabling the switch via F9 and via event, and got no errors. Thanks a lot estriole, I guess that this script may be added in the Master Scripting List, it may be useful for more people.
  16. If I go to any map with more than 9 events (with sprite and without the notetag), the game gives me this error: undefined method 'disposed?' for nil:Nilclass. It's caused by "i = i+1" but if I delete this line the event z is not being changed on the events with the notetag <zmod>
  17. Daemonium

    Fishing Mini Game

    The system is really good, but I would add also: Fish AI: Instead of grab them with the bait simply by touching them, the fish swims around the bait (if is the adequate bait) and grabs it if you move a bit the bait or you just do nothing (determined by the fish AI). If when the fish grabs the bait you don't move the rod, the fish runs away with the bait and returns to his last position or just disappear and appears again after a certain amount of time (for give you a better idea, kinda like Legend of Zelda OOT/MM/TP). Display an Stress Meter: Says the pression you are doing on the reel, if you stretch too much or too low, the meter starts warning you with a red glow, orange if you are about to, or green if you are safe (the meter is around the middle). Music changes: If you are catching a fish, the music changes to another, memorizing the previous one, then if you fails or have sucess in the catch, stops the BGM and plays an win/lose ME, and then, when you closes the information window, the field bgm restarts in the memorized time.
  18. Daemonium

    Get Followers actor ID

    Huh, now I got no error, but it gets the ID of the first battle member instead of the first follower member. Well I'll try to explain better the reason of the request and what I want. For change the followers order I'm using VE Followers Options, it doesn't change the position of the battle members, which is good because by some reason YEA Party System doesn't change the followers with $game_party.swap_order(x,y), but VE Followers options doesn't have defined any way for get the first follower member, only for the previous and next member ($game_party.next_member and $game_party.previous_member), what I would need is a new method called for example $game_party.current_member which would get the ID of the first follower member, so I would be able to store the ID in a variable and, well, I've explained above what I wanted to do with that variable. "EDIT": I just tried this method for store the first follower ID in the variable 21 and it works: $game_party.next_member temp = $game_party.previous_member $game_variables[21] = temp For now seems that I have no issues, but I would appreciate a lot if someone may do the method $game_party.current_member for get the ID of the first follower member directly, because I feel that in some part the way of above would cause an issue later, because $game_party.next/previous_member are used also for change the positions and when I do "temp = $game_party.previous_member" it changes the positions.
  19. Daemonium

    Get Followers actor ID

    I only want to store the actor ID of the follower 0 (leader) in a game variable, with a script call or something, the idea is for example store the ID in the variable 21: $game_variables[21] = $game_party.members[0].id Then check by a conditional branch on a parallel process if the ID stored in the variable 21 equals 1 (actor ID is 1, example, Eric), if equals 1, the switch 20 (Eric_is_leader) activates, and every event that requires Eric to be the follower leader (Switch 20 is enabled) can be run when the player talks with them. Though if I can store the ID of any follower position (like the script you said) would be more useful, as I might require it later. Some events will require Eric to be the leader, other events will require another actor, what would check everytime which is the follower leader is a parallel process which enables and disables some switches depending of who has the leading (defined by that variable).
  20. Daemonium

    Get Followers actor ID

    Hm by some reason the forum haven't update the last reply, I'll try this. EDIT: Undefined method 'id' for [0]:Array.