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About Eathanu

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    Jack of several trades
  • Birthday 12/03/1990

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  1. Yeah, the scope tag goes on the skill, but if you have a series of skills that are not tied to one particular weapon (but should still be compliant with the weapon's reach) you need to use custom scope conditioning. As I said, I didn't want multiple clones of every skill (and the requirement to make the clones hide themselves depending on the weapon equipped). I'm sure it's doable, but I actually instead replicated the functionality of this script using Advanced Skill Targetting (Found here) and actually wound up with something a little more powerful that I'm currently working the kinks out of.
  2. I can't seem to work out how to make a skill choose the correct scope for targetting based on the type of weapon that's equipped. I would just use a basic attack replacer, but then I'd still need two clones of every melee skill in the game, and that'd be a mess.
  3. Eathanu

    Searching for a menu script - Menu for one character

    There's this one, which I have no idea what it looks like to be honest (screenshot link is broken): http://forums.rpgmakerweb.com/index.php?/topic/1210-one-actor-full-status-menu/ (sounds like your best bet) There is of course Yanfly's Menu Engine Ace, which you can customize the items that appear at the side (to remove Formation): https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/ Yanfly's Menu also has the addon "Party Sized Menu" which I think would center your solo actor's stats in the side. https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/party-sized-menu/ Xail's menu ought to be easily customizable and would probably look good with a single actor with the right customization: http://www.rpgmakervxace.net/topic/682-xs-menu/ Hopefully that gives you enough choices. I found all of these on this list: http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List which is an excellent resource for script-searching.
  4. I'm not a fan of Victor's scripts, but I came up with something that works well-ish without. The character will leap into the air with one skill, the on their next turn only be able to land. 1) First add Fomar's Transformative States script: http://cobbtocs.co.uk/wp/?p=172 2) Next add Yanfly's Battle Commands script. You likely already have this. If not, it doesn't require the Battle Engine, so no worries there. http://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/ 2) Create your skill, Jump. All it does is add the Jumped state to the user 100% of the time. 3) Create the Jumped state. This can do whatever you want. Slow them down so it takes longer to jump, increase their attack power, whatever. I recommend setting Targetting Rate, Recovery Effect Rate, and Physical and Magical Damage rates all to 0%. It ends after one action. Link it to a secondary Dragoon class using Fomar's script. (Of course, if you have a visual battler script you'll want the Jumped state to fill in the character with an empty sprite. 4) The secondary Dragoon class should be identical to the first. However, its battle commands list should link only to one skill and be otherwise empty: Land (you can do other things with this, too. Allow a charge skill while in the air, allow different landing skills, etc.) 5) The Land skill can be whatever you want, basically. If the Jumped state doesn't increase attack power you'll want to reflect that in the damage formula. Otherwise you can do whatever with it. This isn't quite ideal, but it does allow the Dragoon a chance to assess targets while in the air, which honestly makes more sense to me than having to commit to attacking one monster while the other stands not ten feet from it.