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YF

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  1. Like
    YF got a reaction from Maker Ron in KGC Generic Gauge - VXA   
    Seeing KGC scripts always makes me smile~
  2. Like
    YF got a reaction from Maker Ron in KGC Generic Gauge - VXA   
    Seeing KGC scripts always makes me smile~
  3. Like
    YF got a reaction from Oasiris in Ruby/RGSS3 questions that don't deserve their own thread   
    Figured I'd post here since there's really nowhere else to post.
     
    I did some testing with the script editor and have concluded that "unless $@" is no longer necessary for VXA scripts. Scripts are only ever loaded once every time you open up a VXA game. Even if you hit F12, the scripts are never reloaded. Unless there's another reason to use "unless $@" for aliased methods, we can finally be rid of it.
  4. Like
    YF got a reaction from Oasiris in Ruby/RGSS3 questions that don't deserve their own thread   
    You wouldn't be able to reproduce it in plain Ruby.
     
    When F12 is pressed in VX and resets the game, it actually reloads all of the scripts in the editor. Unfortunately, it's only the scripts in the editor. Any "hidden" classes like Graphics, Bitmap, etc. remain the same and the aliases that were made before for those such classes remain with them. Therefore, when an alias aliases an alias with the same alias name (I swear, not trying to be confusing here), it'll create an endless loop.
     
    As for VX Ace, I'm lead to believe everything is reloaded this time around. Not sure yet as I haven't done extensive testing on it (since it's so annoying). Someone correct me if I'm wrong though.
  5. Like
    YF got a reaction from oriceles in Gender Functions   
    Wonderful!
     
    Have you considered maybe even gender specific equips, Bubz?
  6. Like
    YF got a reaction from Jennestia in Ruby/RGSS3 questions that don't deserve their own thread   
    It's not possible through the default scripts. It's actually nested inside of a hidden class.
     
     
     
     
    You can copy/paste that somewhere above Main in the script listing and adjust the formula however.
  7. Like
    YF got a reaction from ShinGamix in Ace Battle Engine Add-On - ATB/Stamina System   
    I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that!
  8. Like
    YF got a reaction from Stanley Zack in Ace Battle Engine Add-On - ATB/Stamina System   
    Good work, Fomar! Mind if I like this add-on on the Ace Battle Engine page?
  9. Like
    YF reacted to Rhyme in Mon's Guide to Better & Badder Bosses   
    I'll be honest. You are missing a lot of things, and some of your suggestions/ideas can be greatly improved.
    ~someone asked me to post my thoughts on it~
     
    Your analogy says to me, that the boss in question has 20000 hp and you can only deal 10 damage per turn. They aren't logs, they are monsters.
     
    No they do not. Those names sound silly. There are better ways to establish a boss's danger.
     
    Alright, I'm sorry but the more I read this guide the less helpful it sounds. This is very often based on how the game is balanced. Sometimes bosses do NOT need high stats. Bosses do NOT need an array of special attacks. You can have a boss that does normal things and have high HP be a large challenge by having unique traits to a boss. Two turns for example. HP Regen. Drains physical damage. Reflects magical attacks. Weakens partymembers drastically. There are many ways to make a boss harder without going ~the easy way~ and giving it higher stats and more HP.
     
    Look above. I would also point out that anything that is a nuisance needs to be removed or replaced. A boss is not a nuisance. It is a threat.
     
     
    Again: Nuisance, annoyance. These are trivial. Don't add them to your boss if it's an annoyance. They'll just annoy players, and you do NOT want to do that. Make them a threat (haha i am repeating myself). A reason for the players to CARE about the minions. Something that motivates them to defeat the minions.
     
    You don't want to know how much I wanted to headdesk when I read this line.
    Absolutely NO. This is (apologies for harsh language)possibly the stupidest idea I've ever heard. A boss's life is more important than that. It ruins the satisfaction. You want to defeat the boss, not make the boss defeat itself. When a boss dies, it's over. The battle is done. Continue the game. Additional damage does not matter, unless the party dies too (which becomes a really dumb thing, because then you'd have to start the battle over). It is a pointless thing to add a suicide move to a boss. It might work when you're using it in story context, but do that AFTER the player knows that he/she has won. Don't kill the player in a cheap suicide move.
     
    This is not necessary for all bosses, but can be an interesting gimmick for a few. It gets annoying if every boss has this "invincible" moment where you're absolutely hopeless against it and have to endure the turns until the boss is back to being beatable. Use this sparingly.
     
    You have only Final Fantasy (and a bit of Zelda) in your examples. Final Fantasy does not have the world's bestest best bosses (by design) ever so go expand your horizon a bit.
     
    tl;dr: boss is srs bsns, look at more references. study more bosses.
    back to lurking~
  10. Like
    YF got a reaction from A. in Farewell!   
    It was short but fun! Best of luck to all of you and your RPG's once the full version comes out in English! ( ̄ω ̄)ノ
  11. Like
    YF got a reaction from A. in Farewell!   
    It was short but fun! Best of luck to all of you and your RPG's once the full version comes out in English! ( ̄ω ̄)ノ
  12. Like
    YF got a reaction from Xander in VE - Followers Options   
    I like the coffin! DQ Nostalgia ftw.
  13. Like
    YF got a reaction from Xander in VE - Followers Options   
    I like the coffin! DQ Nostalgia ftw.
  14. Like
    YF reacted to Victor Sant in VE - Followers Options   
    Victor Engine - Followers Options


     




     
     



     
    This script adds new options for the followers display. It improves the movement, and allows to set the display of dead characters and reorder the members on map without changing the battle order.
     
    Download:
    Victor Engine - Followers Options
     
     
    Credits:
    Author: Victor Sant
     
    Terms of Use
  15. Like
    YF got a reaction from Jennestia in Ruby/RGSS3 questions that don't deserve their own thread   
    It's not possible through the default scripts. It's actually nested inside of a hidden class.
     
     
     
     
    You can copy/paste that somewhere above Main in the script listing and adjust the formula however.
  16. Like
    YF got a reaction from A. in SAI RMXP Blending Options   
    With no intentions of raining on anyone's parade:
     

     
    Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types.
  17. Like
    YF got a reaction from A. in SAI RMXP Blending Options   
    With no intentions of raining on anyone's parade:
     

     
    Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types.
  18. Like
    YF got a reaction from A. in SAI RMXP Blending Options   
    With no intentions of raining on anyone's parade:
     

     
    Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types.
  19. Like
    YF got a reaction from A. in SAI RMXP Blending Options   
    With no intentions of raining on anyone's parade:
     

     
    Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types.
  20. Like
    YF reacted to Lil' Yami in YSA Battle System - Classical ATB   
    New add-on will be updated in my Wordpress. When this has something new, I'll update this topic, so you don't have to perma-refresh my page


     

    Last Update: 30/01/2012 (DD/MM/YYYY)



    Download:
    Get here ~

     
    Check Instructions in Script.
    To enable Classical Active Time Battle for your game, either change the DEFAULT_BATTLE_SYSTEM constant in YEA - Ace Battle Engine to :catb or make an script call during a game using:
    $game_system:set_battle_system(:catb) To revert back to DTB mid-game, use the following script call:
    $game_system:set_battle_system(:dtb) For charge skill/item (casting time), use this notetag:
    <charge rate: x%>  
    This script require YEA – Ace Battle Engine.
     
    New update: Casting Time/Charge Skill

  21. Like
    YF reacted to Fomar0153 in Ace Battle Engine Add-On - ATB/Stamina System   
    Added to list of bugs for me to squash.
    As of yet I haven't tested this with either mine or Jet's Sideview scripts. However the non-add-on version of this script was compatible with both mine and Jet's animated battlers, though placement was important.
    Thanks I almost couldn't believe how easy this was to convert into an add-on, which can only be a testament to the friendliness of your scripts.
     
    Ooh good, less work for me. When I have dealt with the bugs and updated this I was going to look through the sideview battle systems and see which were compatible and then see what else I could do.
  22. Like
    YF got a reaction from ShinGamix in Ace Battle Engine Add-On - ATB/Stamina System   
    I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that!
  23. Like
    YF got a reaction from ShinGamix in Ace Battle Engine Add-On - ATB/Stamina System   
    I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that!
  24. Like
    YF got a reaction from ShinGamix in Ace Battle Engine Add-On - ATB/Stamina System   
    I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that!
  25. Like
    YF reacted to Mr. Bubble in KMS Minimap   
    KMS Minimap
    Script by tomy
    http://ytomy.sakura.ne.jp/
     
    Latest Version: 2012/02/12
     

     
    Description
    Create a passability minimap HUD. See screenshot for an example.
     
    (See post below this one for more info.)
     
    Latest Updates
    2012-02-12: Issues with hiding the minimap have been addressed.
    2012-01-14: The issue where the game would crash when events had no page conditions met has been fixed.
     
    Script
    KMS Minimap 2012-02-12.txt
     
    Installation
    Install this script in the Materials section in your project’s script editor.
     
    How to Use
    This script utilizes map notetags and tags in event comments. Please read the comments thoroughly.
     
    Compatibility
    n/a
     
    Terms and Conditions
    http://ytomy.sakura....tech/rules.html
     
    Tomy's Site T&Cs (translated by kirinelf)
     
     
     
     
    FAQ Style
     
     
     
     
     
    The English version translated by Mr. Bubble, but credit to Mr. Bubble is not necessary.
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