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Klimmers

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About Klimmers

  • Rank
    Ever-Brainstorming
  • Birthday 06/10/1988

Profile Information

  • Gender
    Male
  • Interests
    Working on a VX Ace project over the last couple years. Progress is extremely slow, but steady...
  1. Klimmers

    "Hiding" Enemies

    This seems to work for all the tests I've done. Thanks!
  2. Klimmers

    Yanfly Ace Save Engine Tweaks

    Well, part of the reason why I wanted to change the location was also to override the default setup of printing the map's name to the screen. A lot of my maps are labelled in such a way that I know what they are at a quick glance as a developer, and they aren't fitting to be displayed on a save screen to the player. Additionally, I wanted to be able to change the location name based on character position through variables, so that even on the same map, you can save in different spots and have a different location displayed (such as on the world map, if you save on different continents, etc). Thanks to the script you linked me though, I was able to incorporate a lot of what that did to get what I needed working. Now I have both the location changing the way I'd like, and the quest information displayed. Thanks again!
  3. Brilliant Galv! Thanks for the quick response. Works perfectly now.
  4. Tossing a bump out. If I had a bit more knowledge I'd probably try using notetags on skills to determine which skills should remove the state, combined with this snippet I got from Night Runner: This script works in a lot of cases, but removes the state when magic is cast or items are used, which doesn't really work with the 'Empowered Weapon' state I'm trying to create with this.
  5. It's worth noting that by default the Force Action command doesn't allow you to determine targets based on a variable/ID. You can specify a specific index between 1-8, but that doesn't help much since you don't know what the index is of the enemy the player is currently targeting. Unless I did 8 conditional branches to check the index of the current target somehow, each with their own version of the Force Action... So if I had some way to get the index of the currently targeted enemy, I might be able to make that work with some monkeying around. As far as the battle text goes, I tried it and if I'm understanding you right, the text is there for the animation then, but then only the player's name is displayed when the actual damage pops up from the following skills triggered by the common event. I'd prefer the slight flickering over that.
  6. Thanks for the link Magic. It was helpful, but trying that method, I'm running into a new problem. I set up my cross-slash to start with a 'dummy' skill that shows the animation (but does no damage) and then runs a common event to use a different skill (with no animation) that determines and displays the correct damage per swing (in this case, 2), repeating as necessary for the number of swings. The state is removing itself after the first swing as intended, which is excellent, but if the enemy dies after the first swing, the character goes on to hit a different random enemy, which doesn't synch up with the animation (or the skill) at all. Here's a screenshot of the common event I've got set up for reference. Personally I can't think of a fix for this unless I change the game settings to prevent re-targetting after enemies die, but that would greatly affect the rest of the gameplay with all of the other skills and such, and that's not something I want at all. This is driving me buggy - I feel like I'm so close to fixing this and then something else comes up... Edit: Additionally, doing it this way causes the battle text at the top of the screen to flash as the different skills are called, even though the text is identical for them (or they are the same skill). Minor detail, but still noticeable...
  7. I have, but this doesn't work right for multi-hit abilities (such as Cross-Slash, which hits twice). The state gets removed after the entire attack finishes, instead of after the first hit/miss. Specifically I'm trying to get a setup where the state gets removed on the first swing, even for multi-hit attacks. Good suggestion, though.
  8. I know I've seen a couple scripts for this. The only one I can find right now is Tsukihime's Scope Change script: http://www.rpgmakervxace.net/topic/6383-scope-change/ Causing HP Damage vs MP Recovery might be a bit more tricky though.
  9. Klimmers

    Skill Organizer

    Bump.
  10. Klimmers

    NPC Range

    Last I heard, anti-lag scripts are often a cause of most events offscreen not running properly. If you're using one of them, you might want to try disabling it and see if that helps.
  11. Klimmers

    Basic Attack Unique Effects

    You can replace the basic commands with your own versions through Yanfly's Battle Command List (http://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/). I would do this and just create different versions of the Attack command for every weapon type that you have. Ensure that the skills require a specific weapon type equipped, and then tag each one with <command hide until useable>. This way, only one version of the attack command should be available and visible in the command list (the one that suits the current weapon that is equipped on that character). Then, for your classes or actors, your note tags would look something like this (Assuming your weapon-specific attack commands are skills 2, 3, 4, and 5): <command list> Skill 2 Skill 3 Skill 4 Skill 5 Skill List Defend Items </command list> You may need to 'learn' the new weapon-specific attack skills through setup before they show up as being useable. If that's the case, I would recommend creating a new skill type for them like you were doing (call it 'Hidden' or something), and categorize them under that. Keep track of which number that 'Hidden' skill type is. Then, replace 'Skill List' in the above command list with all of the Skill Types 'except' that one. For instance, if the 'Hidden' skill type is your fourth ability type, replace Skill List with: Skill Type 1 Skill Type 2 Skill Type 3 This should allow your characters to learn and use the weapon-specific attack skills without them cluttering the battle window with a bunch of moves you can't currently use, or an extra skills category display.
  12. Klimmers

    Skill Organizer

    Tossing a bump.
  13. Klimmers

    Skill Accuracy

    Depending on what kinds of special skills you have (and your battle system), you may need to get a script instead of relying on states. Since I have chained attacks, counterattacks, and general multi-hit skills, most of the time states won't work for something like this even if their duration is only set to one turn, because it would affect multiple actions. If you do find a script for this, please share what you found; I've been keeping an eye out for something like this for a while. Though currently I'm focusing on a bunch of other things on my own game...
  14. Klimmers

    Flipping Animation Frames

    Ah, excellent. Thanks! Works perfectly.
  15. Klimmers

    Lunatic States

    Have you checked out the Lunatic States Package: Punishment? It sounds like the physical/magical backfire effects there might be just what you're looking for. And if it's not quite what you want, you might be able to figure out how to create your effect by looking at those two examples. http://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-states/lsp-punishment/
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