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Everything posted by Vis_Mage
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Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Bump.- 6 replies
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- licence board
- engine
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Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Holiday Cheer Bump.- 6 replies
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- licence board
- engine
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Pokémon World Tournament style Gamemode
Vis_Mage replied to SpuddyFerret's topic in Editor Support and Discussion
You can go about this with some fairly simple eventing. Simply set up an event to have you fight back-to-back, perhaps with some dialogue and healing in between if you want. When using the "Battle Processing" event command, there is an option to "continue even if lose". Under "if win", you can have the character continue on in the tournament. Under "if lose", you can heal the character back up, and send them back to the entrance of the tournament, with a participation prize. If you want to game it feel even more genuine, use a variable to randomly select what opponent you face, so no two playthroughs are the same. -
No levels + Skills unlocked through equipment?
Vis_Mage replied to DarkEspeon40K's topic in Editor Support and Discussion
As far as giving skills through equipment, there's a feature for that. Just go the the armor, and under features, go to the skill tab, where you should see "Add Skill". Now, whenever an actor is equipped with the weapon/armor, they will gain that skill. -
Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Bump.- 6 replies
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- licence board
- engine
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Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Double-bump.- 6 replies
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- licence board
- engine
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Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Bump.- 6 replies
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- licence board
- engine
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Crystal Engine - Licence Board: Actor Specific Boards
Vis_Mage replied to Vis_Mage's topic in Programming
Bump.- 6 replies
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- licence board
- engine
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If you do happen to figure out what it needed to work, I would really appreciate it. Otherwise, it's still good to know about the scroll wheel incompatibility, I'll have to plan around that.
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Chatter Messages (Yami Pop Messages Addon)
Vis_Mage replied to Quack's topic in Completed Scripts/Plugins/etc.
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Chatter Messages (Yami Pop Messages Addon)
Vis_Mage replied to Quack's topic in Completed Scripts/Plugins/etc.
This is a really nifty script, very helpful for cutscenes and random NPC chit-chat. I've been implementing it into my game, although I've come across some bugs. 1. Normal text doesn't seem to work anymore with the script, the normal box will show up, but no face or text. 2. There seems to be incompatibility with Z12 Automatic Nameboxes (http://www.rpgmakercentral.com/topic/1274-z12-automatic-nameboxes-v103/ ). Namely, it crashes the game on start up. I saw you mention that there is a current issue with name boxes, although I don't know if this is the same issue or not. One thing to note, I am using the 1.3 version of the script (the one linked in the OP) -
Character/Item/Location Information
Vis_Mage replied to Purple Phantom's topic in Theory and Development
As far as characters go, including likes and dislikes, or possibly hobbies could be very useful if your game has any sort "gifting" mechanics. Strengths could be an interesting thing to list, and while you're at it, you could list weaknesses as well. Items look pretty solid. Perhaps if you use a crafting system, you could list the recipe, if it has one. Locations also seem solid. Depending on where you find the location info (world map?), you could always note what characters are currently there. -
Making an Order/Pick Up System
Vis_Mage replied to jezebelthenun's topic in Editor Support and Discussion
I know that there is a common event shop script. Using it, you could have the common event be a parallel process with a wait x frames (60 = 1 sec) before either adding the items to your inventory, or flipping a switch to make the "delivery" NPC spawn. You could from there go one step beyond and have a different variable for each item/common event, in which case you could have the same delivery NPC work for all items bought, changing event page depending on the variable. Just make sure to set the variable back to 0 after the item is delivered. -
Yikes, sorry for such the late reply. I guess I never followed the topic, so I didn't get any notification, I just figured no one responded. If you are still interested, I could certainly whip up a demo for the side-view multiplayer PVP system within the next couple days. As far as a multiplayer co-op ABS goes, this is certainly possible, although it is much more complex, and would require several scripts and a lot of eventing. (I would know, I'm actually doing this is my own project) Again if you're interested, I could whip up a demo for this version as well, but it may take a bit longer to get to you. I'm still working out some quirks in the system, but once I have it working, I do plan to release the set-up to the public for anyone to use.
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Hello! I was wondering if someone could recommend some nice magic altar or magic ritual sprites and tiles? I'm using Ace, but I have access to XP, VX, and MV as well, so any style should work. Thank you!
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I'm sorry for the really late reply, but thank you very much for making the altar for me! I really appreciate it!
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So long as you're fine with both players using the same computer, you can achieve some fairly basic PVP with a bit of crafty eventing and database editing. To start off, I highly recommend using a sideview battle system for this. It's not necessary, but most sideview systems let you set the position of actors during battle (as technically you will each just be controlling 1-2 actors each, so you'd want to set player 2's characters to be on the opposite side of the battlefeild). From there, make sure to change all skills to have an "ally" scope, as again, you technically aren't attacking an enemy, but another actor (keep in mind that this means that you can't have a "hit all enemies" skill, as you'd be hitting yourself as well). Next, we set up the troop event. Ideally have only 1 invisible "enemy" in the troop. Create a battle event to check if player 1 or 2's actor(s) have been defeated, and if so, end the battle (and flip a switch, if you want to create a winner screen, or keep score). Make sure this event is set to run at the beginning of every turn. And voila, you have yourself a basic PVP system! Pass off controls at the start of each player's turn, and make tweaks as needed! I hope I managed to explain this in a way that makes sense. If you're still a bit confused or run into issues, I'd be happy to whip you up short demo of the system, just let me know.
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Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
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Falcao Pearl ABS Liquid V3 update
Vis_Mage replied to Falcao's topic in Completed Scripts/Plugins/etc.
A bit of an odd request, but could someone help me re-create a feature that I used to use with XAS? The feature was pretty simple, if you held down the attack button for a few seconds, an "charged" animation would appear on the player. From there, releasing the attack button would unleash a special attack. (Think similar to the Zelda games, where if you held the attack button, you would charge up, and do a spinning attack) -
Welcome to the forums!
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That sounds great, thanks!


