Pathos Prime
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9About Pathos Prime

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Co-Owner, VitaminH.info
- Birthday 03/18/1982
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Looking for a way to reflect a portion of damage from a physical attack. I want there to be certain enemies where you take a small percentage of the damage you deal to them. Say you do an attack for 100 HP of damage, the character who attacked takes 10% of that, or 10 HP damage.
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Is there a way to make it so a monster won't use an ally revival skill unless one of its allies is dead? Details: I have a boss that comes with two minions. He has a spell that removes the death state from these minions and revives them. However, he casts it all the time, and I want him to only cast it when his minions are dead.
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Need Help, for Chain Events.
Pathos Prime replied to Arase_kun's topic in Editor Support and Discussion
Can we see screen shots of both events? -
Is there a way to disable an ability and grey it out in the menu if there is no "map_escape" tag on a map?
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I know Shadowmaster's been gone for a while, but anyone know if there's a way to make this call an icon rather than a word? Like, instead of "Elemental Weakness: Thunder," have it be "Elemental Weakness:" and then the Lightning Bolt icon from the icon list. Also, is there a way to make this work with SoulPour777's Decimal Currency script and draw the "Gold" in $0.00 format?
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I... don't even know what's wrong with this Play Movie...
Pathos Prime posted a topic in Editor Support and Discussion
So I've got a movie I want to play. It's OGV, looks great, plays perfectly fine in MPC-HC. When I play it in the game, though, it cuts off, like, the last 10 seconds of it. The part that's getting cut out is just a still image on the screen for several seconds, if that might have anything to do with it. Can any of y'all think of a reason why an OGV might work perfectly outside of RPGVXA but not work inside the program? -
I'd like to tweak the TP system to do the following: 1. TP goes up by 1 point for each 10% of max HP damage the character takes. 2. TP goes up a flat 15 points each time the character guards. 3. TP does not go up for any other reason. I tried messing with the Game_Battler script, but I can't find anything in there that alters the amount of TP that goes up when you guard. I also messed around with Yanfly's TP manager, but that's kind of complicated and has a LOT of stuff in it that I don't need. Posted 25 minutes later Aaaaand I just remembered that "Attack" and "Guard" are Skills that you can mess with in the Skills menu.
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RPG Cowboy? The first thing that comes to mind is Irvine from Final Fantasy VIII. His special moves all revolve around the use of a gun, but with different types of ammo as his skill. I'd really tailor the class to however you're planning to use it in your story. Is he a "historical" type cowboy, with most of his skills in animal handling, with some self-defense gun skills against bandits? Is he a "TV western" type cowboy? A lawful-neutral "sheriff?" or a lawful "for the common good" mercenary type? Or a "stylized" cowboy "gunslinger" with almost superhuman gun control skills?
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Would this work? Set common event to parallel process. Label: RESET Set Variable (Time Span) to Random (Min number of seconds) to (Max number of seconds) Set Variable (Seconds Elapsed) to 0. Label: TIMER Wait 60 frames Set Variable (Seconds Elapsed) +1 Conditional Branch (Seconds Elapsed = Time Span) Conditional Branch (Character) is in party Show text: "POOF! Character turned into a bunny!" Set Party Member (Character): Remove Change Items (Bunny Key Item): +1 Jump to Label: RESET Else Show text: "POOF! The bunny turned back into Character!" Set Party Member (Character): Add Change Items (Bunny Key Item): -1 Jump to Label: RESET Else Jump to Label: TIMER I'm just not sure if it would trigger (and thus interrupt) during, say, cut scenes. Perhaps you could add a switch in there to turn the timer on and off when you need to? Say, a line such as Conditional Branch: Switch (Transformation) is OFF Jump to Label: RESET
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This appears to be a script that will fix this little bug: http://www.rpgmakervxace.net/topic/7276-end-phase-triggers/ If you don't want to mess with scripts, I found this interesting idea: So, instead of "kill 10 kobolds" you could make the quest "collect 10 kobold skins" toward the same effect.
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Time-Based Wait Instead of Frames?
Pathos Prime replied to GodsGunman's topic in Editor Support and Discussion
You just... kind of have to math it. 60 frames = 1 second, so if you want them to wait 5 seconds, that's 300 frames. 10 seconds is 600 frames. One minute is 3600 frames. If you're talking about syncing your game to real time, Vlue's Advanced Game Time Script is a good way to do it. -
Trade 5 items for 1 issue
Pathos Prime replied to Gavin McStine's topic in Editor Support and Discussion
Also echoing what The Harmp said. Control Variable [0001: Number of Ores] = [Ore] in inventory Conditional Switch: Variable [0001] >=5 Change Items: [Ore] - 5 Change Items: [ingot] + 1 Else Show Text "You don't have enough ore." -
This is intentional, meant to let you create two-floor maps where you can crawl up a ladder or something and run along the top of the wall.
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Beats me. Does the script have to be initialized? Try starting a New Game and seeing what happens.
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Add a clock/timer (24 hours) to the game + events?
Pathos Prime replied to stighetl's topic in Editor Support and Discussion
If you want the money deposited into your account AUTOMATICALLY, that would be kind of hard and require a bunch of parallel processes. If you can make it so talking to a person/ATM/some sort of action button event can give you your income, you can do it like this: For example: When you buy the hospital: Set Variable (Hospital) = GameTime.min? #This will set Variable (Hospital) to the number of minutes that exist when you buy the hospital. When you talk to the person who gives you your money: Set Variable (Hospital Money) = GameTime.min? Set Variable (Hospital Money) - Variable (Hospital) #This will set Variable (Hospital Money) to the amount of minutes that have elapsed since you bought the hospital Set Variable (Hospital Money) * 10 #This will give you 10G for each minute that has passed. Change Gold + Variable (Hospital Money) Show Text : "You got [Variable (Hospital Money)]G from the Hospital!


