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Pathos Prime

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Everything posted by Pathos Prime

  1. 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.
  2. Pathos Prime

    Enemy Revive Spells

    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.
  3. Pathos Prime

    Need Help, for Chain Events.

    Can we see screen shots of both events?
  4. Pathos Prime

    Map Escape

    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?
  5. Pathos Prime

    Fantasy Bestiary

    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?
  6. 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?
  7. 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.
  8. Pathos Prime

    Skills for a Cowboy?

    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?
  9. Pathos Prime

    Random transformation

    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
  10. Pathos Prime

    Battle eventing

    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.
  11. Pathos Prime

    Time-Based Wait Instead of Frames?

    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.
  12. Pathos Prime

    Trade 5 items for 1 issue

    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."
  13. Pathos Prime

    Passable Upper Wall Bug?

    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.
  14. Pathos Prime

    Yanfly Ace Item Menu Help

    Beats me. Does the script have to be initialized? Try starting a New Game and seeing what happens.
  15. 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!
  16. Pathos Prime

    Common event with advanced game time help

    Here's how I'd do it. When you talk to a person who gives you a Daily quest, Conditional Branch: Variable (n) = GameTime.day? Here is the same quest I already gave you today. Else Set Variable (n) = GameTime.day? Here is a new quest for today. GameTime.day? is the script call for day of the month, so it will automatically change every day if it's synced to your computer's game clock.
  17. Pathos Prime

    Wrong skills appearing for classes

    There's nothing there that should be giving the ability "Steal." Check to see if the male character by default starts with "Steal," since changing class DOESN'T make your characters forget anything they've learned. Also, changing class also doesn't give characters any abilities they would have learned at earlier levels, so you're not going to be able to learn Level 1 skills by changing class. Insert a line into the code under where you choose Mage: Change Skills: [character] Learn [Fire] Do that for every Level 1 skill for each class.
  18. Pathos Prime

    Help with "Countering" Attacks

    This already exists in the default game. There's a state called "Counterattack" that gives Ex-Parameter CNT + 100%. Ex-Parameter CNT is "Counterattack Rate," so you can mess with this, change the percentage, add it to equipment, etc.
  19. Pathos Prime

    Fantasy Bestiary

    That's fine I don't think even I would be able to find out how with the current version because unfortunately I did not set the action of enabling access to the Bestiary to data that can be saved so it's a feature I'll have to add in future. Wow you're fast to respond haha. Thanks! And extraordinary script by the way! I love it! I did this using Yanfly's Ace Menu Engine. I added the bestiary under "Commands" as such: COMMANDS =[ :item, # Opens up the item menu. Default menu item. :skill, # Opens up the skill menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :status, # Opens up the status menu. Default menu item. :fantasy_bestiary, :save, # Opens up the save menu. Default menu item. :game_end, # Opens up the shutdown menu. Default menu item. Then, later in the script, under "Custom Commands," I put: CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :fantasy_bestiary => [ "Bestiary", 82, 82, :command_fantasy_bestiary], So that Bestiary would appear in the menu once switch 82 was activated.
  20. Pathos Prime

    Sliding Puzzle Mini-game

    That's pretty cool... ...but I am infinitely bad at sliding block puzzles. XD This makes a fun mini-game idea, though.
  21. Pathos Prime

    RPG Bosses -- What are your preferences?

    I tend to prefer easier bosses, 'cause like Galv, the story is more important to me than the monsters I'm punching. Another point, though - remember that "strategies" will naturally evolve as the game progresses for the simple reason that character learn abilities, get better equipment, and have more money for items over time. Your early-game boss battles, when you only have 1-2 party members who only know Attack, Guard, and Provoke, are typically going to be Mash The Attack Command And Occasionally Use A Potion. These are good boss battles for tutorials and story and such, but remember that, unless you've made potions REALLY cheap, the player will probably only have maybe 5 potions and a couple antidotes, so don't make them hit TOO hard and DEFINITELY don't let them spam party-wide poison every other turn. Later in the game, when you've got 4 party members, two of whom know Heal and Raise, plus a backpack full of X-Potions, Remedies, Elixirs, and Phoenix Downs, THEN you can ramp up the difficulty. Have a countdown boss that will nuke your entire party unless you can get Reflect up on everyone. Have instant death moves. 'Bad Breath' spells that strew status effects everywhere. Gimmick bosses that spew poison on everyone and then hide so you can't hit them unless you cast an "Earth" spell. Bosses that possess your characters, forcing you to attack the character in order to damage the boss. "Field Effects" that cause permanent blind/silence/etc. Although - if you've got any REALLY odd gimmicks that might be too hard to figure out, be sure to put some dialogue clues in every few turns or so.
  22. Pathos Prime

    Can someone explain something

    If you want, you can mess around with it. Like, eliminate the "- b.def" part if you want the attack to ignore the target's defense. For magic attacks, use "a.mat" and "b.mdf." Just remember that "a" is the person/monster using the skill and "b" is the skill's target. Also, don't hesitate to experiment with things. Like "a.atk * 4 + b.def * 2" would hit HARDER the higher the target's defense is. "a.atk * 4 + a.luk * 2 - b.def * 2" would give the attack a bonus based on the user's luck. "a.atk * 4 - b.mdf * 2" would be a physical attack calculated against the enemy's MAGIC defense rather than physical. "b.hp / 2" would eliminate half the target's remaining HP, kind of like a "Gravity" spell. You can also do this with variables. For example, say you've defined variable 1 as the number of steps you've taken. You can make an attack like "a.mat * 3 + V[1] / 4 - b.mdf * 2" for a skill that does more damage the more steps you've taken.
  23. There's also a few examples of odd rock-paper-scissors-like triangles in Japanese culture - for example, frogs beat slugs beat snakes beat frogs (As seen in The Legend of Jiraiya, which was the inspiration for Naruto). And arrows (archers) beat spears (cavalry) beat swords (infantry) beat arrows (as seen in Suikoden and Warrior's Way for the 3DS).
  24. Pathos Prime

    Need graphics help fast!

    I've found Photoshop to be better at drastic resizes than GIMP. If you want to, you can post the image and I'll shrink it down in Photoshop for you, and see how it looks that way. EDIT: Neeeeevermind, I see now that you can't post it. But try it in Photoshop; CS2 is still free last time I heard.
  25. Pathos Prime

    WIP: Fantasie Spectrum

    Once, I ran an online RP, and, I swear to God, about SEVEN of the thirteen players in my game created characters who had lost their memories. So what did I do? Made it a plot point. WHY have so many people lost their memories? Your plot seems similar to a lot of "teenage boy switches between worlds" shows like Dual: Parallel Trouble and El-Hazard. (Sorry, those both come to mind because I've been watching a lot of Expanded Tenchi Universe series lately) In both of those, there's a critical event that GIVES the main character the ability to switch between worlds (and in both of them, "I want to go back to my original world" becomes a major driving force for the character. For "going back and forth between worlds frequently," check out Kyou Kara Maoh, where a kid from the Real World gets flushed down a toilet (seriously) to a medieval-esque world where he is instantly crowned King of Demons and given the task of rebuilding the Great Demon Kingdom. It starts off "I want to go back to my original world," then when he DOES go back, he, for a while, can't control when he goes back and forth, nor can he control when his Demon King powers activate. If you're talking past/present/future on the same time line, then obviously reference the great Chrono Trigger.