-
Content Count
92 -
Joined
-
Last visited
Community Reputation
5About bloodyliao

-
Rank
Advanced Member
Recent Profile Visitors
-
bloodyliao started following Cidiomar
-
bloodyliao started following LadyMinerva
-
Galv's Random Loot Drops v. 1.4
bloodyliao replied to Fhizban's topic in Completed Scripts/Plugins/etc.
I've got a problem about this script. If I set 5 or even more different items with a same rarity, say 5, and run the script, it seems that the items i'll get are not really random. Actually, the first item whose item ID is the smallest has a rather high chance. I make a loop to run the script call as " random_item(1, 1, 80) " for many times, and it seems that items with smaller ID are more likely to be obtained. Is there anything to do with that? -
bloodyliao started following Puzzles!, Writing Magic Scroll with Runes!, Boss Battle Design and and 1 other
-
Cannot download your scripts. It appears that your website is expired?
-
Enemy AI : Targeting Priority Manipulator
bloodyliao replied to Shad3's topic in Completed Scripts/Plugins/etc.
Is there a way to to target actors with highest/ lowest parameters like atk, def, mat? -
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
bloodyliao replied to DoubleX's topic in Completed Scripts/Plugins/etc.
It shows " undefined method 'mpequals_mp_tp_addon' for #<Game_Actor:0xf72306c> " as I put the new script into my game... -
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
bloodyliao replied to DoubleX's topic in Completed Scripts/Plugins/etc.
I think I've find how to deal with that. Just simply replace all "Plane" to "RGSS3Plane" in these scripts and the bars will appear. But there's another minor problem and I don't think it has any thing to do with the plane script. When I choose to show tp of enemy, at the very beginning of battle, when i use attack command or some skills that point to enemy, the tp bar of that enemy is full like the hp bar! As the skill is executed, with a damage dealt, shorten of hp bar (bright part), the tp bar becomes empty at first and then charge to a certain amount that is due to the damage (enemy charge tp by taking damage). This seems weird. I think the tp bar should be empty at the start, and then change with current value, instead of such a strange way that it is full at first and then become empty and then charge to current value. Is it when the bars are created, they are created as full bars, and they update only when the value changes? Is it possible to update once at the start of battle for tp bars? Since I'm using TP manager, different monsters may have different initial tp values when the battle starts, so hopefully tp bars should update and show correct values at the very start, instead of a full one. -
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
bloodyliao replied to DoubleX's topic in Completed Scripts/Plugins/etc.
It is not compatible with RGSS3 Plane v1.3.5 by FenixFyreX. There's a Compatibility Patch for FenixFyreX's Plane class rewrite and Yanfly Battle Engine Add-On: Enemy HP Bars, can there be a similar Compatibility Patch for Enemy MP/TP Bars Addon? -
EST - ENEMY / ACTOR POSITION v 3.2 (SCOPE_CONDITION)
bloodyliao replied to estriole's topic in Completed Scripts/Plugins/etc.
Can it be possible to work with Yanfly Engine Ace - Area of Effect and Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars? I have tried to put them together, and they works almost fine, except that the HP BAR as well as the indicator which shows the involved enemies goes wrong. Here's the example: I'm casting a skill with an AOE effect, hitting multiple enemies with your script, it becomes without your script, it appears to be the picture below, which shows the envolved enemy as well as their HP. It seems that something with the indicator and the HP bar goes wrong with your script. But if possible, I'd love to use all of them. Is it possible to make a fix? Thank you.- 80 replies
-
- attack range
- backrow
-
(and 1 more)
Tagged with:
-
bloodyliao started following List of My Scripts
-
Super Dungeon Demo Thing
bloodyliao commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
Hi~ I want to implement the latest mini-map script in your Super Dungeon. The latest minimap can by found here: http://forums.rpgmakerweb.com/index.php?/topic/1935-kms-minimap/ However, it doesn't update when I enter the second floor of any dungeon, and the mini map in any floor lower than the first floor is incorrect, showing the map of first floor all the time, even if the script calls like 'refresh_minimap' and 'update_minimap_object' are used. How can I fix that? I like the idea that the whole size of the minimap is fixed, just like what in the latest version of mini-map script, instead of changing by the actual size of the map, which can be a nightmare when the size comes to a large number. -
Hi~ I want to implement the Cache Back script in your Super Dungeon. But sometimes, there are some errors occur saying something wrong with the bitmap and the game crashes. Is there any compatibility issue in the cache back? Say, if work with Galv's Menu Themes Engine, as the main menu is opened twice, the error may occur and the game crashes. It is strange that if I open the main menu only once, no error occurs.
-
bloodyliao started following Super Dungeon Documentation Thing
-
Super Dungeon Documentation Thing
bloodyliao commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
Oh, I see. Sorry to bother u for such a trivial mistake... Anyway, thanks a lot. However, I notice that even if I set the right tags for tiles, there's no effect unless I use the command start_lights. But I don't wanna give the player light automaticlly Instead, I want them use a torch item which calls for a common event that give them light. Also, don't want the whole room lighted once entered, lighting the surroundings of the player is okay. So I set the common even as l = $game_map.lantern l.change_owner($game_player) l.set_graphic("torch") l.set_opacity(180,10) l.show but this time, without start_lights commond, there's no wall effects. Any idea to bring the effects back withou using start_lights? -
HI, Vlue~ It's me again. I wanna show a sleek gauge on map, whose value can be stored in a varible, any idea to do that?
-
Super Dungeon Documentation Thing
bloodyliao commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
Maybe I got somthing wrong... I just press F7 and give the tile certain tags, say giving a tag 6 for a wall. But is only works for non-dungeon maps. If I do so in dungeons, say give the tag 6 in row 2, which is the wall tile, nothing happens. -
Super Dungeon Documentation Thing
bloodyliao commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
in the instruction, it says # Roof behavior tag Roof_Tag = 5 # Wall behavior tag Wall_Tag = 6 # Block behavior tag Block_Tag = 7 if I give a map certain tags, it works. But it dosen't work in dungeons -
Super Dungeon Documentation Thing
bloodyliao commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
But what if I use custom tilesets? I don't know how to give them tags correctly... -
Is it possible to allow for showing custom popups? Say, when you are huet by a trap on map, it shows "you are bleeding, HP -10".


