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9About Player One

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Thank You very much.
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Great plugin but how to make that actors will be selected from ids 101 to 200 instead of all? I need to select/choose only Hero from some actors. Thanks in advance
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Thanks Rikifive
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Well, I'm using Hime "Replace Attack"(standalone) script(for materia system) along with many many Hime's, Yanfly's and other scripts without that problem. You can try moving "Replace Attack" script at the end or beginning etc or try delete other scripts one by one unless it works, or try put it in fresh project then add one by one rest of your scripts to checking which script(or scripts) may conflict with it. I assume of course that you did not modify "Game_Actor". If you want using Hime's "Attack Skill Command" + "Command Manager" along with Yanfly Equip Engine - make sure, there are conflict only between those scripts, put them into fresh project, then try asking someone for support - i would like help you but i can't... The last thing that comes to mind is that the error occurs when selecting a new game? I'm asking because I made one time stupid mistake with loading game saves after adding new scripts.
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Did you try putting Hime script(or all) below Yanfly's scripts? Maybe it resolve your problem...
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I think multiplying attack or target skill is simplest way: For Basic Attack: http://www.rpgmakervxace.net/topic/12123-replace-attack-command/ For Skills: http://www.rpgmakervxace.net/topic/11926-learn-and-replace/ tag actor with ex. <attack_command: 135, 144> or skill probably <replace: 135, 144> then add skill id 135 in state 38 it should work Also you can create attack with Damage Type: MP Damage instead Hp Damage
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Yes it should be possible, simplest way without scripting - turn switch xxx = on(ture) in troop -> battle event(turn 0, battle start) then make event in map with autorun if switch xxx is on - make your formula ex. v1 = actor tp then heal actor with(max hp - actual hp) * v1/100, turn swith xxx = off Example script call (don't know if it works): @heal_tp = ($game_actors[1].mhp - $game_actors[1].hp) * $game_actors[1].tp / 100 $game_actors[1].hp += @heal_tp You can add conditional branches, choices, reseting tp actor ect in common event or directly in event running Also you might set ex v666 = actor.hp before battle(in troop -> turn 0) then if after battle v666 < actor.hp restore hp If you have many charactes you may try using something similiar set some variable[220] = party size then if $game_variable[220] > 0 # heal first party member something like - > $game_party.member[0].hp elsif $game_variable[220] > 1 # heal second party member something like -> $game_party.member[1].hp # etc end You might also use Yanfly Base Troop script for turning switch in each troop Hope I helped you a little
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Is There A Script To Make Your Title Animated?
Player One replied to 123darkness's topic in Programming
You mean Title Screen? Try search Moghunter Animate Title. -
Too bad, so i can't help you... I removed those videos
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- auto-potion
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Depends of what battle system is used. Everything is working for me. I made simple test for Auto-Med: Antidote notetag: <AutoItemConditionAfterTarget> user.state?(22) && user.state?(70) </AutoItemConditionAfterTarget> <AutoItemPriorityAfterTarget> 4 </AutoItemPriorityAfterTarget> 22 is my pioson state id Edit: Removed movies
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I'm using this for Auto-Potion (and should work for Auto-Med i think): http://rpgmaker.net/forums/topics/15717/?p=1#posts ex. potion note tags: <AutoItemConditionAfterTarget> user.hp < user.mhp && user.state?(70) </AutoItemConditionAfterTarget> <AutoItemPriorityAfterTarget> 4 </AutoItemPriorityAfterTarget> state70 = Auto-Potion Auto-Phoenix: Im Using This: https://yanflychannel.wordpress.com/rmvxa/utility-scripts/base-troop-events/ Yanfly's Base Troop Events Script then: use this in troop base State72 = Auto-Phoenix State1- of course Death I hope there is no problem with pasting external links.
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I hope this should help you. My snippet Hamedo http://www.rpgmakervxace.net/topic/29574-hamedo-improve-counter-attack/ BTW: If you want use normal counter attack(not Evade and Counter) as default use second(v1.1) version of script it also adds "Forestall" counter mechanism I did not notice that target is random(or maybe because yanfly engine or other script that i'm using fixes this issue) For counter skills try ex. Tsukihime script http://www.rpgmakervxace.net/topic/3855-counter-skills/ if you want change counter attack skills for your actors, try combine 'counter skills' script with some 'passive state' or 'passive skills' script, i think.
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Thanx for quick reply. I will add this tommorow, since now i doing backup my project. I have also small idea, boosters could be more flexible, I mean in my TT is core edition and several special editions(sets) like in MTG and it isn't possible to create booster that contains specific set or core cards only, unless we multiply rarities. Also creature types(families) is used probably nowhere, they could be used for creating booster pack or example for ready to play decks(example Human Core deck which exchange cards in our hand). It is minor request because i now it could be done by adding single cards based on random variable for example. But i think it could create fresh ideas for other users like easy creating amazing challenges for quests like Duels Decks(ex Humans vs Monsters) etc.
- 301 replies
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- triple triad
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Is possible to disable 'deck manager' before duel if our hand have 5 cards of course? I mean i almost finish triple triad tournaments and i want lock/disable changing cards between duels. If i understand correct hand_card_lock(3) locking card with ID 3, not 3rd card in our hand.
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I requested for something similiar so I think this might help you http://www.rpgmakervxace.net/topic/33941-how-to-arrange-variables-by-value/ You can't sorting arrays with this - it recive errror, but you can import your values into other variables then sort them... So just use script call ex: $game_variables[1001] = $game_actors[1].agi $game_variables[1002] = $game_actors[2].agi # up to 12 # or from your arrays # $game_variables[1001] = your_array[1][1] # $game_variables[1002] = your_array[2][1] Above topic allows sorting with two variable groups so you can use second for ordering type @max_players = 12 $game_variables[2001] = @max_players $game_variables[2002] = @max_players - 1 $game_variables[2002] = @max_players - 2 # etc up to 12 # btw i used local variable @maxplayer because if somehow numbers of your playes will change, you change only one line instead of each # of course you can use it normal # $game_variables[2001] = 12 # $game_variables[2002] = 11 # $game_variables[2002] = 10 That means if actors will have that same agility, they will be sorted by ids - Actor 1, Actor 2, etc After setting variable groups just call script (of course first you must paste script from my thread above main in script editor) triple_triad_rank(3001, 1001, 2001, 12); triple_triad_rank(output group, agility group, ordering group, max players); so you got sorted actors by agility in our v[300x] gorup(up to v[3012] in this case) exaple output [3, 1, 2, 5, 4] - means 1st actor is third, second is first etc now we need export agility based on variable group 300x(v3001 = actor 1 agility position, v3002 = actor 2 agility position etc) into array You can call something like this: case $game_variables[3001] when 1 # means 1st actor have highets agility your_new_array[1][0] = $game_actors[1].agi # or v1001 you_array_ids[1][0] = 1 when 2 # means 1st actor have 2nd highets agility your_new_array[1][1] = $game_actors[1].agi # or v1001 you_array_ids[1][1] = 1 # etc uo tp 12 end case $game_variables[3002] when 1 your_new_array[1][0] = $game_actors[2].agi # or v1001 you_array_ids[1][0] = 1 when 2 your_new_array[1][1] = $game_actors[2].agi # or v1002 you_array_ids[1][1] = 1 # etc uo tp 12 end # make it for up to 3012 variables example output should looks like actor_ids = [3, 1, 2, 5, 4] - means v[3001] = 3, v[3002] = 1 etc your_new_array = [31, 27, 24, 23, 17] or if you want back by actor ids values case $game_variables[3001] when 1 # means 1st actor have highets agility your_new_array[1][0] = $game_actors[1].agi # or v1001 you_array_ids[1][0] = 1 when 2 # means 1nd actor have 2nd highets agility your_new_array[1][0] = $game_actors[1].agi # or v1002 you_array_ids[1][0] = 1 # etc uo tp 12 end case $game_variables[3002] when 1 your_new_array[1][1] = $game_actors[2].agi # or v1001 you_array_ids[1][1] = 1 when 2 your_new_array[1][1] = $game_actors[2].agi # or v1002 you_array_ids[1][1] = 1 # etc uo tp 12 end It should be Example output actor_ids = [1, 2, 3, 4, 5] your_new_array = [27, 24, 31, 17, 23] Then you have sorted actors agility in your_new_array and actors sorted in you_array_ids[1], of course you can import/export those values as you wish into new arrays or variables groups but you want store results with pairs in arrays case $game_variables[3001] when 1 # means 1st actor have highets agility your_new_array[1][0] = $game_actors[1].agi # or v1001 you_array_ids[1][1] = 1 when 2 # means 1st actor have 2nd highets agility your_new_array[2][0] = $game_actors[1].agi # or v1002 your_array_ids[2][1] = 2 # etc uo tp 12 end case $game_variables[3002] when 1 your_new_array[1][0] = $game_actors[2].agi # or v1001 your_array_ids[1][1] = 1 when 2 your_new_array[2][0] = $game_actors[2].agi # or v1002 your_array_ids[2][1] = 2 # etc uo tp 12 end example output should looks your_new_array[1] = [3, 31] your_new_array[2] = [1, 27] your_new_array[3] = [2, 24] your_new_array[4] = [5, 23] your_new_array[5] = [4, 17] hope I helped you and didn't make any mistake



