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2About XPhater

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Hmm looks like I accidentally broke the Battler Sheet Updater on the World Map. It's no biggie, just if you change weapon equips on the World Map your battler sprites won't update. It will be fixed in the next update. EDIT: Ok it's fixed. Other minor tweaks included with this fix: -Donna's Skill "Passivist" will now grant immunity to Stuns. -Donna's Skill "Bolster" will now also transfer Thunder Force. -Selene's Act 2+ Battler Sprite will now pound her fist at the ground when she is K.O.d in battle. -Tweaked Thren's Belly Flop to be more Belly Floppy. -A minor dialogue adjustment which occured to me this morning.
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Between the cold weather, arthritis, cancer, and the crazy woman off her meds again, it's been a rough past few months. I did manage to squeeze in some updates, Act 3 is around halfway done, and ends on a "Midseason Finale" I guess we will call it. I don't know when I will have the time and energy to work on this in the immediate future, so I figured it's been sitting like this long enough. Extra special thanks to RAD who lives up to his namesake by assisting with the resolution of several nagging bugs and issues. The Whine List is getting pretty small now, thanks buddy! Well I reinstalled Windows last month, Godsword is on a different drive so it shouldn't have been affected, but you never know disk defrag might have other plans. I don't think there's anything wrong with it but do feel free to complain if you can't find a Skill Trainer or something. Noteworthy Patch Notes: -Fixed an issue which was preventing you from moving a Required Actor around in Formation Command due to a crash with Galv's Character Effects, by adding 1 line of code suggested by Rad. -Fixed an issue with character reflections in Galv's Character Effects showing for Actors who have been removed from the Active Party, by adding 3 lines of code suggested by Rad. -Fixed an issue with Symphony Notetags not removing States, by adding a Remove State Alias suggested by Rad. -Fixed an issue with Enemies set to "Appear Halfway" facing the wrong direction until the next turn. -Fixed an issue with Mags not displaying on Actors who join a battle after it has started. -Fixed two issues where Counter Attacks and Magic Reflections would prevent the casting of Unison Skills. -Updated DoubleX Confusion Edit to v1.02e. -The Gem and Accessory Shop is now Purchase-only. This is because Limited Stock Items were appearing in the Shop List underneath any junk you might have sold to her. If you've sold her any junk in the past, simply buy it back to clear this up. -General Shop Cleanup: At the start of a new Act, obsolete Weapons, Armors, and Items from the previous Act will now be deleted from the Weapon and Armor Shops. You probably wouldn't buy them back by then anyway. -Increased Elemental Affinities on all weapons. -Katanas have received a slight Attack increase. -Thren's Skill "Smoke Dud" Hit Rate Debuff "Blind" has been increased from -25% to -35%. -Unison Skill "Lightning Storm" is now called "Thunder Colt" and has a new Avatar. -Fixed an issue where Grow Gems on the World Map may not work as intended. World Map battles were not gathering character level information, and so it was possible for a character to absorb multiple Grow Gems in succession once that character had levelled up on the World Map. -Tier 3 Mag Skills have been added. These are passive buffs to the Mag's owner. -Donna can no longer equip the Smart Mag, as there was no reason for her to do so. -Jedos can no longer equip the Stubborn Mag. -Thren can now equip the Stalwart Mag. -Actors who are in your Party, but are not in the Battle Group, will now appear as Events in the Accessory Shop. This is to resolve a minor cosmetic issue where Party Members could speak and interact with the Gemstone Cutter from outer space or wherever. -Fixed an issue where character sprites in Formation Command would not display while on the World Map. -Wrote a Script Module which, in conjunction with the Common Event, will now handle the assignment of Battler Sprites to Actors beginning in Act 2. Note that if a character goes into battle with no weapon equipped at all, they will turn into a Slime. This was originally done simply to test that all of the checks were working, but it amuses me so I am leaving it in. -Revised Elemental Buffs, Weapons, Armors, Spellgems, Blast Spells, and Unison Spells, to better represent their respective Elements and related Attributes. -Recategorized a few Sword types in the Database, omitting categories that have since become obsolete. Weapon Skills will now require an appropriate weapon to be equipped for their use. I don't think this will mess anything up. -Made hill tiles on the World Map impassible because I didn't feel like putting mountains everywhere. -Updated the Readme file with pertinent Elemental Affinity information. New upload to fix a few things that slipped through, I apparently forgot a comment hash in one of Rad's Symphony fixes which can cause a crash, World Map sprites would sometimes carry into towns, and I left 3 test NPCs standing around in the desert where you could see them, they've now migrated south. Also the last hit of Thren's Blade Dance is now a bellyflop. LATE UPDATE: I found out what the issue with Thren's Escape Skill is. This even occurs in a brand new project. What happens is when an actor uses a Skill that invokes Party Escape, only the living members actually escape, so that you are left with a dead party, and get Game Over. The solution to this is actually quite simple: Rather than having the Skill invoke Party Escape, instead have it call a Common Event that simply says Abort Battle. Now if that's all the Escape Skill does, it will work, of course, but you'll be casting a blank spell at your party and will get spammed with FAILED popups since there was no actual spell effect. To fix this, you can just set an invisible State to be applied, with 100% success, which will eliminate the FAILED popups. I've already used a so-called "Anti-Fail State" in a few other cases as well, and it was certainly useful here. So if you encounter that issue in your own VX Ace projects (and you will) that's how you can fix it.
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check for any of these weapon ids?
XPhater replied to XPhater's topic in Editor Support and Discussion
nevermind figured it out -
Some Battlers are flipped, some arent
XPhater replied to GameKirby's topic in Editor Support and Discussion
Need moar input! Show pictures of the actual file images. Are those backwards? One thing I've noticed with Yami Symphony, is if an enemy using a Holder Battler appears halfway, they appear facing the wrong direction, and then flip around at the next turn. Are you using Symphony? -
Side View Battle Script Suggestions For Beginners
XPhater replied to Gin n Tonic's topic in Programming
Try Yami's Battle Symphony: https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116e.rb Online Manual: https://docs.google.com/document/d/16zEipBx4p4iL_ty8LGf2z3ldFUzlBEfdM9QkSu-zXyY/edit#heading=h.vlqeekpclgdk There's a massive thread about it here where half of it is me explaining stuff to people, so if you have any questions, check here and it was probably already answered: http://forums.rpgmakerweb.com/index.php?/topic/19884-a-guide-to-yamis-battle-symphony/ You can start out simple, in fact many skills and spells can be cast with no Notetags whatsoever. Once you start getting the hang of it, though, you can do some pretty nice things. You can even use Holder's Battlers with it, though I'm not sure where the addon for that is atm- 2 replies
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You see that little white square in the upper left corner? That's selecting the sprite from the total filesize image. You don't just upload a single item or character; each file has a bank of 8 possible items or characters, with 3x4 poses apiece. Try exporting one of the default images, making a copy of it, renaming it, and putting your rubbish bin on top of one of the other images in that bank. That way you are sure to have a properly sized image file. A good trick when doing this is to then select everything you aren't using on the new file, and color over them with like a 65% black brush tool, so you know which of the images in that bank are still available for future use. Like this: I did have to squish the can 2 pixels vertically to get it to fit, if that's ok. Be sure to check "Direction Fix" so it doesn't spin around when the player clicks on it (unless you want it to do that, of course, or if you want it to move on its own for some strange reason). Also, it helps to set Photoshop to display the grid, so you can see exactly where the tilesets are. For sprite files, the gridsize is 32. For icons, it's 24. EDIT: Made a new image using the file you listed as an example.
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Well now that we know what the scripts causing the issue are, I'd suggest making a thread for it in the script support section. Someone familiar with those scripts could probably help.
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100% apply state sometimes (but rarely) don't apply state?
XPhater replied to powerSkeleton's topic in Editor Support and Discussion
I'm gonna hazard a guess and say you're in the "Rate" tab and setting State Rate. This doesn't apply that state on the character's attack, rather it sets how effective that state is against the character. What you want is the "Attack" tab, Atk State. Set this to apply a state when the character attacks. -
Because everyone on the internet is friendly and helpful
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Now that's odd. I just tried this in my own project and cannot get this to replicate. And I've got like 64 scripts cooperating with each other. You might need to give some more info, like what scripts are you using etc. Try taking them out one at a time and seeing what happens. Make sure you start over with a New Game and don't load a Save Game.
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Found a crash today, so I'm uploading an update. If Thren had a single plain Katana equipped with no offhand, he was missing the battler sprite and would crash the game. I've added the missing sprite so everything should be fine now. Also included with this update: -Staff weapons now give a modest amount of +Fire Affinity. -Combustion had no duration, and would last forever. This has been fixed. -Donna's Skill "Slaggage" was only giving her 10% of her Max HP on the final hit. This has been corrected to 20% as intended. -Holy Force and Soul Force have increased their MAT bonus from 5% to 10%. -Barlog now has a face icon to match his sprite. -Fixed a possible crash due to Thren missing a single-wield katana battler sprite. -Thren's M.Atk now has the standard S.Atk 35% chance for a combo. -Reduced the FP Cost of Whiskey Flame Tornado from 4 FP per Actor to 2 FP per Actor. -Finished the town of Trawla. There is now a villager house that you can enter.
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Simple really. Just place invisible Events in front of him to each side, that when the player steps on it, it sets an Autorun move route for the guard to step over to that side, turn facing downwards again, and then talk the same thing as if he would if you'd been right in front of him. You'll probably want to put these 2 spaces to his left and right also, for when the player tries to slip around from the side. Once you pay the gold, set a Switch on that tells all of these Events (the Guard himself, as well as the invisible step Events to his sides) to allow you to pass.
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I cannot equip weapons I have created. Help!
XPhater replied to TheGreyBlade's topic in Editor Support and Discussion
One thing I notice is that you have an attribute on the axe itself that says "Equip Weapon - Axe". That just means that whoever equips the weapon in question gains the ability to equip whatever you put there. So there's no need to put "Equip Weapon - Axe" on the axe, because the character would need to first equip the axe, in order to gain the ability to equip an axe. -
I'm using multiple battler sprites depending on weapons equipped. If someone has a fire sword, they display a red sword. If they have a poison sword, they display a pink sword. If they have a broadsword, they display a broadsword. Etc, etc. The tricky part is running the Common Event before a battle to update their sprite accordingly. It's handled by a conditional branch, which checks for each available weapon, and assigns an appropriate sprite. The branchs are getting so long, that they are running off the edge of the screen! So I started looking for scriptcall equivalents, which could possibly make this a lot simpler, by including multiple weapon IDs in each check. For example, an Iron fire sword and a Steel fire sword would use the same battler sprite, so if I could check for either of those in one condition, it would make the branch a lot shorter: This works, but only if I have one single ID per check. If I include more than one ID, as shown in the picture, then it breaks and doesn't work at all. Checking for one ID at a time doesn't help any. I know it's possible to check for multiples, since I do that for States in custom damage formulas, like this one: I've tried concocting a weapon ID variation of this, but have not had any luck figuring one out. Does anyone have a suggestion of how to write the scriptcall in image 2 to fulfill the condition if any of the included weapon IDs are valid?
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It's been a rough year, but Act 2 is finally finished! Act 3 wrote itself while I was in the shower, so after a summer break I should be able to get right back into it. Here are today's patch notes: -WINDOWS HATES ME! TRIES TO RIP GODSWORD!! I can't run anything in fullscreen mode anymore, or else the entire screen goes black and the only way to recover is to perform an improper shutdown. I found that out during a recent playtest, and several files became corrupted. Fortunately I was able to restore most of them from backup, but I lost a bit of work on the World Map, as well as some Tileset Passability Data. I'll of course be able to make an approximation of what I had before, but if you saved on the World Map in the vicinity of the Campsite, I can't guarantee that you won't log in stuck inside a tree or something. IF YOU SAVED ON THE WORLD MAP IN THE VICINITY OF THE CAMPSITE INTERMISSION, RETREAT BACK TO THE SNOWY PATH TOWARDS THE THIEVES' DEN BEFORE DOWNLOADING THIS UPDATE. THE FIRST SNOW TILE IS FAR ENOUGH, AND YOU WILL BE SAFE FROM THE TREES. And do report any funky monkey business you may happen to come across on the World Map, or tilesets in general. Some of those became passable when they shouldn't be. It's probably fine from backup but I'm paranoid. -Included Yanfly Ace Region ID Battlebacks. -Included a short script by Shaz to allow Events to move towards coordinates stored in variables. -Included Yanfly Target Info. Since The Black Swordsman blew up the Elements Page disposer, I'm finally starting to make sense of the way VXA handles Elemental Attributes. Yanfly Target Info will hopefully assist players in similar fashion. If not, it's still a handy developer tool anyway. Talk to Wren in Trawla to procure a Mag that will grant access to the "Scan" Skill, which unlocks all available information about a scanned target enemy type. -(None of these require a restart.) -Speaking of Elements, now that things are starting to make sense, I've made a sweep through the database to update various skills and items. It's still a bit of a mess as far as states and parameters are concerned, but it's starting to shape up. Once Act 3 is underway, I'm going to chart out all this crap and revise some of it. -Elemental bonuses have returned to weapons and buffs. -Red Guards and Demon Captains in Act 2 can no longer be K.O.'d before activating Ardent Defender. -Thren and Rhoda in Act 2 will now buff themselves upon joining the battle. -Thren's Skill "Draw Fire" was not working on a few battles. This has been fixed. -As Mag Skills have had MP costs reduced and durations increased, buffs have been adjusted accordingly. -Tweaked the Symphony Tags in several Skills. -Ribbons have had their price increased to 500G. -A new Accessory Shop will appear starting in Act 2. This is where you can buy Gemstones, Ribbons, other misc Accessories, and get additional Gemstone Slots installed to your Armor. -Unison Skill "Lightning Storm" has a new Avatar. -Unison Skill "Holy Fire" has a new Avatar. -To make Unison Skills more interesting, all Unison Skills will now include a chance to inflict Parameter and Ex-Parameter Debuffs on affected targets. Currently I have all enemies set to 20% Success Rate, on all Parameters, across the board. This is something I will be keeping a close eye on, as stacking many debuffs in a short timespan can cripple enemies, and Unison Skills hit multiple times. Stack Limit is 2 though, so it shouldn't be too drastic. -Selene's Skill "Starcross" does not invoke Popups over Party Members that it heals, as the heal comes from a Custom Damage Formula rather than an Attribute in the Skills Database. To compensate for this, I made some little green plus symbols, which will animate over Party Members via Symphony Tags. They won't tell you how much was healed, but will, at least, provide a visual representation that heals did occur. -Donna's buffs "Passivist" and "Aggressivist" will no longer cancel each other. -Miri's Skill "Vengeant Slash" has received a level*25 max damage bonus to its damage formula. -Shocked, Smashed, and Bleeding states now have their own icons and animations. -Selene's version of Revival is now Revival+, and adds HP Regen 1 to the Revived party member. -Selene's Skills "Absolve" and "Allabsolve" will now remove Confusion from the target without giving it to herself. They will now also remove Stuns. -Leigha's Skill "F.Attack", in addition to being more powerful on Burning enemies, will now also inflict the "Combustion" State, which will make affected enemies more susceptible to Fire damage and effects. -Fixed an issue hopefully with some Skills being Counter Attacked at the end when they shouldn't be. -Key Item "Element Chart" has received a makeover. -Parameter Buffs and Debuffs have received revised icons in the style of other icons. This makes them easier to read. -Treasure Chests in the Thieves' Den won't give you as much bonus Fire Resist gear now. It was really making Barlog too easy to defeat. Additionally, some weapons and armors have been adjusted in the Database. This won't have any lasting repercussions, but if you've already opened those chests, the gear you looted may turn into a different version. -Barlog has been rebalanced, to make him more challenging. -Harpies now attack with a Bite animation. Om nom nom! -Made a small change to Party Favour, which has a significant impact on the way it functions. When either team fills up to MAX MODE, the opposing team's meter will no longer get reset to 0. The upside to this is that enemy MAX MODE isn't quite as punishing, since you can still attain your own MAX MODE to help you live through it. The downside is that your own MAX MODE will likewise, no longer reset the enemy meter, so you will have to deal with enemy MAX in some cases where you otherwise wouldn't have. If you are able to maintain a consistent offense, you can still keep their meter in check. Some playtests have proven this new functionality to be much more fun. -Set Yanfly Engine to allow you to unequip weapons when no replacement weapon is available. When I first started messing with various dual-wield and offhand scripts and settings, this would sometimes allow you to equip unintentional Main+Offhand combinations. I think I've got this sorted, as I haven't been able to replicate that presently, but keep an eye on this. (Ingame example would be Thren with a Katana Mainhand and a Spellshield Offhand, which shouldn't be possible.) The benefit of this is that you can more freely exchange setups on characters such as Thren whose Offhand equipment options change depending upon what is in their Mainhand. -In the final boss battle of Act 2, party members join in progress. Depending on where you have them slotted in Yanfly Party System, this can cause some members to get shoved around on the battle screen. This is the type of situation which caused the Summon Monsters to be scrapped, because when a monster was summoned, if a party member with a visible State Animation got shoved, the game would crash with a nilclass error. Fortunately, it seems this only happens with monsters, as part of their summon involved changing the max party member variable from 4 to 5, during the battle scene. When it's a party member doing the shoving, with no party member variable reassignment surgery, no crash occurs. But keep an eye on this, and file a complaint if it does occur. -Thren learns "Escape" at Level 20. When I first made this Skill last year, there was one occurance while fighting Aibats where one party member failed to escape, was defeated by the bats, and got Game Over. That made me paranoid and I didn't give him the skill. I did a bunch of running around with this Skill the other day and I cannot get that to happen again, so I am tentatively giving it to him for now. It could have just been some weird playtesting bug, such as Yanfly Engine F8 instant win then I twitch hit the Enter Key and crash the game, but be sure to complain if this happens to you. -Considering making the main Shop NPCs (Arshes, Eli, and Rita) purchase-only, and adding a "Stock NPC" to Arshes Arsenal who would buy all of your used items. This would free up clutter in the main Shop inventories, and if you ever wanted to buy something back, you would know where to find it, as that would be the only NPC you could sell to. I'm unsure if this would be a convenience or an inconvenience, so no decision has been made on this. -I gotta give props to DoubleX, during a recent playtest a Confused Leigha tricked a not-Confused Selene into helping her cast a Unison Holy Fire on their own Party. That was pretty funny.


