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Japhasca

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About Japhasca

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  1. Japhasca

    Calling state resist variables in scripts

    Thanks so much everyone! Got it now. I was on the right track but was using the ? wrong. value = sprintf(fmt, (@actor.state_resist?(21)? 1:0) * 100) will give me a result of 0 or 100 depending on if the state is resisted or not (I'm not using % rates so this is perfect!)
  2. Japhasca

    Calling state resist variables in scripts

    EDIT: Got Icons to work. Still can't figure out how to get the state resists.
  3. Japhasca

    Elemental Resistance and Weakness in menu

    Not trying to necro, but I'm working on a similar issue. I was able to pull elemental resistances with @actor.element_rate(n) within the main Yanfly script needed for the plugin above, but I can't for the life of me figure out the variables or the methodology to pull state resistances (immunity OR rate.) I've been looking online for hours.
  4. Salutations! I've begun using Yanfly's Ace Status Menu script to add more visibility to in-game parameters. https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-status-menu/ I've added functionality to display elemental and state resistances. For elements, I was able to use @actor.element_rate(n), and, with a little math, displayed them as positive integers. For states, I tried @actor.state_rate(n) but it returned their chance to inflict states on attack, rather than their resistances. Question then, what variable stores state resistances? I'm assuming there would be two per state, since items allow both a state rate and a state resist; and if I'm correct, would the latter also be stored as a boolean? I'm also trying to figure out how to add an icon from the icon file before the name of each element and state, if anyone can help with that too. EDIT: ADDED The state thing is what I'm most concerned with, but as far as adding icons, in keeping format with the rest of the script, the strings placed into the slots above are set up like: ELEMENTS_COLUMN1 =[ [:firZ, "Fire Resistance"], [:iceZ, "Ice Resistance"], [:thuZ, "Thunder Resistance"], [:watZ, "Water Resistance"], [:earZ, "Earth Resistance"], [:winZ, "Wind Resistance"], [:ligZ, "Light Resistance"], [:shaZ, "Shadow Resistance"], ] # Do not remove this. And the part that displays this and the value is like: when :firZ value = sprintf(fmt, @actor.element_rate(3) * -100 + 100) I'm not sure if I simply can't add an icon before the string, or if I am just doing the syntax incorrectly. The entire section (and what I'm trying to do with states) is set up like the parameters section in the base script, with some tweaks to column number, and display width. I aped the setup of the menu options by duplicating what was in the base script as well.
  5. Thanks so much! I'll give it a shot :) In the class the tag goes in the note for the skill itself (where you have them listed by level.) Didn't have any problems getting them to work except at first I was having the new skill delete it self as well so I was very confused!
  6. Salutations! Tsukihime provided a wonderful script that would allow a skill to replace another at level up with very minimal work, designer-side. It can be found here: There's also a script included that provides compatibility with Yanfly's Victory Aftermath, which can be found here: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ The issue is, when a skill is replaced, it WILL show up in the aftermath level up display, but "New Skill" is missing. If the level up does not have a skill that replaces another, or has a skill of both types, "New Skill" will appear. I was wondering if anyone could take a look at this and see if there's a fix so that "New Skill" will appear in both situations (honestly, I wouldn't mind it if it always appears at level up, even when nothing new is learned.)
  7. It seems like you have been away for a while! Welcome back!

    1. Japhasca

      Japhasca

      Thanks!
      I've been chugging away on my project slowly and surely! I've missed the forums :(

    2. Kayzee

      Kayzee

      *giggls and sprinkles some fairy dust on you, then gives you a big o' hug!*

  8. This is kind of driving me crazy because I can't for the life of me figure out what's causing this. My speculation has run to "maybe there's too many things in this column" but that doesn't seem to be the case. Basically I have an event that is visually jail cell bars, and is set to same level, action button, and begins a conversation. (Meant to be the character behind the bars.) However, the event on the right, where I want it to be, only works if I ctrl-walk in the editor and use it from the sides. It does not work from above or below. But, I copied it (the left one) and that works fine from every direction. What gives? EDIT: I figured it out. After all these years, it's still the simplest things that can get you. Below the event is one sent to below, touch, but when it's turned off, it swaps to a new, blank page set to below, action button. That was trumping any adjacent events.
  9. Oh dear lord. Thank you, I didn't think it would even be in there because the troop eventing is so shallow.
  10. A specific enemy. In my test, the first, so I use 0 for troop_id.
  11. Cool thanks, that's how I hoped it would work. I'll run a couple tests to confirm but you've definitely saved me some time.
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