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6About devonair320

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- Birthday 03/20/1994
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Boss Battle Phases (Whelk Style)
devonair320 replied to devonair320's topic in Editor Support and Discussion
@lonequeso: That makes total sense! I'll tinker around but I'm sure it won't be difficult. Thank you very much! @Victor Sant: This is perfect! Thank you so much! @Maki 13: Looks like Victor's already got it covered! But I am excited to see what YF comes out with next as well! Thanks! -
Boss Battle Phases (Whelk Style)
devonair320 replied to devonair320's topic in Editor Support and Discussion
Ah thank you so much! I had no idea it was so easy! I really appreciate it! EDIT: This is probably a really dumb question also, but, how do you make a specific counterattack? Like "when attacked, execute skill x?" Rather than just putting the Counter status on them. And -- how do I make the enemy transform back? I'm only seeing the option to transform into the other form, not back. -
That helps a lot! I think I got it work Thank you so much!
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- terrain tiles
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Camp System + Relationship System Common Event?
devonair320 replied to devonair320's topic in Editor Support and Discussion
Thanks for the help! I'll try that, and I'll keep an eye out for any plugins that might make this easier and more streamline -
Lava Tiles (Bravely Default Fire Temple)
devonair320 replied to devonair320's topic in Editor Support and Discussion
Thank you so much! That's what I was thinking, I just wasn't sure how to go about doing it. I think having Yanfly's Smart Jump plugin will really help out too with puzzles like this. Thanks again! EDIT: So I've tried this with the Smart Jump plugin and it works great! I've got stones on top of lava that appear and slowly disappear, so you have to jump on them while they're visible to get across. The only issue is, when you jump on one and it disappears under you, you're just standing in the middle of lava :I I tried doing a damage tile thing, but the damage still happened when jumping on the stones. I think rather than that, though, I want it to be like, if the player is still standing on the event when the graphic changes to None (so when Self-Switch B is ON), then they suffer however much damage and are transported back to the start of the puzzle. I'm just not sure how to make that. It sounds like a conditional branch, but I don't see any "if player is standing here" option. Would I have to use some script language? If so, what would that be? Thanks for any help! -
Reflect Skill Not Working?
devonair320 replied to devonair320's topic in Editor Support and Discussion
Oh my gosh, you just fixed everything. It's all set on Certain Hit -- I didn't even know that was a thing! Wow, I feel dumb OTL Thank you so much! -
Reflect Skill Not Working?
devonair320 replied to devonair320's topic in Editor Support and Discussion
I've really just got a collection of Yanfly here. -
VE Animated Battles Script - Use RTP Art Battlers?
devonair320 replied to devonair320's topic in Programming
Oh wow hi! Thank you so very much! It's a fantastic script, and I'm so glad that I can keep using it! -
Ahh thank you very much! I'm surprised I couldn't find that website earlier, I'm so glad you have it!
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Yes, but what if I wanted a weapon/armor that gave the bearer +50% power to Holy attacks? Like a staff that makes Holy spells more powerful? It seems like such a basic thing to need, I'm surprised that it's not straight forward. I'd hate to have to work around it with a state :/ Is there any way to edit the Yanfly script to work with Ace? Or is that more difficult than it sounds?
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I'm on it! I'll have it for you in less than a half hour. EDIT: Here you go! I put it in a sprite sheet so it'll be easy for you to change to and from the walking and down graphics.
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That'd be perfect! Do you know the name/link? EDIT: It seems it's from a guy named Victor Saint, whose wordpress site is down :/ Is there any existing link to the script? I thought I could use the built in Element Rate thing but that only applies to defense, right? Is there anything in the engine that can amplify elemental attacks?
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Oh! I did not know that, thank you! Is there any other script that does the same thing? Or some other work-around to give the same effect to weapons/armors?
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Ah this is perfect! Thank you so much! I'll just need to see what the strings I need are but that should be easy. You both are wonderful! On the off-chance -- do either of you know the string necessary for "if actor [x] is in party"? I think I know the one for their tp being full (something along the lines of $game_actors[x].tp=100 I think) EDIT: Ah, found it here actually! It's $game_actors[x].battle_member=true (or yes, I'll find out which, but it should be "true").
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This is wonderful! Thank you so much!


