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About dailyminerals

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  1. Okay, I have a question. How can I reference an enemy battler within a script that will execute during battle? I want to play an animation and then deal damage to an enemy whose index is defined with a game variable, but I don't know the syntax for actually accessing enemy battlers. It'd be something like this for examle: X.animation_id = 34 where "X" is something like $game_data.troops.index(4) or something...But I don't actually know what that something is.
  2. So, in VX Ace I'm using "YanFly Compatible Customisable ATB/Stamina Based Battle System" script by Fomar0153, which can be seen here and Yanfly's battle system seen here, and I want to have the actor regenerate a fixed amount of MP when their ATB/stamina bar is filled and their ability to take an action begins, but I can't seem to actually get it to work as intended I can give an actor a fixed amount of MP regeneration via a status, but it doesn't "tick" when their ATB bar is full, but instead at fixed intervals that the system considers to be the length of a "turn". I can set the "duration of turn" to zero, but then the behavior of the MP regeneration is wonky and inconsistent. I would think that just inserting something along the line of: battler.mp += 1 or @subject.mp += 1 in the appropriate place would be all I would need, but I can't find a solution myself. Anyone have ideas?
  3. Segmented MP Bar Graphic for VX Ace Request

    That's awesome, thanks!
  4. Segmented MP Bar Graphic for VX Ace Request

    Thanks so much! It looks great! I'm a super duper amateur when it comes to coding, but I'm cautiously optimistic I figured out how to get it working with Yanfly's Battle Engine by simply commenting out his battle engine's overwrite of draw_actor_mp from lines 1917-1924 (in version 1.22) and putting the segmented gauge script below yanfly's core script and above his battle system script. Crude, I know, but it works...? I haven't tested it too exhaustively, but they seem to both be cooperating for the moment!
  5. Segmented MP Bar Graphic for VX Ace Request

    That's all I'd want, I suppose - having the skills cost 1, 2, and 3 MP as appropriate, and giving each character 3 MP. The only thing I want changed from the default is the presentation of the MP to be a segmented bar where each segment corresponds to how much MP a character has, and then an accompanying unsegmented bar for HP (or HP can be segmented too, if having two seperate display mechanisms is too complicated). How would you suggest I implement my own graphic if I made one myself? I also know that Yanfly created a script for MV which would be more or less perfect: http://yanfly.moe/2017/08/11/yep-151-segmented-gauges-rpg-maker-mv/ But of course...That's MV. I suppose I figured something of similar functionality could be "ported/translated" to VX Ace without being too difficult, maybe I'm wrong.
  6. Hello, I'm using VX Ace and am looking for some kind of method to display a character's MP and HP as a bar, but with the MP having three discrete segments that correspond to three separate points of MP while not displaying any numeral for a character's MP. I am attempting to develop a system where the abilities in my game run off a tiered system of MP, where basic abilities require 1 unit of MP, second tier abilities require 2, and third tier require all 3. It'd be easy enough to just give every character in the game 3 MP and set the relevant abilities to cost 1, 2, or 3 MP, but I think it'd have a better presentation and "feel" if the display for a character's MP on the battle UI (and in the game menu) would show three segments of MP corresponding to each point of MP, and thus correspond to which tier of ability is available to cast at a glance. I've searched for something of similar functionality, finding the "Crystal Engine" with it's "Mist Charge" script, but it's very buggy and is no longer supported. I've attached a (very) crude mock up of what I'm interested in implementing. Anyone interested in creating a script like this?
  7. Draw depth for battle animations - Yanfly Battle Engine

    Hmm...Nothing seems to work. It must be something inherent to the battle system script. I'll keep playing with it to see if I can fix it, but at this point I'm not too optimistic. Thanks for giving it a shot though.
  8. Draw depth for battle animations - Yanfly Battle Engine

    Thanks for giving it a shot, but curiously with this fix the enemy animations just pop up with a "failed" tag every time they attack now. Thanks for taking a crack at it though. Maybe I'll play around with it some more and see if I can get something to work.
  9. Draw depth for battle animations - Yanfly Battle Engine

    Here you go. At the bottom you can see the HUD is behind the battleback.
  10. Draw depth for battle animations - Yanfly Battle Engine

    Right. Without his edits. Any insight to how it could be fixed?
  11. Hello all, I'm having a problem with Yanfly's battle system where the enemy attack animations are displayed behind the HUD in battle so the majority of the animation is hidden (see pic). I've been searching around the internet and it seems like quite a few people have the same issue, even on Yanfly's site, but no solution has presented itself yet. In general, it seems like it's a problem with the z-coordinate of the HUD being less than the z-coordinate of the animation, forcing the animation to play from behind. Elrik13 made a thread where he tried to move the HUD further back, but then the battleback overlaps the HUD, even though the HUD is only being moved back by 1. Does anyone have any idea how to fix this either by fixing Elrik13's fix or something else all together? Thanks. Yanfly's script used: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/ Thread with Elrik13's edits: http://www.rpgmakervxace.net/topic/34712-draw-depth-of-battle-ui-yanfly-battle-engine/