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19 ⋆About StrayBalloon

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Jack of All Trades
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Enemy Events Shooting Projectiles~
StrayBalloon replied to LadyMinerva's topic in Editor Support and Discussion
A lot of time has passed since this thread was first started. Since then, I've learned about the existence of ABS scripts and the like. If you want to make a game that relys heavily on using projectiles it'd be easier to use a script. But what I've demo'd is a way to make projectiles without the use of a script. And that might be a good option if only a small segment of your game would utilize projectiles, because it would remove the risk of compatibility issues with any other scripts you would want to use. -
Yeah I'm a real hack at this. Though I did notice that if you use this attack at full health it'll do 0 damage according to the intentions of the formula. (somewhat unrelated to the null returns, but good to know) I've tried different variations of this skill to figure out why it's not working. Looks like the problem is in the modifying of the party's gold. I can't figure out how to decrease gold and do damage at the same time. Hopefully someone swings by and shows us how.
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I'm not too script savy, but my guess would be that you have two conditional statements without establishing an end. I know that (? T:F) by itself entails an end, but putting them together might be the problem. This is what I'm seeing: g=((a.mhp-a.hp)/2).round if $game_party.gold>= g g else 0 end if $game_party.gold>=g $game_party.gold-=g else 0 end Might be easier to keep it as one conditional if possible. Maybe something like this: g=((a.mhp-a.hp)/2).round if $game_party.gold>= g $game_party.gold-= g; g else 0 I think that would accomplish the same thing if I'm understanding this right. It could be inserted into the damage formula as follows: g =((a.mhp-a.hp)/2).round;if $game_party.gold>= g; $game_party.gold-= g; g; else; 0; end But I haven't tested it myself, and half the time I don't know what I'm doing so I could be way off base.
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I'm not sure what light script you're using, but I set my Z value on Khas Awesome lights to 100 with excellent results. If you put the Z value to low it might not tint things you were wanting to have tinted, so look out for that. I've recently taken a crack at jump scares. A lot of the scare factor is actually in the audio; the accompanying picture just makes it unnerving. Create tension with sounds (or lack of any sounds) and create feelings of vulnerability, then spring the jump scare on them (or don't). Creating balanced audio in RPGmaker is a bit tough because the tools are limited. But what I'm getting at is... DON'T BLAST THE PLAYER WITH A SFX THAT WILL HURT THEIR EARS. Keep the jump scare audio at about the same level you'd have BGM set as, and remove the other sounds to make the jump scare audio more prominent. Depending on what the jump scare audio is will depend on the timings for playing the audio and showing the picture. But here's some timings to try and adjust from: Play SFX wait 7 frames show picture wait 2 frames erase picture
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Please help me with this...
StrayBalloon replied to pomtapom's topic in Editor Support and Discussion
That's assuming all the chests were made one right after the other. (Unless you can change event ID's) It'd be easier to use switches if you're starting out. But keep that script call in mind when you want to conserve on switches and keep a lean database. -
Oh I see. This is a question about Element ATK priority as designated by states. This is different then what I was thinking it was. Learned something new today.
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I think the result is dependent on the way damage is applied. I haven't messed with turn based combat in awhile, but I seem to remember that in the default editor it isn't possible to use multiple element types unless you create a skill that uses multiple element types in the damage formula itself. i.e. b.element_rate(n) . If you make a damage formula with element rates in it, the outcome will be whatever you want it to be. You're only limited by your ability to make a complicated formula. So just to expand upon using the default editor functions; if you use the "choose element type" drop box, it basically just slaps the respective element rate at the end of your formula for you. Like this: (a.atk * 4 - b.def * 2) * b.element_rate(n) So unless you're using a different battle engine from the default editor, it's either not possible to use multiple element rates w/o script calls or the damage modifiers you created with script calls will do whatever you intended for them to do. But I haven't messed with this stuff in awhile so perhaps I'm not remembering things correctly.
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Not sure how to go about this...
StrayBalloon replied to Calix37's topic in Editor Support and Discussion
A light script would be one way to do this. I'd suggest "Khas Awesome light effects" script since it comes with a demo you can copy and paste the needed assets without making your own. Another way to achieve this effect (or as a futher compliment to Khas script) is to make a picture with the same dimesions as the games resolution. Have the picture be completely black and fade inwards into a transparency circle in the center. It should block out all of the screen, and fade into transparency around the character creating the illusion of vision. It's similar to the light effect in Zelda: A link to the Past. So you could Youtube that feature to see what I mean. Same thing with using scripts. Youtube will show you how to do it if you don't know. -
Enemy Events Shooting Projectiles~
StrayBalloon replied to LadyMinerva's topic in Editor Support and Discussion
There's been a few people who've expressed an interest in the demo. I think what would work best is to put out something more comprehensive then what I originally had. So I'm going to copy and paste certain things from my own game project and use it as a demo. And here we go; https://www.dropbox.com/s/fmyuvtn2d5vimnj/Events%20as%20Projectiles.exe?dl=0 This is strictly for educational purposes. I did not create all the art assets or audio involved in the demo. Any "arts" I made myself I will eventually post here as free for use. -
How to make the most of custom formulae. Part #2
StrayBalloon replied to Fomar0153's topic in Developing Tools
I figured it had something to do with variables. So basically if the value is determined using things like a.atk or b.tp, then it needs the (a, b ). I'm gonna need to toy around with this more to better understand how it works. -
Custom Ability - Quick spell (no clue how to make a formul. If it's even possible)
StrayBalloon replied to Deminera's topic in Editor Support and Discussion
By default, you cannot adjust action times within the same turn you'd want to use it. (As far as I know) The "trickiness" of making a skill like that would be modifying the default script to allow that sort of functionality. The link in alberthk's post would be your answer.- 4 replies
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Increasing attack power for elements
StrayBalloon replied to cif140's topic in Editor Support and Discussion
I feel like element rate is a sorely overlooked feature in the editor. So just to be clear, when you set an element rate for a battler or actor you're actually setting a damage modifier for incoming damage or heals. The default number for all element rates will be 100%, which simply means that they'll receive the amount of damage specified in the damage formula. So when you give a battler an element rate (lets say fire) of 200%, they'll receive twice the amount of damage then what the damage formula specifies if it's a fire element skill. So then if you create element rates that aren't used as passive traits to a battler or actor, you can use it as a damage modifier for abilities like exampled in the post above. -
Custom Ability - Quick spell (no clue how to make a formul. If it's even possible)
StrayBalloon replied to Deminera's topic in Editor Support and Discussion
http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/ http://www.rpgmakervxace.net/topic/8986-skill-ideas-you-can-do-with-custom-formula/ Making a quickened spell would be tricky, but I bet it's possible considering you can adjust action times as a default feature in teh editor.- 4 replies
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I think I figured it out. It's Khas awesome light effects that causes the file to be deleted rather then overwritten.
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I gave this a try, but it only deleted my save file rather then overwriting it. Could be a project specific issue though. POST EDIT: Just tried it in a new (different) project, still didn't work.


