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Rikifive

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Everything posted by Rikifive

  1. I did quick tests and it seemed to work, but yeah, check it out yourself as I tend to overlook things. You're welcome. c: If by normal attacks you mean the default attack, then yes, the default attack is actually just a skill from the database (the first one by default) and therefore it works like any other skill. If the default attack in database won't have the <penetrate> tag (you can rename the tag if you wish ofc) in notes, it will deal 1 damage to enemies with that state. And yes, the damage modification I've added is at the end of calculations, so even if the result is a critical and will have the damage multiplied, it will be set to solid 1 (or less) at the end if the conditions regarding the hardened state will be met. I'd also like to remind, to put that piece of code above any other 3rd party scripts that have anything to do with battles (putting right below materials would be okay), as I overwrote the default damage calculation method, which may result in incompatibilities with other scripts if put below them.
  2. Hmm... as far as the damage formula suggested above goes, I think, that b.state(ID) ? 1 : dmg_formula would be enough. That [1, 1].min part is interesting - intriguing is what you said, although .min returns the lowest value, so putting two the same values doesn't have any real usage and the actual output from there will be 1 as if it was typed like I suggested. I think I get your idea, but throwing [1, 1].min will not bypass damage variance, nor further modifications (crit, damage resistances etc.), so it still can return a value other than 1 in specific circumstances, if multipliers in total will exceed 100% (because I believe the dmg is rounded down, judging by the fact it uses .to_i at the end of calculations). Putting, for example, b.hp -= 1; 0 in the damage formula will always deal one point of damage, but it is rather a direct subtract than dealing actual damage. It will skip the further multipliers, but the battle system will most likely not register the "damage" and the hp will be subtracted silently without popups --- or the popups will say 0 / NULL, while actually subtracting that 1 HP (eventually killing). Aaaaaanyway, modifying damage formulas all over the place to support just one status effect is rather inconvenient I'd say. What I'd do is to adjust how the damage is calculated in the scripts themselves. For example, pasting the following right below materials; class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Calculate Damage #-------------------------------------------------------------------------- def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) #------------------------------------------------ if item.damage.to_hp? && state?(29) && !item.note.include?("<penetrate>") value = [value, 1].min # min in case the initial damage would be 0 or sth end #------------------------------------------------ @result.make_damage(value.to_i, item) end end would add a check, that if the item/skill has damage type set as HP damage AND target has a state with ID:29 AND the used skill doesn't have <penetrate> in its note, the damage will be lowered to 1 (after all multipliers, so it should always be a solid 1 or lower, if initially the damage would be nulled/blocked or sth). So basically, if enemy would have a state with ID:29, ALL the damage he'd receive would be lowered to 1, UNLESS it would be hit with a skill, that would contain the <penetrate> tag in the notes, in which case it would normally deal damage from the formula. This of course could be modified further to support more circumstances and whatsoever. PS I did want to alias the method, but looks like aliasing methods doesn't pass local variables, so it wasn't possible to work with "value" anymore. Couldn't figure out how to get that to work from the top of my head. I might be missing something, it's been a rather long while now since I worked with Ruby/Ace.
  3. Rikifive

    Hi.

    Hello and welcome!
  4. Similarly to how Ace has one, feel free to use this thread for simpler questions you may have regarding JavaScript within MV.
  5. Rikifive

    Help with mathematical formula

    Ask and you shall receive. Although personally I don't mind creating threads even for simpler questions, so use whichever way you feel would work better for you.
  6. Feel free to use this thread for simpler questions you may have regarding JavaScript within MZ.
  7. Rikifive

    Using a cellphone as a tool?

    It is absolutely possible, with working features and all. I believe one could achieve this with eventing using draw picture commands and such. If not, this definitely could be coded.
  8. Rikifive

    Hey everyone!!

    Hello and welcome!
  9. Rikifive

    Do you have RPG Maker MZ section?

    Added MZ tags everywhere where specifying one is needed and added MZ section in the resources. I'm wondering if scripts etc. should also just have their own subsections or if it is convenient enough to still keep it all in one place, topics being distinguishable by their tags...
  10. Rikifive

    Do you have RPG Maker MZ section?

    Oh yes, yes, I aimed to add new sections&tags to cover MZ, but in the end I absolutely forgot about that, because I was busy with my projects, my bad. I'll try to get to it tomorrow's morning; thank you for mentioning that.
  11. You could put this in the skill's damage formula: d=0; $game_party.battle_members.each {|a| d+=a.mp; a.mp=0}; d It will add each battle member (allies)'s MP into damage value and set their MP to 0. So, for example, if, actor 1 has 10/10 MP actor 2 has 10/25 MP actor 3 has 20/23 MP actor 4 has 10/77 MP The skill will deal 50 damage (+variance% if set) and set all battle actors' MP to 0. It won't count party members outside the battle. Is this what you're looking for? I altered the thread's title to give it a more meaningful one.
  12. Rikifive

    Invisible face glitch??

    Well that is a valid workaround, so if it works for you then that's good. I'm still curious what is causing the issue in the 7th slot, but it's harder to work remotely and keep asking for things. Anyway, it doesn't matter now i suppose.
  13. Rikifive

    Face Frames

    Face Frames Author: Rikifive Engine: RPG Maker VX Ace Version: 1.1 (2020-10-03) Introduction Personally I don't work with RM anymore, but I often get asked for help / get requests and this time, fellow devs asked for something, that would draw frames on top of faces, without having to modify every single image with faces. While modifying the facesets themselves is an absolutely valid strategy, there might be some hassle or imperfections involved with it in specific circumstances such as when wanting to support multiple windowskins and give players the option to select their preferred one in the game settings OR when simply deciding to switch to another windowskin at some point during development. ...Or perhaps someone can't afford GIMP, some may even not be able to run Paint on their hardware. Things happen, sad times. This script's goal is to help you save some time you'd spent on doing (potentially tons of) repetitive manual work. Description This script draws frames on top of faces displayed in message boxes, menus etc.. No work required, the frames are drawn using windowskin ("Window" image in the Graphics\System folder, that is). You can also make your own custom 96x96 frame images and switch between these on the fly by adjusting in-game variable. Also, by adding this script you'll be able to draw window frames wherever you want. To draw a frame in window contents, use this draw method: draw_window_frame(x, y, width, height) This will draw window frame in specified coordinates and dimensions, using current windowskin. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play if you intend to use the windowskin. -=> Place script(s) below ▼ Materials; above ▼ Main Process If you want to use custom images for frames: - Draw a frame with the same dimensions as a single face (96x96) - Name the file: "frame" OR "frame0", "frame1", "frame2"...(see configuration) - Put it/these in PROJECT_NAME\Graphics\Faces - Configure the script to your needs Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames (RPG Maker VX Ace).txt Addons Face Frames - YEA Ace Battle Engine Addon Face Frames - YEA Victory Aftermath Addon Certificates This script was tested by Eric. He didn't complain.
  14. Rikifive

    Face Frames

    I assume devs who wanted such thing just went with editing the faces themselves, rather than relying on coders. I've also seen requests for that from years ago. Anyway, someone decided to poke me and ask for such thing, so here it is lol. Yes, for my own projects I currently use Game Maker. I literally open Ace only when someone needs something. Tbh I quite often get asked for help, so from my perspective there has been always something new for Ace appearing from time to time. I just rarely post things publicly, as it requires some extra time to add proper configuration and polish things. Thank you. c: Well, there's still tons of things to make, the list there never ends. ^^ Personally I'd write tons of scripts for different menus, huds and stuff like this, as I enjoy designing/coding such stuff, but I just don't have enough of time and motivation to do so. There also are my own projects. Aside the first 'frame' image, which was an example to work with I made from something provided by someone who requested that script, I later designed my own windowskin and the next frame images for presentation. These are quite meh tbh, not mentioning the fact that most of these are pony related and probably no one would like to use these lmao. I could provide some frames to use, but there are tons of windowskins out there, so I'm pretty sure everyone got that covered.
  15. I coded a spell that won't be used in game for lols and it's pretty funny lmao hx1ik5o.png

     

    1. PhoenixSoul

      PhoenixSoul

      Platforms make buzzy fly go Boing! lolz
      @Kayzee

  16. posted some stuff for ace dfEG13d.png

     

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      Spoiler

      I have a wireless internet connection now and it sucks by the by

       

    3. PhoenixSoul

      PhoenixSoul

      Spoiler

      LAAAAAAAGGGGG

       

    4. PhoenixSoul

      PhoenixSoul

      Spoiler

      LAG SUCKS

       

  17. Face Frames - YEA Victory Aftermath Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0 (2020-10-03) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Victory Aftermath. Adds Face Frames to Actor Faces in the Victory Aftermath Screen. Uses the same settings as the main script. Instructions SCRIPT DIFFICULTY: Plug & Play, no configuration at all. -=> Place script(s) below ▼ Materials; above ▼ Main Process Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Victory Aftermath Addon.txt
  18. Face Frames - YEA Ace Battle Engine Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0.1 (2020-10-04) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Ace Battle Engine. Adds Face Frames to Actor Statuses in the Battle Screen. + Allows some additional customization in Actor Statuses there. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play, but some minor configuration might be required. -=> Place script(s) below ▼ Materials; above ▼ Main Process Customize offsets and display in the configuration. Due to the nature of varying status widths, only frames drawn from windowskin are supported. "frame" images are not supported. Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Ace Battle Engine Addon (v1.0.1).txt
  19. Rikifive

    Invisible face glitch??

    Huh? Really? Not even in the default script?
  20. Rikifive

    Invisible face glitch??

    Hmm... now search for class Window_MenuStatus that will tell more
  21. Rikifive

    Invisible face glitch??

    That's interesting.. I'm afraid I can't really tell anything without seeing the code. Try hitting CTRL+SHIFT+F in the script editor and search for draw_actor_face and show the results. Then also search for draw_face If any script is having anything to do with this, it might pinpoint which one is doing that. Eventually you can check things yourself by removing custom scripts to see if anything changes. If adding a particular script causes that, then it would be much easier to locate the problem.
  22. Rikifive

    Bugs! Again!

    That happens from time to time and as far as I can tell, web hosting service is to blame. Anyway, it's temporary, until sys admin gets to that. Sorry for inconvenience.
  23. Rikifive

    Invisible face glitch??

    Kinda hard to tell from provided information; The event doesn't seem to have anything to do with this and I suppose you didn't toy with the menu code, so that leaves that basic question to start with - Are you sure Solar's face is correctly set in the [Actor Tab] in the Database? Does the face show properly in the [Graphic] setting there? If yes, what scripts exactly you're using?
  24. Rikifive

    Indie game fanatic Spielerseele says hello!

    Hello and welcome! Good luck with your studio/company and all the stuff you'll be working on!
  25. Rikifive

    DvLyon here!

    Hello and welcome! Mmm that's interesting. I hope you'll have a good time here!
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