Jump to content

Casta

Member
  • Content count

    32
  • Joined

  • Last visited

About Casta

  • Rank
    Newcomer
  • Birthday 11/08/1983

Profile Information

  • Gender
    Not Telling

RPG Maker Information

  • RM Skill -
    Game Developer
  1. Casta

    YEA Core Script Scaling Problem

    @KilloZapit It's fine. It seems that even HimeWorks' Unlimited Resolution script doesn't do anything. But I'm gonna use yours since it scales and most of her scripts need you to use a script call which confuses the hell out of me. I'll just scale up the Nightmare backgrounds myself whenever I get to it. As is, it's pretty low priority right now. I got other stuff to sort out.
  2. Casta

    YEA Core Script Scaling Problem

    @KilloZapit That actually works at first for the title screen too, but the border comes back when I use Hecate's Nightmare skills, which change the battle background. Do I need to use a script call for that, or is it just incompatible with Yanfly's Field State Script?
  3. Casta

    YEA Core Script Scaling Problem

    Yeah, that's what I was planning to do with Gimp. I'm not gonna do it all right away, For now I'll just do the ones I'm using and do more as they come along.
  4. Casta

    YEA Core Script Scaling Problem

    @GethN7 It doesn't solve anything. All it does is make the screen bigger and doesn't avoid the problem that I'm going through this for in the least. The reason why I wanted the higher resolution is the text won't compress itself like it usually does with the default script and that causes certain texts to collide with each other. For example, the skill there marked Ghastly Shriek would dig itself under the MP cost following.
  5. Casta

    YEA Core Script Scaling Problem

    I'm pretty sure it said that the graphics should upscale while the maps don't. Possibly misunderstood that. I'll just have to upscale everything I'm using in Gimp as it comes. The maps are no big deal because I'm using half-assed maps for the sake of testing everything I wanna do before I start working on the story. Thanks for the info.
  6. Casta

    YEA Core Script Scaling Problem

    Here you go. I used the battle testing to show the whole issue properly.
  7. Casta

    InpEx

    I don't want the mouse enabled, but when the mouse is enabled it can't find it and when it's disabled I get an error in script 1628 saying 'cannot convert false to Interger. Edit: Nevermind. It just wasn't picking up my keyboard either. My keyboard and mouse are both wireless.
  8. Casta

    Boss Battle Design

    Well, I don't remember what he drops in P3, except he gives you a quest item if while doing the required request from Elizabeth, but that's about right. I'm mostly focusing on the P3 set up, but I can work with the others too if possible. See, I have this idea where characters need to complete quests to learn special attacks for their class. I thought one quest would be to defeat such an enemy. I don't want every one to be 'beat X amount of this enemy'.
  9. Casta

    Boss Battle Design

    Sudden thought. How about a boss that's like the Reaper from P3 and P4? I'm considering that one of the main bosses will actually come after the party until her proper boss fight right before the final boss.
  10. Casta

    Problem with Yanfly Buff/ Debuff script

    I figured out a workaround that increased applied the buffs four times in one move, just hitting the max where I needed it anyway. Though I do wanna know if it can be just as easily done with a script call or code.
  11. Casta

    Boss Battle Design

    That's fine. It'd only really be a problem with the bestiary, but I'm sure I can remove it since it's not really a legitimate enemy. Thanks for the help. I'll also keep your tips in mind for when I start creating bosses. I wanna apply some neat ideas to them and I already have ideas on what I who I want them to be. And I intend to apply a smart system anyway. My female protagonist is a magic tank, but she debuffs enemy stats with her magic, her element being similar to SMT's Amighty element (High power, high cost, no strengths, no weaknesses), my male protagonist is a tank who can switch attack elements, one party member is a rogue type who's skills lowers special stats, and my final party member is fragile, but buffs herself while inflicting status ailments on the enemy (also changing the battlefield). It's only fitting that I give them interesting bosses to fight.
  12. @Ionequeso I dunno if it helped the OP, but it was a great help for coding the set of skills I had for one of my characters. Thanks for the tip.
  13. Casta

    Boss Battle Design

    It has to be invisible. Not even having a name so you can't see it in the target selection. It's supposed to be a part of the bosses body that can be struck, but I wanna trick the player into thinking it's not. It's an idea a friend gave me.
  14. Casta

    Boss Battle Design

    Great. This'll help a lot. Thanks. Also, any tips on how to make a hidden target that affects the state of the boss? As I mentioned before, my final boss is gonna start using an ability that makes her invulnerable for a set amount of time. It'll go away on it's own after a few turns, but a hidden target shows up that you can hit to get rid of it. I'm not 100% sure how to properly code this target to work. Perhaps have it immune to death and when it's HP reaches 0 the state is removed? And then the when the bosses uses the move again, the target regains all health?
  15. Casta

    Boss Battle Design

    They're really just to describe the scene of the attack they use. I have an idea how I want their attacks to play out. Basically, before the scripted fight, their classes will change to a story-based class which only has one attack, which would be their ultimate attack. They select the attack, the scene plays how the attack will go. Once the scene is done, it goes to the next party member in the order. Rince and repeat and once all four characters have done their attacks, the boss is defeated, the battle ends and it goes to the ending.
×