-
Content Count
702 -
Joined
-
Last visited
-
Days Won
37
Content Type
Profiles
Forums
Calendar
Blogs
Gallery
Everything posted by roninator2
-
Multiple Enemy Health Bars
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
Great! If you are willing, sharing your modified code to let others do the same would be nice. -
Multiple Enemy Health Bars
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
There is this script. It would need a modification to show icons and refill after getting empty. -
These are literally the only two quasi script I have, lol Quasi - Quasi core.rb
-
Creating a (Hopefully) Simple New Game Plus Feature
roninator2 replied to Zen Blood's topic in Programming
A script called Rachael - Dynamic Title Screen Music does this. for i in 0...DataManager.savefile_max header = DataManager.load_header(i) next unless header and header[:music] music = [music, header[:music]].max end- 16 replies
-
- 2
-
-
- extra game
- persistent switches
-
(and 4 more)
Tagged with:
-
The link to the github works for me. And this is an MV plugin, not an Ace script.
-
Creating a (Hopefully) Simple New Game Plus Feature
roninator2 replied to Zen Blood's topic in Programming
I just don't understand why yanfly's new game plus is not an option. or use the code to understand what you need to set up.- 16 replies
-
- 1
-
-
- extra game
- persistent switches
-
(and 4 more)
Tagged with:
-
Pokémon Gen 7 skill setup help
roninator2 replied to jevydecky's topic in Editor Support and Discussion
Damage formula -> HP recover -> b.atk Not sure what that means. Doesn't attack for one turn? Use a state on the enemy that seals the skill type for sound.. auto remove after X turns. Not sure how to swap the damage type. May need a script for this, but you will also need a script to be able to target the enemy and the actors. Rachael - Target Any. Does this mean the enemy changes element strengths? Use states to set element affinity. No idea. Does any of Crystal Engine scripts solve any of these skills? If you want enemies or actors to attack immediately then you will have to use an ATB script. Otherwise the actions are always select your action for each actor then the battle starts. I think there is a script that will let you take action at the end of battle, For the burn, you could use yanfly lunatic states, but I'm not sure how to make it start and stop for the attack. -
Skill that work differently on target nd ally
roninator2 replied to jevydecky's topic in Programming
https://himeworks.com/2014/03/skill-links/ -
Pokémon Gen 7 skill setup help
roninator2 replied to jevydecky's topic in Editor Support and Discussion
You're going to have to explain all of that in great detail. I have no idea what gen 7 or 8 is for pokemon. Never played the games. Not many people here will know what you mean. So we need the details. -
That's the default script in the program. There is no problem there. Something you added in is causing the issue. You could remove your scripts one by one testing each time and seeing if the error reappears, or put in a backtracer with mithran graphical object global reference script. then using the log file and screen display in the console window, you may be able to narrow down the culprit.
-
Shop Stats v1.00 - VX Ace by Roninator2 Introduction A script made to recreate the Yanfly Ace shop Redux for VX. Features - Choose what values to display stats for the item selected for purchase - Specify how many lines to have/use for the window. Should be dependent on how many stats you have in the item and want to show the player. - Works for items and weapons and armour and key items - My testing shows it to be compatible with Yanfly Shop Options for VX Ace - Change icons as you see fit for your project How to Use Put below ▼ Materials and any shop scripts Images Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
- 1 reply
-
- 2
-
-
Those are found in Game_Battlerbase class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * [HP Recovery] Effect #-------------------------------------------------------------------------- def item_effect_recover_hp(user, item, effect) value = (mhp * effect.value1 + effect.value2) * rec value *= user.pha if item.is_a?(RPG::Item) value = value.to_i @result.hp_damage -= value @result.success = true self.hp += value end #-------------------------------------------------------------------------- # * [MP Recovery] Effect #-------------------------------------------------------------------------- def item_effect_recover_mp(user, item, effect) value = (mmp * effect.value1 + effect.value2) * rec #value *= user.pha if item.is_a?(RPG::Item) value = value.to_i @result.mp_damage -= value @result.success = true if value != 0 self.mp += value end end You can use this. put below materials section and change the mp one to however you want. Here I just commented out the line for pha so it doesn't use it.
- 1 reply
-
- 1
-
-
It takes you to the map that you specify as the starting map. On that map you event a title screen menu. this is the demo that works well https://forums.rpgmakerweb.com/index.php?threads/making-custom-title-screens-with-events.31272/
-
Where did you put the code. Works perfectly in my test
-
There are a few spots to do this, but a switch would work best module BattleManager #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def self.setup(troop_id, can_escape = true, can_lose = false) init_members $game_troop.setup(troop_id) $game_switches[1] == true ? @can_escape = false : @can_escape = true @can_lose = can_lose make_escape_ratio end end Change the switch number to whatever you want to use. The when the switch is on, escape is false
-
I tried to do this for the title scene transfer but it doesn't work as the screen tone changes are controlled on the map and since when you press new game, you are not actually on a map. You could work around this by doing an evented title screen. Using a skip title screen script and google for the steps for the title screen event. Then you can just do the tone changes like you have already done.
-
Then you need to put this at the bottom of your script list. Something else is overwriting this function probably. In my tests it worked exactly as requested.
-
What did you do for this? When provided a script could probably be made to accommodate your request.
-
Probably great in its general use and it would be a life saver in most circumstances. I've gotten into the habit of doing my backups manually. Started this 4 years ago. Just last week I found I had some major memory leaks and critical errors with Mithran GOGR script installed. Going through my backups, the issue was there all the way back to two years ago. Restoring from a 2.5 year old backup and manually importing all scripts fixed the issue. Kind of looks like I had a scripts.rvdata2 file error. When I put all of my scripts back in to the old file, everything worked. For anyone not doing backups manually, put this script in.
-
It's just a matter of moving the use item down below the invoke item for the damage. class Scene_Battle < Scene_Base def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) #~ @subject.use_item(item) #~ refresh_status targets = @subject.current_action.make_targets.compact show_animation(targets, item.animation_id) targets.each {|target| item.repeats.times { invoke_item(target, item) } } @subject.use_item(item) refresh_status end end
-
Auto Save / Auto Load v1.10 by Roninator2 Introduction A script requested to perform auto save on specific maps and auto load Features - Decide to use switch to control auto save or not - Specify number of save slots used - Specify if you want auto load from the start of the game of when pressing continue on the title screen - add in what maps you want auto save to work on - must have only 1 save slot specified for auto load to work. - if using more than 1 save file then saving will use the last save file used. How to Use Put below ▼ Materials Images I don't think any is required Script Credit and Thanks - Roninator2 Terms of use Free for all RPG Maker VX Ace uses
-
No that's ok, I actually just discovered that there is a method for finding the last save file by time. *EDIT Script updated. Use as many save slots as you want. When auto loading it will use the newest save file created.
-
Is it just one image?
-
No. Think about you starting the game after having it off for 1 second - 200 years. when the game starts it would have no idea what savefile was used. The script checks to see if a save file exists and (if used) will load that save file. But it does this because if there is only one then we can easily say what index position it is - 0. To have it load a savefile when there are more than one, would have to reconfigure the script to check for file modification date and load the file index for that file with the newest date. Not something I'm familiar with yet.


