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knotamirage

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  1. That's odd. For me, I attack the enemy (who has counter) and every time I attack, I get attacked right back, and then return to my original position.
  2. Just curious which HUD's everyone is using for their VX ace projects. Looking at Moghunter right now...

    1. Kayzee

      Kayzee

      Ugh, I hate it how HUD is such an abused term in video games. A HUD is supposed to be something like a display in a plane or helmet that's literally in front of a person's face, not any kind of status widget.

    2. knotamirage

      knotamirage

      Good to know! HUDs have a special place in my heart too.

  3. Hey everyone again. Just wanted to close this issue. I played around with it (talk about testing one's empirical skills) and eventually figured it out. Very stupid thing I didn't even think about. Something that will hopefully help the next person with this problem: Counterattack only works on skills that are set to "Physical Attack" In other words, Magic is out of the question, but even "Certain Hit" will not trigger the counter effect. Anyways, set it to that and you'll be all good.
  4. @roninator2 I'm happy to hear I'm not the only one unable to get counterattack to work. I wonder if it's even possible. What's most likely happened is Victor included the poses needed to create it (i.e. it doesn't actually exist within the script). It's my project to work on tonight. I've just been through the detailed manual by Lyson and so far, it hasn't helped much with that particular move. I know..I'm okay to go without it too, but it's kind of a staple move for RPG's so it would be really nice to include it. Second, I was asking about the Luna engine just recently. Is it worth scrapping Victor and moving to something like that? And thanks to everyone for taking the time to try and help me with this.
  5. Anyone have knowledge of Victor Engine? Specifically Animated Battle add on?

    1. PhoenixSoul

      PhoenixSoul

      Not that one plugin but I have some familiarity with VE...

    2. knotamirage

      knotamirage

      Oh, well that's definitely a step in the helpful direction! :) I have no coding experience, but have been trying to figure out Victor's Animated Battles for days now.

    3. knotamirage
  6. Hello everyone, I'm wondering if someone can help me with enacting a state with Victor Engine - Animated Battles? I can't seem to get counterattack (which is a state) to apply to any actors. Weirdly enough, the enemies are able to use it. Basically I have it setup so that an enemy uses a skill imparting him with counterattack, which then triggers a common event, causing my main player to learn the same skill. It SHOULD be working but it doesn't. The enemy just counterattacks my guy to death. I have tried just giving my main character the skill to test it out, and it doesn't work for him. My thought is that I have to actually script in the counterattack effect for it to apply to any main actors (ie., I can't just use the sample one which comes in Victor's script). For some reason, this doesn't seem to matter for the enemies. Once I put counterattack = 100%, enemies counterattack even without there being any notetags in the skill's notetag box. Here's what I have input into the notetag box of the skill: <action: counter on, reset> Here's what part of the script this applies to: # Pose for counter attack activation (important, avoid change) <action: counter on, reset> counter: self, on; </action> I've tried virtually everything; using this notetag on the weapon, creating my own counterattack "skill", and even taking the character out of the battler folder and using the character one instead (which actually doesn't affect things at all). Any help would be greatly appreciated.
  7. Need help with 2 conflicting scripts

    1. Show previous comments  16 more
    2. knotamirage

      knotamirage

      Okay. I was going to do it but found another way. I'm using the Victor Engine now. But need help with a specific action. Do you know this engine that well? It's the Animated Battle add-on I need help with.

    3. Kayzee

      Kayzee

      Not really... Sorry, I guess I am not much help when it comes to most script conflicts.

    4. knotamirage

      knotamirage

      Not a problem, Killo. Thanks for trying!

  8. knotamirage

    Help with my amazing idea!

    Okay, I've searched everywhere online for a solution to this problem. Basically, I've encountered a conflict between using the Yanfly Battle Engine script and Falcao's Pearl ABS script. Frankly, I'm not surprised, yet both scripts claim to work well with most others. Besides, the problem I'm having is fairly specific: Anyways, Falcao's ABS script allows battle mode to switch to an action mode play style (Zelda, Secret of Mana, etc.) but when I set the monsters to shoot fire (as opposed to attack me with an axe or something) I get this message: I tried playing the game without the Yanfly script and the enemies shoot fireballs at me, I take damage. Everything works perfectly. I'll hold off sending more details about this problem until I get a reply. Sorry if this is against the rules - I looked for SPOILER and didn't see how to do this. I'm going to go a bit overboard on the details here, so here's the Yanfly Battle Engine Script: * I put the text in red where the game keeps stalling. #============================================================================== # # Бе Yanfly Engine Ace - Visual Battlers v1.01 # -- Last Updated: 2012.07.24 # -- Level: Easy # -- Requires: n/a # # Бе Modified by: # -- Yami # -- Kread-Ex # -- Archeia_Nessiah #============================================================================== $imported = {} if $imported.nil? $imported["YEA-VisualBattlers"] = true #============================================================================== # Бе Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.12.18 - Added preset views and able to change direction in-game. # 2012.07.24 - Finished Script. # 2012.01.05 - Started Script. # #============================================================================== # Бе Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script provides a visual for all actors by default charsets. The actions # and movements are alike Final Fantasy 1, only move forward and backward when # start and finish actions. # #============================================================================== # Бе Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To change the player direction in-game, use the snippet below in a script # call: # # $game_system.party_direction = n # # To install this script, open up your script editor and copy/paste this script # to an open slot below Бе Materials but above Бе Main. Remember to save. # #============================================================================== # Бе Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module VISUAL_BATTLERS #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Party Location Setting - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings are adjusted for Party Location. Each Actor will have # coordinates calculated by below formula. There are two samples coordinates # below, change PARTY_DIRECTION to the base index you want to use. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PARTY_DIRECTION = 2 # This direction is opposite from actual direction. PARTY_LOCATION_BASE_COORDINATES ={ # Index => [base_x, base_y, mod_x, mod_y], 2 => [ 230, 400, 40, 0], #UP 4 => [ 150, 280, 20, -20], #LEFT 3 => [ 460, 280, 0, -40], #RIGHT 6 => [ 460, 0, 20, 20], #DEFAULT RIGHT 8 => [ 260, 0, 40, 0], #DOWN } # Do not remove this. PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x" PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y" end # VISUAL_BATTLERS end # YEA #============================================================================== # Бе Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # ? Бе Direction #============================================================================== module Direction #-------------------------------------------------------------------------- # self.correct #-------------------------------------------------------------------------- def self.correct(direction) case direction when 1; return 4 when 3; return 6 when 7; return 4 when 9; return 6 else; return direction end end #-------------------------------------------------------------------------- # self.opposite #-------------------------------------------------------------------------- def self.opposite(direction) case direction when 1; return 6 when 2; return 8 when 3; return 4 when 4; return 6 when 6; return 4 when 7; return 6 when 8; return 2 when 9; return 4 else; return direction end end end # Direction #============================================================================== # ? Бе Game_System #============================================================================== class Game_System; attr_accessor :party_direction; end #============================================================================== # ? Бе Game_BattleCharacter #============================================================================== class Game_BattleCharacter < Game_Character #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(actor) super() setup_actor(actor) @move_x_rate = 0 @move_y_rate = 0 end #-------------------------------------------------------------------------- # setup_actor #-------------------------------------------------------------------------- def setup_actor(actor) @actor = actor @step_anime = true set_graphic(@actor.character_name, @actor.character_index) setup_coordinates dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION direction = Direction.opposite(dr) set_direction(Direction.correct(direction)) end #-------------------------------------------------------------------------- # sprite= #-------------------------------------------------------------------------- def sprite=(sprite) @sprite = sprite end #-------------------------------------------------------------------------- # setup_coordinates #-------------------------------------------------------------------------- def setup_coordinates location = ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0] base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1] mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2] mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3] @actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X) @actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y) @actor.origin_x = @actor.screen_x @actor.origin_y = @actor.screen_y @actor.create_move_to(screen_x, screen_y, 1) end #-------------------------------------------------------------------------- # index #-------------------------------------------------------------------------- def index return @actor.index end #-------------------------------------------------------------------------- # screen_x #-------------------------------------------------------------------------- def screen_x return @actor.screen_x end #-------------------------------------------------------------------------- # screen_y #-------------------------------------------------------------------------- def screen_y return @actor.screen_y end #-------------------------------------------------------------------------- # screen_z #-------------------------------------------------------------------------- def screen_z return @actor.screen_z end end # Game_BattleCharacter #============================================================================== # ? Бе Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :moved_back attr_accessor :origin_x attr_accessor :origin_y attr_accessor :screen_x attr_accessor :screen_y attr_accessor :started_turn #-------------------------------------------------------------------------- # alias method: execute_damage #-------------------------------------------------------------------------- alias game_battler_execute_damage_vb execute_damage def execute_damage(user) game_battler_execute_damage_vb(user) if @result.hp_damage > 0 move_backward(24, 6) unless @moved_back @moved_back = true end end #-------------------------------------------------------------------------- # face_opposing_party #-------------------------------------------------------------------------- def face_opposing_party direction = ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # new method: face_coordinate #-------------------------------------------------------------------------- def face_coordinate(destination_x, destination_y) x1 = Integer(@screen_x) x2 = Integer(destination_x) y1 = Graphics.height - Integer(@screen_y) y2 = Graphics.height - Integer(destination_y) return if x1 == x2 and y1 == y2 #--- angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI) if (0..225) === angle or (-225..0) === angle direction = 6 elsif (226..675) === angle direction = 9 elsif (676..1125) === angle direction = 8 elsif (1126..1575) === angle direction = 7 elsif (1576..1800) === angle or (-1800..-1576) === angle direction = 4 elsif (-1575..-1126) === angle direction = 1 elsif (-1125..-676) === angle direction = 2 elsif (-675..-226) === angle direction = 3 end #--- character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # create_move_to #-------------------------------------------------------------------------- def create_move_to(destination_x, destination_y, frames = 12) @destination_x = destination_x @destination_y = destination_y frames = [frames, 1].max @move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max @move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max end #-------------------------------------------------------------------------- # update_move_to #-------------------------------------------------------------------------- def update_move_to @move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil? @move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil? value = [(@screen_x - @destination_x).abs, @move_x_rate].min @screen_x += (@destination_x > @screen_x) ? value : -value value = [(@screen_y - @destination_y).abs, @move_y_rate].min @screen_y += (@destination_y > @screen_y) ? value : -value end #-------------------------------------------------------------------------- # move_forward #-------------------------------------------------------------------------- def move_forward(distance = 24, frames = 12) direction = forward_direction move_direction(direction, distance, frames) end #-------------------------------------------------------------------------- # move_backward #-------------------------------------------------------------------------- def move_backward(distance = 24, frames = 12) direction = Direction.opposite(forward_direction) move_direction(direction, distance, frames) end #-------------------------------------------------------------------------- # move_direction #-------------------------------------------------------------------------- def move_direction(direction, distance = 24, frames = 12) case direction when 1; move_x = distance / -2; move_y = distance / 2 when 2; move_x = distance * 0; move_y = distance * 1 when 3; move_x = distance / -2; move_y = distance / 2 when 4; move_x = distance * -1; move_y = distance * 0 when 6; move_x = distance * 1; move_y = distance * 0 when 7; move_x = distance / -2; move_y = distance / -2 when 8; move_x = distance * 0; move_y = distance * -1 when 9; move_x = distance / 2; move_y = distance / -2 else; return end destination_x = @screen_x + move_x destination_y = @screen_y + move_y create_move_to(destination_x, destination_y, frames) end #-------------------------------------------------------------------------- # forward_direction #-------------------------------------------------------------------------- def forward_direction return ($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION) end #-------------------------------------------------------------------------- # move_origin #-------------------------------------------------------------------------- def move_origin create_move_to(@origin_x, @origin_y) face_coordinate(@origin_x, @origin_y) @moved_back = false end #-------------------------------------------------------------------------- # moving? #-------------------------------------------------------------------------- def moving? return false if dead? || !exist? return @move_x_rate != 0 || @move_y_rate != 0 end end # Game_Battler #============================================================================== # ? Бе Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # overwrite method: use_sprite? #-------------------------------------------------------------------------- def use_sprite? return true end #-------------------------------------------------------------------------- # new method: screen_x #-------------------------------------------------------------------------- def screen_x return @screen_x rescue 0 end #-------------------------------------------------------------------------- # new method: screen_y #-------------------------------------------------------------------------- def screen_y return @screen_y rescue 0 end #-------------------------------------------------------------------------- # new method: screen_z #-------------------------------------------------------------------------- def screen_z return 100 end #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite index = $game_party.battle_members.index(self) return SceneManager.scene.spriteset.actor_sprites[index] end #-------------------------------------------------------------------------- # new method: character #-------------------------------------------------------------------------- def character return sprite.character_base end #-------------------------------------------------------------------------- # face_opposing_party #-------------------------------------------------------------------------- def face_opposing_party dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION direction = Direction.opposite(dr) character.set_direction(Direction.correct(direction)) rescue 0 end #-------------------------------------------------------------------------- # forward_direction #-------------------------------------------------------------------------- def forward_direction return Direction.opposite(($game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION)) end end # Game_Actor #============================================================================== # ? Бе Game_Enemy #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # new method: sprite #-------------------------------------------------------------------------- def sprite return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index] end #-------------------------------------------------------------------------- # new method: character #-------------------------------------------------------------------------- def character return sprite end end # Game_Enemy #============================================================================== # ? Бе Game_Troop #============================================================================== class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # alias method: setup #-------------------------------------------------------------------------- alias game_troop_setup_vb setup def setup(troop_id) game_troop_setup_vb(troop_id) set_coordinates end #-------------------------------------------------------------------------- # new method: set_coordinates #-------------------------------------------------------------------------- def set_coordinates for member in members member.origin_x = member.screen_x member.origin_y = member.screen_y member.create_move_to(member.screen_x, member.screen_y, 1) end end end # Game_Troop #============================================================================== # ? Бе Sprite_Battler #============================================================================== class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # public instance_variable #-------------------------------------------------------------------------- attr_accessor :character_base attr_accessor :character_sprite #-------------------------------------------------------------------------- # alias method: dispose #-------------------------------------------------------------------------- alias sprite_battler_dispose_vb dispose def dispose dispose_character_sprite sprite_battler_dispose_vb end #-------------------------------------------------------------------------- # new method: dispose_character_sprite #-------------------------------------------------------------------------- def dispose_character_sprite @character_sprite.dispose unless @character_sprite.nil? end #-------------------------------------------------------------------------- # alias method: update #-------------------------------------------------------------------------- alias sprite_battler_update_vb update def update sprite_battler_update_vb return if @battler.nil? update_move_to update_character_base update_character_sprite end #-------------------------------------------------------------------------- # new method: update_character_base #-------------------------------------------------------------------------- def update_character_base return if @character_base.nil? @character_base.update end #-------------------------------------------------------------------------- # new method: update_character_sprite #-------------------------------------------------------------------------- def update_character_sprite return if @character_sprite.nil? @character_sprite.update end #-------------------------------------------------------------------------- # new method: update_move_to #-------------------------------------------------------------------------- def update_move_to @battler.update_move_to end #-------------------------------------------------------------------------- # new method: moving? #-------------------------------------------------------------------------- def moving? return false if @battler.nil? return @battler.moving? end end # Sprite_Battler #============================================================================== # ? Бе Sprite_BattleCharacter #============================================================================== class Sprite_BattleCharacter < Sprite_Character #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport, character) character.sprite = self end end # Sprite_BattleCharacter #============================================================================== # ? Бе Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # public instance_variable #-------------------------------------------------------------------------- attr_accessor :actor_sprites attr_accessor :enemy_sprites #-------------------------------------------------------------------------- # overwrite method: create_actors #-------------------------------------------------------------------------- def create_actors total = $game_party.max_battle_members @current_party = $game_party.battle_members.clone @actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) } for actor in $game_party.battle_members @actor_sprites[actor.index].battler = actor create_actor_sprite(actor) end end #-------------------------------------------------------------------------- # new method: create_actor_sprite #-------------------------------------------------------------------------- def create_actor_sprite(actor) character = Game_BattleCharacter.new(actor) character_sprite = Sprite_BattleCharacter.new(@viewport1, character) @actor_sprites[actor.index].character_base = character @actor_sprites[actor.index].character_sprite = character_sprite actor.face_opposing_party end #-------------------------------------------------------------------------- # alias method: update_actors #-------------------------------------------------------------------------- alias spriteset_battle_update_actors_vb update_actors def update_actors if @current_party != $game_party.battle_members dispose_actors create_actors end spriteset_battle_update_actors_vb end #-------------------------------------------------------------------------- # new method: moving? #-------------------------------------------------------------------------- def moving? return battler_sprites.any? {|sprite| sprite.moving? } end end # Spriteset_Battle #============================================================================== # ? Бе Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :spriteset #-------------------------------------------------------------------------- # alias method: process_action_end #-------------------------------------------------------------------------- alias scene_battle_process_action_end_vb process_action_end def process_action_end start_battler_move_origin scene_battle_process_action_end_vb end #-------------------------------------------------------------------------- # alias method: execute_action #-------------------------------------------------------------------------- alias scene_battle_execute_action_vb execute_action def execute_action start_battler_move_forward scene_battle_execute_action_vb end #-------------------------------------------------------------------------- # new method: start_battler_move_forward #-------------------------------------------------------------------------- def start_battler_move_forward return if @subject.started_turn @subject.started_turn = true @subject.move_forward wait_for_moving end #-------------------------------------------------------------------------- # new method: start_battler_move_origin #-------------------------------------------------------------------------- def start_battler_move_origin @subject.started_turn = nil move_battlers_origin wait_for_moving @subject.face_opposing_party rescue 0 end #-------------------------------------------------------------------------- # new method: move_battlers_origin #-------------------------------------------------------------------------- def move_battlers_origin for member in all_battle_members next if member.dead? next unless member.exist? member.move_origin end end #-------------------------------------------------------------------------- # new method: wait_for_moving #-------------------------------------------------------------------------- def wait_for_moving update_for_wait update_for_wait while @spriteset.moving? end end # Scene_Battle #============================================================================== # # Бе End of File # #============================================================================== As opposed to needing an actual new script written, I think I just need a hand making some adjustments. Any help would be EXTREMELY appreciated, as I'm not a coder; just a guy with ideas and the resolve to put them into action.
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