Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation


About Lucas22

  • Rank

Profile Information

  • Location

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Lucas22

    Question about event movement outside the screen

    Yeah, I see, especially if you are a perfectionist and ambitious, it progresses very slowly, it's also very frustrating if you do not know how to manage development. Otherwise, I did a Google search for "MhinRa's FrameRate Stabilizer", without success. Isn't there a typo or whatever?
  2. Lucas22

    Question about event movement outside the screen

    Wow, 525! Haha, I feel like I have exaggerated on my side, I'm still around 170. By the way, I will be curious to take a look at your project! I will go see MhinRa's FrameRate´╗┐ Stabilizer´╗┐´╗┐, it can always be useful in the future. PS. Suddenly I understand why you are so good at script compatibility, with 525, it gives you a hell of an experience.
  3. Lucas22

    Question about event movement outside the screen

    Oh, thanks for your advice PhoenixSoul. I rather use a lot of script at the same time, I am also often concerned about compatibility issues. I also plan to have large maps such as cities where there will be events that move freely, I also do not exclude doing parallax mapping. For the moment, I don't know what it will give in terms of in-game performance. Otherwise, I have a paid "anti-lag" script called Effectus, it looks rather solid and in any case it does not prevent me from having events that move outside the screen, phew!
  4. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  5. Lucas22

    Question about event movement outside the screen

    Woah! Thank you Rominator, I had lost hope, but ultimately it worked well. In fact I have a script which is somewhat incompatible, its simple anti-lag of MOG. Because there is a function UPDATE_OUT_SCREEN_RANGE whose value can be fixed. Afterwards, I don't know if I can just deactivate this function or delete the script altogether.
  6. Lucas22

    Question about event movement outside the screen

    Hi Rominator !, thank you for your reply. For the Kread-Ex script, it seems to be what I want, the event would continue to advance until arriving at destination, even if this destination is far outside the screen (and the visibility of the player) . But I searched on the Kread-Ex site (https://grimoirecastle.wordpress.com/) and I did not find said script unfortunately. For the second, I do not think that remembering the position of the event can be really useful in this context. The problem remains the same, what happens for the event outside the player screen.
  7. Hello everyone, I don't know if my question is going to sound weird, I'm trying to make a game with a real time system (I'm inspired by Zelda Majora's Mask), I know it's not really possible, but I would like keep its appearance. I know that events outside the map where the player is do not exist, they are not instantiated. We cannot for example trigger an event move, change the map, and when returning, the movement continued during this time. That said, even within a map it does not work as I would like. If I trigger an event (in parallel process) which is supposed to carry out a displacement (pathfinding), the displacement will be carried out only if the event enters the screen area of the player. This can give rise to inconsistencies such as for example: a guard patrols around the city, he passes in front of the player and leaves the screen, the player takes the opposite direction and expects to find him along the way , but in fact the guard stopped immediately after leaving the screen and waited for us to get closer to resume his patrol. I wonder two things: 1 / Is this problem an inherent part of the software limits or a script could solve it? 2 / Otherwise, do you have any ideas to get around the problem and maintain a semblance of life in real time in the game? I had thought of transporting the event case by case depending on if the player is supposed to cross his path at this time, but it seems really too heavy and complicated. I hope I have been as clear as possible, thanks for your attention!
  8. Lucas22

    JPS Pathfinding script issue

    Thanks again !
  9. Lucas22

    JPS Pathfinding script issue

    Yes, but in fact, I've said it before, I'm not good at scripting, and I would not be able to modify the pathfinding script to include pixel movements, although I guess that's possible. It is rather that I found on the internet a problem similar to mine (activate or deactivate a script through the file Game.ini) and that I appropriated the proposed solution.
  10. Lucas22

    JPS Pathfinding script issue

    Thank you very much for your help Kayzee ! It seems that everything is working as expected. I can save again, and use the pathfinding feature. I had already tried to remove the procs, but maybe I got it wrong or I was missing some. In any case I did not think the solution so easy. For the script call, I just talked about it as a way to get around the problem inside the script, but since there is no problem ... For example, I also use scripts with pixel movements. So to get around the incompatibility, I found a way to disable these scripts, then activate them in-game in the appropriate zone (where there is no conflict of scripts). The solution is to use the file Game.ini, however it forces me to manually save and turn off the game to reset with the script in question activated.
  11. Lucas22

    JPS Pathfinding script issue

    Thanks Kayzee for your message. In fact, the Jet10985's script does not work very well for me, probably because of incompatibilities with the other scripts I use. So, even if you can not solve the problem of this use of the variables procs, would it be possible to realize the second option that I mentioned: clear the procs by script call, save if possible, then reset the procs ?
  12. Lucas22

    JPS Pathfinding script issue

    Hello everyone, I created this topic about a script that has been around for a while and that can be found here : Here is the problem : this script seems to be the best in its field and available, but it turns out that its programming completely prevents to save in game. I'm surprised that no solution has been provided since then. The author no longer seems active, but I find it a pity that his work can not really benefit anyone in the future, because a rpg without the ability to save is not an acceptable option. I am not a script programmer, and I ask if there is a programmer in the community who would take a look at this script to see if a fix is feasible ? If not, I would like to know more about the possible solution mentioned by Sixth : Concretely, how to clear these variables in a script ? For example, we could do a common event with a script call (which clears the variables, then saves and finally returns the variables in their original form) ? Thanks to those who bothered to read me.
Top ArrowTop Arrow Highlighted