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2About D.S.Sirius

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Rank
Advanced Member
- Birthday 11/18/1988
Profile Information
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Gender
Male
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Location
UK
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Interests
Dark fantasy, Horror, Rpgs
RPG Maker Information
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RM Skill -
Game Developer
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khas awesome light effects with variable timer issue
D.S.Sirius replied to darthbirdy3's topic in Programming
I literally use this exact same type of thing in my game to make a lantern that uses fuel which depletes over time. I just put two events on each of the maps I want the lantern out on. You're definitely going about this the right way with variables because I've got this system working in my game the exact same way. -
Lighting Script (Suggestions for a good one).
D.S.Sirius replied to D.S.Sirius's topic in Programming
Just wanted to say I took the plunge and went with Khas's ultra lights in the end. It is very good. Would recommend.- 1 reply
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Shiggy created a script that displays extended descriptions when you press shift over an item. I use it extensively in my own game. It's kind of similar to the way item descriptions work in the dark souls series. I don't know whether that would be of any use for you?
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Getting a Boss Healing Mechanic to Work
D.S.Sirius replied to D.S.Sirius's topic in Editor Support and Discussion
Hi Maverick, Thanks very much for the swift response. I've actually worked this out now. There was no error, it was the game locking up when there was no enemy there to fulfill the forced action (in this case heal Boss A). I had the battle event set to moment so that it could be reused. I didn't realize you could specify more than one condition with the tick boxes, so I resolved this problem by assigning a switch to check whether Boss B was dead or not. Thanks for the help in any case! Much appreciated! Sorry to waste your time! -
Hi All, I have an interesting boss mechanic that I'm trying to get to work, but I've unfortunately hit a hurdle with it. I have a boss fight that initially begins with one boss (Boss A) that isn't much of a challenge. However, when Boss A's HP reaches 40%, boss B shows up and heals Boss A to full health. I want to make it so that Boss B will continue to heal Boss A back to full health when Boss A's HP gets lower than 40% for as long as Boss B is still alive. I've managed to get Boss B to behave this way, but once Boss B is dead, it just crashes the game when Boss A's HP goes back below 40%. Does anyone have any idea on how to get this type of thing to work?
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Do Your Games Actually Run At 60 FPS?
D.S.Sirius replied to AeghtyAteKees's topic in Editor Support and Discussion
Haha No. Although anti lag scripts can be helpful. I find Victor's one works quite well so long as you don't overdo it on your events.- 4 replies
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Audio plays multiple times when buffing party?
D.S.Sirius replied to iamgimpy's topic in Editor Support and Discussion
I think it's just the way the engine handles actor animations. You'll need to think out of the box to fix this one. Why don't you try something like this as a workaround. Use two skills: Skill 1 - Targets just one actor. Your sound effect plays in this one, but it doesn't do anything else except calls skill 2 using a common event. Skill 2 - no effects or animations etc. but targets all actors with your original intended buff. -
Run For Your Life While Blocking The Chaser's Route?
D.S.Sirius replied to Darkness Void's topic in Editor Support and Discussion
That depends on how you want to trigger them. If you put them as event touch then you'll just need to knock into them to trigger the effect.- 4 replies
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Run For Your Life While Blocking The Chaser's Route?
D.S.Sirius replied to Darkness Void's topic in Editor Support and Discussion
If it was me trying to attempt this, I'd probably make use of switches and object move commands to make blockages. If you wanted them to auto-unblock, you can just use a wait command so that's simple enough. The only thing to bear in mind is that events can't pass through other events, even if they are set to below player priority.- 4 replies
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Weapon does more damage if an actor is afflicted with a specific state.
D.S.Sirius replied to D.S.Sirius's topic in Editor Support and Discussion
That's worked perfectly guys, thanks very much for all the assistance! -
Weapon does more damage if an actor is afflicted with a specific state.
D.S.Sirius replied to D.S.Sirius's topic in Editor Support and Discussion
I was unaware that Yanfly had a script like that. Thanks for the suggestion, that sounds worth a go! I'll let you know how it goes. Cheers! -
Weapon does more damage if an actor is afflicted with a specific state.
D.S.Sirius replied to D.S.Sirius's topic in Editor Support and Discussion
Thanks for the help guys. Unfortunately, it would get a bit unwieldy using the damage formula box to do it that way as I may decide to use other combinations in the future. Plus, there is more than just the standard attack method in my game as many weapons have their own "weapon skills" that become available upon equipping them. I did find that Tsukihime actually made a script that allows you to use conditions with features, however, it is unfortunately incompatible with Yanfly's ace equip engine, which is unfortunately essential for my game Currently I'm trying to commission to get a patch made to get the two scripts to work together! -
Audio plays multiple times when buffing party?
D.S.Sirius replied to iamgimpy's topic in Editor Support and Discussion
Try changing from target to screen on your "up1" sound effect. -
Weapon does more damage if an actor is afflicted with a specific state.
D.S.Sirius posted a topic in Editor Support and Discussion
Hi All, Just a quick question. Is it possible to have a weapon check if a character has a specific state afflicted on them and give a better damage bonus accordingly? To be a bit more specific, there's a state in my game called "Curse" that halves the actors maximum health until it is cured, but I want to make a weapon that does more damage if it's equipped to an actor that has "Curse". Is this something anyone knows how to do? Many thanks! -
This is the link: http://www.rpgmakercentral.com/topic/3230-proximity-events/
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