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I am attempting to make a battle system similar to Deltarune's battles. I asked what things to change in the code to remove the walking grid. I was told that I should reduce the size of the virtual tile size. I'm wondering where the code for the virtual tile size is. I know that Game Maker is a thing, but I can't afford it.
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- srsly guys help me
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Hi, can anyone help me add traits/effects to item from code? I'm trying: item.effects.push({"code": 12, "dataId": 2, "value": 50}); but its set mp recover to NaN
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Hello, I am new to RPG Maker VX Ace, and I was wondering if it would be possible/simpleish to make an incremental game. The basic theory behind incremental games (If you dont know already ) Is that you perform an action to get a reward, repeat until you have enough to upgrade said original action. Progress is marked by unlocking new rewards and increased levels or profit/automation. Ideally this would be represented by the world changing, new buildings popping up, new shops, event etc. All of which would be driven by a selection of different currencies and the levels of your abilities/structures. Wanting to spitball/potentially find someone to assist with developing this project from a script/eventing angle. Looking forward to hearing your thoughts/opinions/advice, Thanks
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I had a heck of a time trying to get something that I considered to be, at least from a gamer angle, to be relatively simple to work properly in RPG Maker VX and it caused me to wonder if maybe there was a better way to go about it or if I should have coded instead tried to do everything within events. So here's how this worked. In my game, you get to select 3 staff members out of 10 to assist you with your initial consultation for a mind jump, wherein you jump inside a person's dream and the 3 staff members that sit in for the consultation will also assist you in your jump. The patient that you're getting ready to interview is ex-military and during the staff meeting prior to the consultation, Tyler, your chief security coordinator (also ex-military) vehemently declines being included in the consultation, even though you wanted him in as a sort of expert, given his background. As a result, he's either locked in to the consultation or out depending on your decision during the staff meeting. So here's how I wrote the events. X Y Z ABCDEFGHIJ X - StaffConsult1, Y - StaffConsult2, Z - StaffConsult3 A-J - Initial staff member positions. The best way to think about the above is think about the scenario in Final Fantasy 6 (3 on the U.S. SNES) where the team divides up and you can select which scenario you want to do and in what order. There are 2 pages for each event. The first page is the one we'll be looking at mostly, but the second page is there just in case the person is dead, at which point it checks for KaremaDead=ON for example and has no graphic selectable there if that is so. Let's say you go to select Karema (initially at the A position). First it checks if Karema's number (1 in this case) is set to StaffConsult 1 or 2. Why not 3? Because there's a parallel process running where as soon as 3 is not 0, it asks if you'd like to confirm your selection. If you want to start over, it resets all character positions (except Tyler) and resets StaffConsult 1, 2, and 3 to 0. Anyway, back to Karema. If it's confirmed she's at StaffConsult 1 or 2, it asks if you'd like to remove her or not. If so, that StaffConsult (1 or 2) is set to 0 and she's reset back to where she was. HOWEVER...this was my first issue. There doesn't seem to be a way to do an OR statement. See, what I really wanted was... If StaffConsult1 == 1 OR StaffConsult2 == 1... But you can't do that, at least not with eventing. As a result, I have it set up like this... If StaffConsult1 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult1 == 0, Skip to Label End If StaffConsult2 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult2 == 0, Skip to Label End Lots of other eventing stuff that I'll explain momentarily Label End Don't get me wrong, it works, it's just that there's redundancy I wish I could get rid of. What I WISH I could do is set up some sort of quick array feature that would check them both for 1, then replace with 0 if the choice is to remove. Alternatively, I could also disallow the ability to change people in the middle of the operation and have it where you have to select 2 other people, then choose to start over. The other problem is without any sort of array or indexing function, I then have to call a common event called NumberToName that simply says if StaffConsult1 is 1, then StaffName1 is "Karema"...but that particular event line is repeated 10 times...then 10 more for StaffConsult2 and StaffName 2...then 10 more for StaffConsult3 and StaffName3. Again, it works, it's just a pain. Furthermore, it's going to need further refinement somewhere down the road because as it stands Tyler is not selectable within this instance ONLY because I deliberately exclude that ability this time, so I'll need to create a clever locking method for that. I am actively studying Ruby as well as several other scripting/coding languages (I actually have a bachelors in computer information systems, but I'm not a huge fan of coding, go figure). What are your thoughts? And definitely let me know if I posted this in the wrong area. Edit: I just realized I didn't explain how the rest of the eventing works. So let's say Karema is at position A and StaffConsult1, 2, and 3 are all 0. If you select Karema and it confirms StaffConsult1 and 2 aren't 1, it asks Add/Don't Add. If you choose Add, it checks if StaffConsult1 is 0 and if so, then StaffConsult1==1 and Karema's position gets set to X. If StaffConsult1 is not 0, it checks if StaffConsult2 is 0 and if so, then StaffConsult2==1 and Karema's position gets set to Y. If neither of these are true, then StaffConsult3==1 and Karema's position gets set to Z at which point the parallel process kicks in.
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For whatever reason, smileys like and things like © are altered in text slightly, and create errors in otherwise valid code.
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Wowsers! It's blogging time! (and a WIP script)
Kayzee posted a blog entry in KilloZapit's Magical Fairyland
Uh hey there everyone! I thought I would start a blog for anyone interested in stuff I am doing that I may or may not end up finishing or may end up being too niche to interest many people, that way I can learn if anyone has interest in me releasing full scripts or not. So first off, here is something I have been working on lately. Namely a "accent" script inspired form the system used in Chrono Cross! It's just an unfinished experiment right now. It can turn text like "\vg[| |I think we should try and go around--.]" into "Like, oh my gosh! I, like, think we, like, should try and go around and junk." or "\catgirl[| |I think we should try and go around--.]" into "Nya! I think we should try and go around, nya." Maybe I will generalize it and give actors notetags with verbs and interjections and stuff.