rainzo 0 Posted August 8, 2013 hi, is there a way to put a picture "before" the title screen ? how to do an "intro" just after "new game ? how to make a weapon that ignores enemy defense ? how to make a weapon that hits all enemies at once ? thanks Share this post Link to post Share on other sites
Chiakster 5 Posted August 8, 2013 There are scripts in the website's Scripts section that skip the title screen. With it, you can do whatever you want before the title screen appears, then summon the title screen in an event. You make an intro cutscene thru use of events. Your question is too vague to answer any other way and is left to your imagination to create. I am unfamiliar with weapon parameters so someone else will have to answer those questions. Share this post Link to post Share on other sites
moXa 0 Posted August 9, 2013 (edited) 1. Try use this: http://atelier-rgss.com/RGSS/RGSS_VX_ACE.html - MogHunter777's skript that allows u to put animated logo and animated menu using Animated Title A, search YouYube.com for tutorials how to use it. 2. As Chiakster said 3. Element Rate should do it coze description says: "Changes the damage multipier according to the specified element. The higher the value, the greater the weakness against the element." So if Your weapon is attacking with [Physical] element and u add Element Rate>[Physical]>100% it should work (!! don't mistake with Atk Element) 4. Well without any scripts it's impossible. I had heard about "Weapon Unleasher" or something like that but You can make skill that will "attack all enemies", if you don't want to teach it to player You can set weapon to allow use it if wepaon is equiped. Hope my reply helped somehow Edited August 9, 2013 by moXa Share this post Link to post Share on other sites
rainzo 0 Posted August 9, 2013 thanks, i've use skills to do that. next questions ^^ is there a way to remove TP in battle screen (i don't use it) ? how change the icon of the game ? i want this => a.atk / [number of monster still alive in battle screen] how do i write it ? Share this post Link to post Share on other sites
moXa 0 Posted August 9, 2013 (edited) 1. Go to script section (F11) then Window_BattleStatus line 102 draw_actor_tp(actor, rect.x + 156, rect.y, 64) and # it to make it a comment (#draw_actor_tp(actor, rect.x + 156, rect.y, 64)). Done 2. There's a program called IcoFX. Download it, install, open, click in tools>Resource editor, then clic the folder icon, select the game.exe in your game folder, then right click, add, select the icon you want, and then delete the dragon icon and clic save. /Post by Sakuraba in http://www.rpgmakervxace.net/topic/17554-changing-the-game-icon-cant-playtest/?hl=%2Bicon+%2Bchange "Changing the game icon / Can't playtest!", edited by me 3. I'm not sure what are You thinking about ^^ Edited August 9, 2013 by moXa Share this post Link to post Share on other sites
Riff 62 Posted August 9, 2013 1. In an easier way, open your database, go to the system tab and uncheck 'Show TP in battle' 2. Nothing to add here 3. Same question was asked very recently for the actors. For the enemies if think I recall it was something like this $game_troop.alive_members.count but I'm not sure Share this post Link to post Share on other sites
moXa 0 Posted August 9, 2013 @Fielleux: Yeah, I knew there is somewhere option to disable it (line 104-111 tells about disabled TP bar) but i'm blind I'm using ABS (Active Battle System) so there was no need for me to search for that option Share this post Link to post Share on other sites
rainzo 0 Posted August 10, 2013 (edited) oky thanks for the question 3, i want create a weapon with a 50 atk divised by the number of ennemies in play Edited August 10, 2013 by rainzo Share this post Link to post Share on other sites
estriole 326 Posted August 11, 2013 You could either use yanfly weapon attack replace script. Or kread ex weapon formula script. Share this post Link to post Share on other sites
+ colll78 2 Posted August 12, 2013 As for question 3 you might need a bit of scripting. Or if you don't know how to use ruby yet check out some of the side view battle systems as most of them have AOE attacks. Share this post Link to post Share on other sites
rainzo 0 Posted October 8, 2013 (edited) hi, 1) How can i add icon (armor, potion, etc...) in the iconset ? i've import an "icon" file but i can select it for my items. 2) i'd like to create an item who "call" the airship, i've create the item who call the event "call airship" then i don't know what to do after that... in my event "call airship", i want to get a "fade", set the start point of the airship at my own position then remove the fade. I suppose that i have to use coord. I've find the tuto in tutorial section but i don't understand the part with "parallel process" thx Edited October 8, 2013 by rainzo Share this post Link to post Share on other sites
Tsarmina 2,612 Posted October 8, 2013 I'm not sure I fully understand, but I'll do my best 1) The "iconset" should actually be a perfectly divided .png so that when you import it (using the Resource Manager, perhaps!) into the game, it will automatically create the right-size boxes. The trick is to making the icons the right size. 2) Um, I think (I'm a little confused) that you would use Fadeout Screen, then Set Vehicle Position (probably using coordinates if you want to get it precise), and then Fadein Screen. (For a longer period of darkened screen, just use Wait.) Share this post Link to post Share on other sites
rainzo 0 Posted October 9, 2013 hi Tsarmina, for the iconset, i have overwrite the one in the system folder. for the airship, the probleme is that i don't know how to get coordinates Share this post Link to post Share on other sites
Riff 62 Posted October 9, 2013 When you try to set a value for a variable there is among the options one that allows you to put the x (or x) of the player (and the map_id, which comes handy for a teleport system) Share this post Link to post Share on other sites
Azmor 4 Posted October 9, 2013 (edited) Question 4: That's simple. Go to database. Choose "Skill" Copy the first skill, means the normal "attack" skill. Change the maximum limit, to paste the attack skill in an empty place. Now change "Scope" to "All enemies" After you've done that, apply. Go to the weapon tab. Create your weapon. On the top right there are "features".Right click on an empty placeholder and edit. Go to the "skill" tab in the small window that appeared. Activate "seal skill" and choose your attack skill, you made earlier. Ingame you will hit all enemies with this weapon. If you unequip it, you will attack normal again. No scripts needed. Tell me if it worked for you, too. EDIT:I just saw, that somebody already posted the answer. Well, I hope someone finds use in my post. - Azmor out Edited October 9, 2013 by Azmor Share this post Link to post Share on other sites
rainzo 0 Posted October 17, 2013 hi, it's me....again ^^ yes it's worked thanks but now i have more questions how can i remove the airship's shadow ? how can i create a weapon with X% chance to kill instantly an enemy ? probably with en event but i don't find how to call an event with a weapon.... thx Share this post Link to post Share on other sites
Caedmon 4 Posted October 17, 2013 Hey there I am no expert by any means but I believe the airships shadow is part of its graphic. You will need to have photoshop or gimp, or something similar and erase the shadow that's underneath the ship and resave the graphic. Make sure you save it as a .png to preserve the background. If I had the graphic with me I could do this for you. As far as the weapon you should be able to create a skill in your database and then assign that skill to your weapon. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted October 17, 2013 You may have to use probability percentage of inflicting 100% Death state on the enemy, which would either be a miss or total kill. Share this post Link to post Share on other sites
rainzo 0 Posted October 18, 2013 i 've found. just # in the main script the line with "shadow" to remove it. Tsarmina, it's not working because i want some enemies immune to it, so if i immune them to "death", they don't die when their HP reach 0. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted October 18, 2013 Ah. Okay. :\ Well, at least you found a way. Share this post Link to post Share on other sites
orathan 22 Posted October 19, 2013 If you want to make a weapon that has a possibility to kill certain enemies in one blow, I suggest that you add a copy of the "Death" state, rename it with something like "K.O." or anything you want, and add a weapon with that state with a percentage to inflict the target. Then make the enemies that you don't want to be affected to be immune to this state. This means that you'll be spending some time with editing your database. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted October 20, 2013 Oh yea, orathan made a good point =.=" But I mean, a database change like that should only take a few minutes. Just copy Death state and change weapons around. Share this post Link to post Share on other sites
Riff 62 Posted October 20, 2013 Though the new death state will not be considered death state by the game if you only make that change. The simplest way would be to have a parallel event that add the death state if your 'K.O' state is on an actor. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted October 20, 2013 Well, the actors/players wouldn't be immune (well, they could, by using Immortal), so I don't think it would matter that much :\ Just don't use KO for actors, only for enemies. (Or even those that are just immune, maybe.) Share this post Link to post Share on other sites
orathan 22 Posted October 21, 2013 (edited) You don't just add a copy of the "Death" state. You should also make specific monsters to be immune to that state. If you use a weapon that inflicts the "K.O." state, it will only affect monsters which are vulnerable to it. For example, a "Poison Blade" can poison enemies but will not affect an enemy that have the ability to poison the player, something like a BIG blob of POISON. For further explanation, "K.O." state(as I named it XD) can be considered to be like the "Death" state for it has the same effect because it's a copy of the state. If you bring them all together, what do you get? Surprise, surprise! United STATEs of America! Bad joke, I know... And yes, I agree that it won't take too much time editing the database. Although, I did say some time which would range from a long to a short period of time. Stupid net connection! Don't go ON and OFF on me! It's very difficult to reply because of you! Edited October 21, 2013 by orathan Share this post Link to post Share on other sites