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Yanfly Engine Ace - Ace Core Engine

Sweet, I figured it out yesterday though. Thanks. Sad, someone should reupload.

Yanfly Engine Ace - Ace Core Engine

Does anyone have mirror links to these files? I keep getting server errors or it's just failing to download in general? Is it just me? Thanks.

Press Turn Battle System

Awesome, but I feel stupid: Do I NEED to download nay parts of Luna or Yanfly Battle Engine in order for this to work? If I copy/paste this normally into the editor it gives a Line 197 NameError and undefined method. This is for the LE PTS script, since I tried doing it using the base and got more errors. I feel dumb; I think I understand how to edit scripts, since I have some experience with this stuff, but honestly not too much. I am using the LE PTR, AdvAICond, PTS Patch 1 and 2 scripts. Thanks.

Okay, got rid of the other things and am just using PTS Patch 1 and 2. When entering battle I get this: Line 62 NoMethodError Occurred
undefined method for ptbn_Actions for BattleControl Module

I'm assuming I do need the YEA Engine to run this, since it has the BattleControl Feature I need?

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Welp, I was using play_bgm instead of change system bgm. Shows how much I know.
I think I only have a couple more things that I can't figure out then I'll just post a test room so I can show you guys what I have so far.

Alright, for this I want the player to become invincible after they have touched the enemy on the screen to prevent constant battle collisions. Here I'm assuming the timer system is similar to Game Maker's alarms in order to do this. It makes the player invisible and then gives them a few seconds before they can be encountered again; however the sprite stays invisible and doesn't change back, plus enemies can still encounter you even if you are supposedly invisible. There might be problems as I'm trying to type this up as smoothly as it comes up in the editor.

if invis=1 (in active encounters event)

{sprite+transparent
timer set: 12s
timer start}
else
if timer <=00s
{if invis=1
{set invis to 0
jump to label 1}
}
end
label 1
if invis-0
{transparency=opaque
timer 1 set= 12s
jump to label 2}
end
end
label 2
end event processing


Another thing is trying to make enemies resistant or weak to certain types of attacks. I know it can be done through the attribute menu, but I'm not 100% sure that it's doing what I want with it. I've read the help file and it says that putting it 200% on certain points will do double damage, etc. What I want it to do is that if I set it to like...50% or whatever, I want to make sure the damage would be less than the full amount if it was set at 100%. (I'm probably not wording this right.) If it helps, think of SMT's Null/Drain/Repel system; Null makes it ineffective, Drain converts it to HP and Repel sends it back to player. I put it as a common event to make things easier, maybe:

if Target=Enemy

{
if Weakness=1
{Damage=x2}
else
(Damage=x1)
end
else
if Resistance=1
{Damage=x.5}
else
(Damage=x1)

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Okay, didn't want to waste people's time with this but I can't get it working on my own despite changing it several times. I want the battle music to change randomly; doing image links to the code doesn't work well for me so I'll just type it out again. It either doesn't play at all or changes randomly in battle every five seconds.

[b]Active Encounters w/ Music code[/b]
//same as before
memorize bgm //field music
if switch encoutner is on
switch b_musicplay is on
call event playbmusic //in case it doesn't call in m-group
//win battle stuff
label 1
switch b-Musicplay off
switch encounter off
end event processing

[b]Battle Music Call[/b]
Set B_Music1 to Rand 1-3
if Switch B_MusicPLay is on
if variable B_Music - 1
play msuciA
//repeat until 3
else handler
jump to label 1
play memorized bgm
end event processing

 [b]Monster G. Triggers[/b]
Trigger: If Switch B_MsuicPlay is ON
Call Common Event Battle Music

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Yes, basically. I want to have rougelite(?) system where the player loses most items aside from key ones that are for story progression upon death. Thanks a bunch for this; I hope I don't seem like a pain...I usually try to figure things out on my own before asking for help, bu this one left me stooped. I might have one more question later, but I'll deal with that after I've made some progress in coding the actual thing.

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Okay, now I figured out how to make a type of quest and almost have a chest going. I need help in making an Inventory type system that the system can access upon dying. I have the variables; I just know I'm missing a key part that is putting them together. I have it put in the Common Event system as Inventory, and it will be called upon when the character gets an item and later when they die. I want to so that it can keep track of all items that the player has currently. The problem I'm having however is trying to do the same 'take the numbers from the database and put them in a variable' thing like before. That and I need to have the Inventory know what items are what and how many. I guess I need more than one variable for this, but I have no idea. I tried setting it to a number; but I don't want it to be random and I can't figure out how to just set the variable to whatever I need while still referencing it. This also plagues my chest problem; it executes the events but doesn't give a random item.

Here's the chest code (I would not know where exactly to start for an inventory; though I have a couple of ideas.)

Switch closed is on
variable give item is set to random 1 to 7
branch is switch closed is on
change items; type set in give item; amount set in item
display message: you found \v(item)!
jump to 1

label 1
switch closed is off
switch open is on

Rest is basic 'chest is empty' stuff. Thanks in advance for the help!

Also, I have the thing installed for rpg2003 to change fonts and I have put them in the system folder but they don't show up as choices; I have a feeling I'm not using the right type or maybe location, though I tried several different font types to be safe.

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Sweet~ Thanks, I'll probably just post my next question in this thread if I remember it.

RM2k3- Active Encounters Using Random Groups Stored in a Variable

Alright, I've been able to do the actual active enemy thing. That on its own with one Monster Group works fine; however, I'd figure it'd be nice to save time if I could use a variable to store a multiple number of monster group ID in that it could randomly choose between. I'd like it to be based on the map terrain the player is currently walking on, which would obviously need another variable. I can't seem to make the event initiate correctly; it gives a black screen and says it can't find the mosnter group. I put it in the Common Event section since I want to call on both of these every time I generate an enemy on the map. Here's the code that generates the active encounters:

Memorize Location: Map_Pos, X_Pos, Y_Pos

Switch Op. Encounter ON'
Call Event: The One Below that chooses for us
Enemy Encounter: Normal, with Monster ID Stored in Variable Encounter Type
Jump to Label 1
Else
End
Recall to Location: Map_Pos, X_Pos, Y_Pos
End Event Processing


Here is the code for determining the Terriain and making the encounters. This could probably use more work; I'm more familar with GameMaker which uses a totally different type of coding-- so I tried to model it based on how I would do it that way. Basically I want it to choose between X number of things, this stored in a varaible and at random. I know there is a better way to do this; I'm still figring it out. I'm probably missing something stupid and obvious.

Store Terrain ID: CharX, CharY (Probably gonna change these), Terrain ID

Branch if Var Encounter_Type is 1
Enemy Encounter: Normal, GroupName
Else Handler
if Branch Encounter_Type is 2
Enemy Encounter: Normal, GroupName2
Else
//Same until we get to 4
End Event Processing
End
End Event Processing
End //Repeat 4 times
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