MARREND'S PROFILE

Marrend
Guardian of the Description Thread
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Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

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reasons to keep living:

author=nhubi
The alternative.


This, mostly.

Best of Blogs #001

I'm... somewhat surprised to see Myriad Cypher in here, actually.

I'm not used to being noticed!

[RMVX ACE] Problem with magic reflection

author=Kyusef
I want that if an enemy has reflex, to hit it with a black magic, i cast, for example, "fire" to an hero with reflex, so the spell bounces to enemy.

Wait. I'm starting to realize what, exactly, you're asking for. In order for a damage spell to be able to target an ally, it needs the targeting parameter of "Single target (Ally)". However, I get the impression that you want spells to be able to target enemies as well. So, I would think that having a system where "Single Target (any)" is possible (regardless of what the database actually says) would be the higher priority.

Now, if you already have that a system in place that does this, well, I'm honestly not sure where to go from there! I mean, it would have to be a customized battle engine at that point!

Virtual Grappi - WHAT IS THIS GAME? WHAT IS ANYTHING?!

One might have also noticed that each of those bars are now distinctly empty...

[RMVX ACE] how can i move the airship from 1 map to another while it is in the air

author=andreasaspenberg
the information i got here overloaded me and as such i was unable to work until today and that is why i have been absent. is there any way to make airships trigger a player touch event.(the solution i was provided works but it is extra work for me.)

With the default event-commands and scripts...

author=Marrend
Well, from what I can tell, the airship can only respond to a Parallel Process and/or Autorun.

...no.

*Edit: I suppose a script might be able to do it, but, that seems to me, like, ten a hundred times more work and frustration (particularly with all the debugging you'd need to do) than using the solution at hand.

Let's work on your game descriptions!

My suggestion to that would be...

A brother and sister come upon an old lamp that once belonged to their grandmother. Upon trying to use this foreign-to-them devise, they find themselves falling into another dimension. Here, they cannot die, but, are put back to where they started, and find themselves forced to overcome what challenges they faced all over again.

...that, or something like it. Also, the gameplay you are describing sounds to me like a visual novel.

Aside: It seems to me that, given what I'm reading, it's only really a matter of time until the player figures out which choices are the "right" ones, and these kids get home. Which I largely assume to be the one ending that you mention. Though, I could be utterly wrong on that point.

[RMVX ACE] Problem with magic reflection

I could almost swear that the Reflect spell/status bounced spells back to the caster in the FF series, but, I grant that it has been a while. Moot point, I suppose.

Anyway, I'm going to assume at the moment that this isn't going to be as simple as setting up a Condition Branch based on whither or not a target is inflicted with the "Reflect" status. Then again, I'm aware of an event-command that forces actions, but not any that returns what skill is being used and/or on what target. If that makes any sense.

So, from the sound of things, it kinda looks like we're going to be delving into scripts to get this effect. Are you okay with that?

*Edit: Just to be absolutely, positively sure, you want the reflected damage to affect all enemies, or all allies, depending on who's casting it, right?

[RMVX ACE] Problem with magic reflection

Not quite sure what you mean by...

author=Kyusef
...the magic attack bounced to opposite unit...


...that, but, I think you mean something like, for a simple example, a spell bouncing back the damage to party if the intended target was an enemy?

Developing like a lazy bum!

author=NeverSilent
An alternative is also to just turn the Player sprite transparent and set it on Through, and have that move around instead. That has the special advantage that you can even scroll diagonally this way.

Or remove the sprite entirely. As in, make it blank. Sometimes, I've set up a Common Event to make the party empty for the same effect. And, yes, I've found that you can still control a party with zero size. It's pretty hard to tell where one is, obviously (Unless you change the player-sprite after making the party empty? I've not tried that yet.), but, it's possible!

Anyway, removing the sprite (or the party) might might not be smart for games with a lot of party variability. Wyrm Warriors comes chiefly to mind on this point. However, for more linear games where these things are more predictable, it's pretty useful!

Square Enix just announced a remake of Final Fantasy XIII!

Now with 50% more Focus!

*gets shot*

More serious: The funny thing about this status is that I could feasibly see them putting all three FF13 games into some kind of collector's edition, or what-not.