I LOVE RMVXACE, BUT THERE IT KINDA HARD TO GET USED TO
Posts
Pages:
1
EDIT: LOL, I just realized I fuc*ed up on the title, ignore the bad writing. (Not like I'm real good at that any way.)
I have always worked with RM2K/3 over my history of making games, they are easy programs. I was toying around with Ace and its more complicated, considering I'm so used to RM2K/3. Its alot more detailed in terms of character creation, like all the neat extra perimeters you can add for more customization. It's nice, but I'm still not 100% sure on how it all works. One thing in particular that I noticed right away is giving stats (Hp, MP ect...) to characters.
You know how when you apply starting ATT (or what ever stat other then HP or MP) to end level ATT. How you see the colored graph, they stats in ACE are WAY more sensitive then in RM2K/3. For those who I confused, here is an image.

Why are the starts more sensative in Ace (except HP an MP for some reason.
I have always worked with RM2K/3 over my history of making games, they are easy programs. I was toying around with Ace and its more complicated, considering I'm so used to RM2K/3. Its alot more detailed in terms of character creation, like all the neat extra perimeters you can add for more customization. It's nice, but I'm still not 100% sure on how it all works. One thing in particular that I noticed right away is giving stats (Hp, MP ect...) to characters.
You know how when you apply starting ATT (or what ever stat other then HP or MP) to end level ATT. How you see the colored graph, they stats in ACE are WAY more sensitive then in RM2K/3. For those who I confused, here is an image.

Why are the starts more sensative in Ace (except HP an MP for some reason.
thats really it, im just curious why the statistic formula seems to be alot different. is there a way to make it like RM2K/3?
How is VXACE anyway? I'd be happy with pretty much rm2k/rm2k3 with some restrictions gone and in higher resolution.
For example is key input-thingy and picture placements similar? I know in XP you had to script everything if you wanted to make somekinda custom systems, but I'd like it to be possible with ready options as well.
For example is key input-thingy and picture placements similar? I know in XP you had to script everything if you wanted to make somekinda custom systems, but I'd like it to be possible with ready options as well.
Key press is under conditional branches now, which makes things a lot easier, providing you know what each corresponds to. Picture placements is the same, with a few additional options, though to get it to 'stick' to a map properly you need to use a script (there's plenty of them out there, though. I'd recommend the one by Modern Algebra).
In Ace I'd imagine it's different because of the way numbers effect damage output and having the ability to create your own damage algorithms or make scripts that break the boundaries. Mostly it's just a cosmetic difference, though, so no major issue there.
In Ace I'd imagine it's different because of the way numbers effect damage output and having the ability to create your own damage algorithms or make scripts that break the boundaries. Mostly it's just a cosmetic difference, though, so no major issue there.
author=Jparker1984
thats really it, im just curious why the statistic formula seems to be alot different. is there a way to make it like RM2K/3?
If you know the growth formula for Rm2k3 then it shouldn't be a problem.
hey hey! I see familiar usernames! Twin Fox Tails, I remember.. and Nessiah, you were at gamingw as well, if my memory serves me right..
Aaa.. such a nostalgiatrip
Aaa.. such a nostalgiatrip
I'm noticing a few strange things that are missing.
1) Call Event - I can't natively call an event, or a specific map event, or a specific page on a map event from the built-in command tools, even though 2k3 could.
2) I can't seem to call a variable by reference - there is only the ability to specify a single variable, or a range of variables.
3) Jump to Label no longer defaults to the last added label - its just blank. A minor quibble, but strange that they'd lose such a minor feature.
None of these are big issues, just strange! And the new features and commands added still make Ace worthwhile over 2k3 (and I am not even talking about scripting, I mean things like having BGM and BGS, or the expanded conditional branch items, or self switches etc..)
1) Call Event - I can't natively call an event, or a specific map event, or a specific page on a map event from the built-in command tools, even though 2k3 could.
2) I can't seem to call a variable by reference - there is only the ability to specify a single variable, or a range of variables.
3) Jump to Label no longer defaults to the last added label - its just blank. A minor quibble, but strange that they'd lose such a minor feature.
None of these are big issues, just strange! And the new features and commands added still make Ace worthwhile over 2k3 (and I am not even talking about scripting, I mean things like having BGM and BGS, or the expanded conditional branch items, or self switches etc..)
if you're just throwing numbers into a box and expecting to use that as your balanced game setting than
TFT
go on......
if you're just throwing numbers into a box and expecting to use that as your balanced game setting than
you are going to pass out when you look at how skills work, guy.
TFT
go on......
you are going to pass out when you look at how skills work, guy.
The missing event commands in Ace that 2k(3) had is annoying at times. Sometimes you just want to do X quickly and not have to do some Event->CallScript command, especially for more complicated commands or stuff that you need to find/make a script for.
It doesn't really work that differently. Try working with smaller numbers first just to get used to how things work. Attack power and defense are a lot more important in VX Ace than in 2k3 (they actually matter now).
I mean, if you want them too. It'd be simple enough to ignore one of the stats in your damage calculations and instead use a script like Extra Param Forumlas by Yanfly to make DEX to combat a target's AGI (or you could still use DEX to influence the damage of rogue skills, or something).
It's so flexible, and numbers can mean whatever you want. Or you could make everything do flat damage! THE WORLD IS YOUR OYSTER.
It's so flexible, and numbers can mean whatever you want. Or you could make everything do flat damage! THE WORLD IS YOUR OYSTER.
Dammit. Yanfly's Call Event script references the source event's Self Switches instead of the target's Self Switches, when changing or evaluating them. Drats!
Throw the contents of the self switches into temp switches, execute the call event, then after put the temp switches back into the self switches.
e: Not sure what was spilling out of my mouth at time of posting but it was tl;dr fuck kludge.
e: Not sure what was spilling out of my mouth at time of posting but it was tl;dr fuck kludge.
author=GreatRedSpiritThat's kind of what I did!
Throw the contents of the self switches into temp switches, execute the call event, then after put the temp switches back into the self switches.
e: Not sure what was spilling out of my mouth at time of posting but it was tl;dr fuck kludge.

it is a loop that picks a random Location events on my Settlers map and has the barbarians attempt the raze and pillage that city. Each Location event has a self switch to say "I'm a City!" or "I'm a Settlement!" so I check to see if the target is a city or not before razing it.
You should make a new global variable that just points to the game_switches/variables/self_switches because typing in $gs is way easier than $game_switches
I'd just make each event pull from an array, and whenever a new location is founded you put it into the Cities or Settlements array. City event 0 = city_array. That way you can raze
I should really learn more about hashes...
locs = city_array + sett_array; pillaged = rand(locs.size) locs[pillaged][3] *= 0.7 # fourth value in the loc array is population locs[pillaged][4] *= 0.5 # fifth value in the loc array is resources
I should really learn more about hashes...
Pages:
1





















