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ENGINE TIPS, TRICKS AND BITS (OF INFORMATION)

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author=Liberty
Why do you want to get rid of it, in any case? It's a tiny file compared to some, and it's not like it's doing anything to change the quality of your game in any way, shape or form. You could just open it in an image program, delete the image, then save as a blank image and viola, it'll never bother you again.

That file's mere existence *is* the annoyance >.<;

I just don't like having files that have no use or purpose whatsoever. It's also quite annoying to package the game and test it, only to find out that you missed that *one* stupid file.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
What, you're weird as hell. Players don't even know what files are, all they ever see is the shortcut on their desktop.
NeverSilent
Got any Dexreth amulets?
6299
Just as an aside, there's quite a number of very useful tips and tricks to be found in this thread as well.
Max McGee
with sorrow down past the fence
9159
The higher the Luck stat in Ace, the higher your chance is to defend against or inflict a status effect, buff or debuff.


Does anyone know the exact formula of this?
Cap_H
DIGITAL IDENTITY CRISIS
6625
One I found out myself recently (after year of usage):
There are variables in RM.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
In RPG Maker XP, tiles on the second layer will appear on top of the third layer during the game if they're higher priority. Make sure your priorities are set right in the database.

You can use the script call $game_self_switches[[$game_map.map_id, 9, 'C']] = false to turn off self-switch C of event 9 on the current map.

\N[1] puts the first hero's name in a text box, and \N[2] puts the second hero's name. You may also want to do this for names of cities and anything else you might rename later, by making dummy heroes that share their names.

Put a lot of empty space between your categories of items and spells in the database, so you can add to them easily later.

It's hard to come up with advice that's legitimately useful in less than 50 words. I feel like this kind of advice is useless and insulting if it's not explained properly. Also we already have a stickied thread for this, so what's the actual point here, Lib? Some kind of event you're planning?
Craze
why would i heal when i could equip a morningstar
15170
Max McGee
The higher the Luck stat in Ace, the higher your chance is to defend against or inflict a status effect, buff or debuff.
Does anyone know the exact formula of this?

Chance (%) = 100 + (user's luck - target's luck) ÷ 10

So if the caster has 50 luck and the target has 10 --

100 + (50 - 10) ÷ 10
100 + 40 ÷ 10
104%

This means that the inflict rate is raised 4%. So, a 50% infliction rate becomes 52% (0.5 * 1.04).

It's easy to change, though. ctrl-shift-f for luk_effect_rate

I personally use

def luk_effect_rate
return 0.4 + 0.6 * user.luk / self.luk
end
which means that
50 v 10 = 340%
10 v 50 = 52%
30 v 20 = 130%
20 v 30 = 80%
wait so the default rmvxa formula means that you must be 1000 luck points ahead of the target for the stat hit% to double?

1050 vs 0050 = status hit chance * 2.0
0550 vs 0050 = status hit chance * 1.5
0150 vs 0050 = status hit chance * 1.1??? <-



no wonder no one sees any difference, it's kind of the Magic stat from rm2k/3 strikes back.
Very sound to change it. I'll do so to! Thanks, Craze. In fact, I'll look for the regular hit rate formula too in the script and change it to take Luk into consideration, and have Luk play a part in raising Critical damage (but not chance) too. This thread is actually very nice!
Ace (probably VX too)
You can have balloon icon more than 10 balloons. Just put a longer balloon iconset to bottom. And if you want to access the balloon icon, you could use set move route, script call
 self.balloon_id = number
SunflowerGames
The most beautiful user on RMN!
13323
VX Ace.

If you go to scripts, Window_ItemList (35 / 101) / WindowSkillList (45 / 100 / 104), Change the numbers 2 to 1.

You can have skills and items listed one by one instead of 2 by 2.

Scene_Shop Line 297 controls the resell value of an item.
If you / 1 you can make this 100%.

Game_Player Line 193-196 controls encounter rate.
n = $game_map.encounter_step
@encounter_count = $game_map.encounter_step

This will make the value of encounter rate exactly equal to your map settings.

Game_Event line 88
if @stop_count > stop_count_threshold

will make events move while off screen.
Max McGee
with sorrow down past the fence
9159
Put a lot of empty space between your categories of items and spells in the database, so you can add to them easily later.

This is a real good one! And I'd add "however much space you initially think will be enough...TRIPLE it!". I've been making games like a hundred years and my databases are still not as nicely organizede as I'd like because of this factor.

author=Craze
Max McGee
The higher the Luck stat in Ace, the higher your chance is to defend against or inflict a status effect, buff or debuff.
Does anyone know the exact formula of this?
Chance (%) = 100 + (user's luck - target's luck) ÷ 10

So if the caster has 50 luck and the target has 10 --

100 + (50 - 10) ÷ 10
100 + 40 ÷ 10
104%

This means that the inflict rate is raised 4%. So, a 50% infliction rate becomes 52% (0.5 * 1.04).

WOW. Ok. I just recently had a Cleric resist a status effect she really shouldn't have (100% chance of infliction, she had no special resistance) and I thought it must have been because her Luck was 86 and the enemy's was 10. But that's only a 7% difference so...if that is why it happened, that must have involved ACTUAL luck as well.
Deltree
doesn't live here anymore
4556
-In Ace and maybe others: in the Animation editor, if you have more than one cell in a frame, you can hold CTRL and click to get to the cell immediately behind the one on top. You can hold CTRL and double-click to bring up its properties, or hold CTRL and drag it around without affecting the one on top.

-In XP and higher, you can inject text into variables and use them with the \V[ ] command in dialog boxes; it doesn't have to just be numbers. For instance, if your main character could be male or female, you can set some gender-specific pronouns (he/she, his/her, him/her) into some variables depending on which hero the player chose, and then just use the \V[##] macro to refer to them without having to make a million conditional statements. You'd set it up by doing some inline script like this when the choice is made at the beginning:

$game_variables[1] = "he"

$game_variables[2] = "his"
$game_variables[3] = "him"


...and then use \V[1], \V[2], or \V[3] to insert that pronoun into your dialog. Just in case, you may want to make three additional capitalized ones, too.

-Windows 8 does not like Ace's full screen mode. Consider adding a script like Fullscreen++ so Windows 8 users can have a full screen option. While you're at it, if you plan to put your game on Steam (either alone or in the Workshop), keep in mind that F12 is the default screenshot key, so you may want to add a script to disable the soft reset function of that key.
Max McGee
with sorrow down past the fence
9159
-In Ace and maybe others: in the Animation editor, if you have more than one cell in a frame, you can hold CTRL and click to get to the cell immediately behind the one on top. You can hold CTRL and double-click to bring up its properties, or hold CTRL and drag it around without affecting the one on top.


HOLY SHIT THAT IS USEFUL! I had no idea.
unity
You're magical to me.
12540
author=Max McGee
-In Ace and maybe others: in the Animation editor, if you have more than one cell in a frame, you can hold CTRL and click to get to the cell immediately behind the one on top. You can hold CTRL and double-click to bring up its properties, or hold CTRL and drag it around without affecting the one on top.
HOLY SHIT THAT IS USEFUL! I had no idea.


I AGREE! I could have used that so many times in the past! I'll have to remember that!
NeverSilent
Got any Dexreth amulets?
6299
I learned that Animation Editor trick earlier already from a Status you made about it a long time ago, Deltree. It's helped me countless times, and now I finally have a chance to actually thank you for it!

author=Deltree
-In XP and higher, you can inject text into variables

This, however, is completely new to me and it's freaking amazing! I am going so to use this from now on! Thanks for sharing!
Deltree
doesn't live here anymore
4556
Haha, I'd forgotten all about that, and sure enough, there it is! And as for the string thing, Ace has made it even easier as you can run a line of script directly in the Variable assignment dialog box. Just enter the text you want (in quotes) as the "script," and you can use that variable as a string.

One more quick one:

In dialog boxes, you can use the macros \. and \| to insert a short or long pause respectively. However, if you find the pauses too long like I do, it's easy to change their duration: open up Window_Message and jump to line 350 (in Ace). The "wait" function works just like the Wait event, so you can change wait(60) to wait(30) so the pause only lasts half a second (30 frames) instead.
author=Cap_H
One I found out myself recently (after year of usage):
There are variables in RM.

Took me even longer to understand. Variables were somehow too much for my 10-year-old brain to comprehend. The things I've done with items before that...
SunflowerGames
The most beautiful user on RMN!
13323

$game_self_switches = Game_SelfSwitches.new

Will turn off all self switches.

the custom formula box in VX Ace can be used to apply states and such to the attacker as well as do damage. just separate statements with a ;

for example a.mp+=1; a.atk*4-b.def*2 would increase the attacker's mp by one, then deal damage to the defender like a normal attack.

a.add_state(10); a.atk would mean add state number 10 to the attacker, deal damage equal to the attacker's attack stat.

very handy!
Attack Priority in VX Ace works as follows:

First, Discard all attacks whose condition doesn't apply. Then, take the attack(s) with the highest priority and discard all whose priority is three or more points below that. I'm taking 5 as the highest value for the attack now.

Now, imagine pulling a lottery ticket, which represents the attack used. Attacks with 5 priority have three tickets, attacks with 4 have two and attacks with 3 have one.

So, if we have the skill list:

Double Attack - 5
Flame - 5
Attack Up - 4
Blind - 3
Fire II - 3
Heal - 2

We get the following odds:

Double Attack: 30%
Flame: 30%
Attack Up: 20%
Blind: 10%
Fire II: 10%
Heal: 0%