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Minimap Plugin
Very cool indeed!
Would it be possible to further expand this plugin to display the squares on minimap with colors dependent on the terrain type associations in the tileset tab?
I'm thinking about a mini-world map, with separate colors for: passable terrain, impassable (mountains, etc) and water, for example.
Would it be possible to further expand this plugin to display the squares on minimap with colors dependent on the terrain type associations in the tileset tab?
I'm thinking about a mini-world map, with separate colors for: passable terrain, impassable (mountains, etc) and water, for example.
Resource Museum
author=Aegix_Drakanauthor=Little Wing GuyThose look AWESOME. I think I'll use those for the cook off game I'm conside-
All ready for use.
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!
I can't make it work! *facedesk* I can't make it get rid of the black backgrounds!
Most likely the image hosting service converted the picture to .jpg - .jpg is a lossy compressed format, the messed up, non-uniform colors are sign of the compression. There's no point in cleaning this up, since the character gfx are a mess because of this - ask the author to host the resource someplace else, or send it to you directly. :)
Resource Museum
[RM2k3]Changing battle charsets during the game?
Oh bloody hell!
I've been testing it in battle only for convenience - it works outside of the battle just fine! Since all battles are called from events in my project, this fixes my problem :)
Thank you very much and sorry for bothering!
I've been testing it in battle only for convenience - it works outside of the battle just fine! Since all battles are called from events in my project, this fixes my problem :)
Thank you very much and sorry for bothering!
[RM2k3]Changing battle charsets during the game?
Hello! I've got another thing that I'm puzzling over, and I've decided to ask you guys for help.
I'd like my characters to have their currently equipped weapon shown during the skill/tech animations - that requires me to use the extra animation slots in battle characters in the poses subsection (I'm using battle animations in their place, though). While there's enough slots to cover all techniques for one character, the available number is nowhere near the amount I'd need for all the weapon variants.
Is it possible to change battle charsets during the game, using events? Obviously, I'm asking for any "out of the box" solutions, because Rpgmaker doesn't have an event command for this. Changing class command does change the Hero's stats but not his battle character. The only workaround I thought of, is making clones of the heroes with different battlechar selected but it's tedious as hell - all my battles are called from events, so it's easy to set up the proper "clones" and make sure their stats and equipment etc. are proper, but for any character specific checks/code in events, I'd have to copy the code for every variance of the character.
Is there another "stock" method to tackle this? If not, is DynRPG capable of doing this, or is it possible to go the other way around - expand the number of available battle character poses in Rm2k3 itself (The whole idea might require a large amount like 100-200 per battle character)
I'd like my characters to have their currently equipped weapon shown during the skill/tech animations - that requires me to use the extra animation slots in battle characters in the poses subsection (I'm using battle animations in their place, though). While there's enough slots to cover all techniques for one character, the available number is nowhere near the amount I'd need for all the weapon variants.
Is it possible to change battle charsets during the game, using events? Obviously, I'm asking for any "out of the box" solutions, because Rpgmaker doesn't have an event command for this. Changing class command does change the Hero's stats but not his battle character. The only workaround I thought of, is making clones of the heroes with different battlechar selected but it's tedious as hell - all my battles are called from events, so it's easy to set up the proper "clones" and make sure their stats and equipment etc. are proper, but for any character specific checks/code in events, I'd have to copy the code for every variance of the character.
Is there another "stock" method to tackle this? If not, is DynRPG capable of doing this, or is it possible to go the other way around - expand the number of available battle character poses in Rm2k3 itself (The whole idea might require a large amount like 100-200 per battle character)
[RM2k3]Executing battle events after defeating monsters in DBS
Already tried with a hidden monster and it's still the same.
Actually interesting thing I've noticed - no matter what happens at the time, if all monsters are dead the battle exits. For testing, I've made a battle event triggered after passing 2 turns, in which it kills both monsters (by inflicting the dead/KO condition) and then shows a test message - the monsters die but the message is nowhere to be seen.
I've got another idea for a workaround, but I have to test it first.
Actually interesting thing I've noticed - no matter what happens at the time, if all monsters are dead the battle exits. For testing, I've made a battle event triggered after passing 2 turns, in which it kills both monsters (by inflicting the dead/KO condition) and then shows a test message - the monsters die but the message is nowhere to be seen.
I've got another idea for a workaround, but I have to test it first.
[RM2k3]Executing battle events after defeating monsters in DBS
It's not a big problem, since there's no random encounters in the project I'm working on, I can always execute the code I wanted after the battle.
I'm working on a skill/stat up system similar to Romancing Saga 3, I just wanted to give player the info, if the character has learned something new, or has a stat boost, still in the battle screen.
I'm working on a skill/stat up system similar to Romancing Saga 3, I just wanted to give player the info, if the character has learned something new, or has a stat boost, still in the battle screen.
[RM2k3]Executing battle events after defeating monsters in DBS
Hello!
Is it possible to execute the battle events (The ones in monster groups) after defeating all monsters in the DBS? I've tried different ways of performing the check if the monsters are dead, but the game always goes into the exp/level/gold messages and just exits the battle. I wanted to perform some extra stuff AFTER the monsters are defeated and BEFORE the exp/level/gold messages are shown. Is it possible at all?
I thought of a workaround: I could just increase the monster's hp, and perform hp checks from the battle events and eliminate the monsters once their hp drops below a certain point. The last monster would have a "fake" death, then my extra code, and then a "real" death and so - the default exp/level/gold messages and the battle exits. I'm just wondering if there's an other way to do it, since this is something I'd like to do for all battles and doing it this way would be really tedious.
Thanks!
Is it possible to execute the battle events (The ones in monster groups) after defeating all monsters in the DBS? I've tried different ways of performing the check if the monsters are dead, but the game always goes into the exp/level/gold messages and just exits the battle. I wanted to perform some extra stuff AFTER the monsters are defeated and BEFORE the exp/level/gold messages are shown. Is it possible at all?
I thought of a workaround: I could just increase the monster's hp, and perform hp checks from the battle events and eliminate the monsters once their hp drops below a certain point. The last monster would have a "fake" death, then my extra code, and then a "real" death and so - the default exp/level/gold messages and the battle exits. I'm just wondering if there's an other way to do it, since this is something I'd like to do for all battles and doing it this way would be really tedious.
Thanks!






















