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Monstro: Battle Tactics
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[Rm2k3] Easy way to get X/Y for map aligned 'pictures'? / Tint screen question

Hey there guys!

I've recently been messing around a day/night system, and I'd like to display a 'picture' during the night - for bright street lights, etc. I need them to ignore the "tint screen". Even though I've got the "follow map" option checked, the coordinates for the picture are screen based, not map based. Since the map has different entry points, the display picture command would have different X / Y coords in every teleport event.

I've aligned the picture by hand, by trial & error and some minor calculation, in the past, is there are a clever way to align the center of the picture with the center of the map? The display picture can get X/Y from variables, so I guess that a clever algorithm could do the trick. The engine can access the hero/camera X/Y and screen relative X/Y.

I can't test this at the moment, but my guess is, that I should take the screen relative Hero X/Y and add the difference in x/y position between the hero and the center of the map. That's my theory, any suggestions?

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As a side question - I'm using tint screen for the day/night/sunset/dawn screen color/fade - is there a way to show a graphics which ignores the screen tint? Of course except the pictures, the battle animations ignore it too IIRC, but are impractical in my case, I think. Charsets would be best, but there's no stock way to make them display without tints IIRC - I have no idea about programming whatsoever, but maybe this can be done with DynRPG? Like the additive transparency plugin - adding a "suffix" after the charset's filename would make it "fullbright" - but still fading out during the transitions between maps, battles, menu. etc. Is this possible?

[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)

[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!
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