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[RMVX ACE] Fully Autonomous Monster Event (F.A.M.E) Engine
This is just something I cooked up out of necessity. I have a custom game over, but random encounter party wipes won't trigger it. Hence, I needed my overworld random encounters to be events.
In my dungeons, I have a "Monster God" event that dictates what each monster event will do in terms of pursuit, combat, and death. It's pretty straightforward- get within a certain range, the monster pursues until you leave that range. On contact, battle is engaged. Once the monster dies, the only way it will respawn is if you leave the dungeon.
But on the overworld, having an event handle hundreds of monsters would be taxing on me and the game.
This is where F.A.M.E. comes in.

Image 1 shows a simple "Radar" system that has served me better than anything else I could find for event pursuit purposes. With the x and y settings as they are, it checks constantly in a 7x7 square grid, centered on the monster event, for the player.
That condition satisfied, it flips switch A on. (Note: Yes, the script call is inefficient. I was testing to make sure it works and left it in.) Everything below the cutoff of the event window is branch ends- you're not missing anything.


Image 2 shows a simple event touch setup for combat. Processes for Win, escape, and defeat. 2b shows the movement used for the chase- speed 3 for four steps, speed 4 for 1 quick step- enough to catch an unwary player off guard, but not one that knows what they're doing. After that, switch a shuts off, back to page 1's radar evaluation. From my tests, the processing occurs so quick no noticeable delay occurs if the player is still in range, but the chase ends if they escape the radar range.

Page 3 is where the monster remains dead for 300 frames/five seconds. Enough time to make a getaway, but not so much to disrupt farming.
Of course, adjustments could be made to the event. The frequency of movement is best kept at a maximum for smooth moving, but speed and range of radar could be adjusted to create a short sighted but fast moving monster, or a slow-moving one that would follow you to the ends of the earth. (Or at least until the region block.)
I am almost certain that someone has developed something like this, or has done it better, but for those who want something that doesn't require scripting knowledge, here it is. Credit is nice, but not necessary.
In my dungeons, I have a "Monster God" event that dictates what each monster event will do in terms of pursuit, combat, and death. It's pretty straightforward- get within a certain range, the monster pursues until you leave that range. On contact, battle is engaged. Once the monster dies, the only way it will respawn is if you leave the dungeon.
But on the overworld, having an event handle hundreds of monsters would be taxing on me and the game.
This is where F.A.M.E. comes in.

Image 1 shows a simple "Radar" system that has served me better than anything else I could find for event pursuit purposes. With the x and y settings as they are, it checks constantly in a 7x7 square grid, centered on the monster event, for the player.
That condition satisfied, it flips switch A on. (Note: Yes, the script call is inefficient. I was testing to make sure it works and left it in.) Everything below the cutoff of the event window is branch ends- you're not missing anything.


Image 2 shows a simple event touch setup for combat. Processes for Win, escape, and defeat. 2b shows the movement used for the chase- speed 3 for four steps, speed 4 for 1 quick step- enough to catch an unwary player off guard, but not one that knows what they're doing. After that, switch a shuts off, back to page 1's radar evaluation. From my tests, the processing occurs so quick no noticeable delay occurs if the player is still in range, but the chase ends if they escape the radar range.

Page 3 is where the monster remains dead for 300 frames/five seconds. Enough time to make a getaway, but not so much to disrupt farming.
Of course, adjustments could be made to the event. The frequency of movement is best kept at a maximum for smooth moving, but speed and range of radar could be adjusted to create a short sighted but fast moving monster, or a slow-moving one that would follow you to the ends of the earth. (Or at least until the region block.)
I am almost certain that someone has developed something like this, or has done it better, but for those who want something that doesn't require scripting knowledge, here it is. Credit is nice, but not necessary.
[RMVX ACE] Escape skill woes
Had a friend playtest my current abomination, and he pointed out a severe glitch.
If a party member is dead, and another ion the second slot uses a skill with the special flag "escape", the game counts it as a defeat. It bypasses the special game over I made, even, going straight to the default game over screen.
Is there a way to fix this?
If a party member is dead, and another ion the second slot uses a skill with the special flag "escape", the game counts it as a defeat. It bypasses the special game over I made, even, going straight to the default game over screen.
Is there a way to fix this?
[RMVX ACE] TP charge prevention with Yanfly script.
So, I'm using Yanfly's TP script.
What I am trying to do is make it so that certain skills cannot increase tp, i.e: a person with the "striker" (gain tp by causing HP damage) charger can't get recursive tp by using a limit break, nor could a healer get more tp by using a healing limit break.
Is there any possible method to accomplish this? I'm not an accomplished scripter, so any advice would be appreciated.
What I am trying to do is make it so that certain skills cannot increase tp, i.e: a person with the "striker" (gain tp by causing HP damage) charger can't get recursive tp by using a limit break, nor could a healer get more tp by using a healing limit break.
Is there any possible method to accomplish this? I'm not an accomplished scripter, so any advice would be appreciated.
[RMMV]Help with damage formulas.
Okay, so here's what I'm trying to do.
I'm making a set of variables for each of the four actors in my MV game to allow their skills to scale upwards in terms of damage, preventing old skills from becoming obsolete.
The idea I used for this in rmvxa is below, effectively getting the actor's id and using that in a simple equation to get the variable in question.
#(a.atk*(((v bracket 48 +4*a.id bracket+v bracket 50+4*a.id bracket )*2)+2))-b.def
However, in rmmv, actor id doesn't work. Putting that above equation in the attack skill's damage box results in 0 damage, with both variables being set to 1 and the user's attack being around 30ish, defender's defense 15.
Is there still a way to get the actor's id in a damage calculation? I know the syntax for damage formulas has changed, so any advice on how to do this would be appreciated.
I'm making a set of variables for each of the four actors in my MV game to allow their skills to scale upwards in terms of damage, preventing old skills from becoming obsolete.
The idea I used for this in rmvxa is below, effectively getting the actor's id and using that in a simple equation to get the variable in question.
#(a.atk*(((v bracket 48 +4*a.id bracket+v bracket 50+4*a.id bracket )*2)+2))-b.def
However, in rmmv, actor id doesn't work. Putting that above equation in the attack skill's damage box results in 0 damage, with both variables being set to 1 and the user's attack being around 30ish, defender's defense 15.
Is there still a way to get the actor's id in a damage calculation? I know the syntax for damage formulas has changed, so any advice on how to do this would be appreciated.
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