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Necropolis
author=ElectricalKat
1. My combo finishers sometimes failed to chain with certain skills...such as three Headbutts were always able to chain into TriDrills, but if I tried to do so with three Cleaves it would constantly reset itself. I also attempted to use Jawbreak, but in its case my combo gauge would always reset itself as if I had never received it.
That doesn't sound like a bug. Cleave doesn't leave Marcus in the power stance, so you can't trigger TriDrill with three Cleaves.
Event Touch problem in VX
author=Ben_Random
I am also having problems with the event touch command in vx. It is a very finicky command. The same goes to player touch.
If you're getting an unexpected outcome, try changing the priority of the event and see what happens. In particular, it often matters whether or not an event is on the same level as the character.
Anyway, I managed to find a solution to the problem. I'm not sure if that solution works without at the same time introducing some nasty bugs, but I've definitely got the through events to trigger now. I'll post the solution in case someone wants to know.
In Game_Event, find a part of the code that says following:
def check_event_trigger_auto
start if @trigger == 3
end
Change it to following:
def check_event_trigger_auto
if @trigger == 2 and $game_player.pos?(x, y)
start if not jumping?
end
start if @trigger == 3
end
Again, the solution is not bug tested, so use at own risk.
author=ShortStar
uh work in your limitations... then what you do is make a parallel event that checks the player position and compares it to the flying object's position. Like Zelda 3's whistle.
Working in one's limitation is all fine, but doesn't it make sense to actually check if it is a limitation in the first place? It seems to me like a waste to work in a limitation that isn't really a limitation. I'll look into the parallel event idea if my solution does turn out to have bad side effects though.
London Riots
author=Brent
This is just another senseless violent act caused by a bunch of punks with too many cellphones stuck up their ass! Why the hell do these kids need to act like such gangsters and loot and destroy other people's homes and business' over something that doesn't even CONCERN them!!! It was just one thing…that’s all. I can understand rioting over the poverty and just the ways things have been, lately, but this is still no excuse to do something like this.
Well, first we have Terry Pratchett's equation that says following: IQ of a mob = IQ of the stupidest member / number of mobsters. Second, whenever a riot breaks lose, it's an excellent opportunity for people who has no moral restraint against stealing to start looting with low risk of getting arrested. If you loot a store under normal circumstances, you take a great risk. However, during a riot there's things going on everywhere, meaning a low chance for the police to come where you are.
Necropolis
Come to think of it, I've also experienced that the combo wouldn't work. It happened twice and always during a random encounter. The problem would fix itself after the encounter. I forgot about it since it happened relatively early in the game and fixed itself both times.
Event Touch problem in VX
The first solution means they aren't really flying. The second works, but has side effects (50% chance of moving right trough the player) that I'd rather avoid. But thanks anyway.
Event Touch problem in VX
Event Touch doesn't seem to trigger in VX when the Through flag is checked. This prevents flying encounters from working correctly. How can I get them to trigger?
Ideally I want it to work like in XP, which basically means they do trigger when they hit the player.
Ideally I want it to work like in XP, which basically means they do trigger when they hit the player.
Necropolis: Part I
I downloaded and finished the new version. Things seem to work just fine now except the game said that I finished it at 0:00:00. I went by much faster this time, but certainly not that fast.
"Hello there!" The Dialect of a Town NPC
Great article. This is often what separates an interesting town from a dull one. I've seen towns with awesome mapping that looks full of life- until you start talking to NPCs.
About the expose part, I especially like it when a writer can express what's going on without spelling it out.
About the expose part, I especially like it when a writer can express what's going on without spelling it out.
RMXP stats
Maybe, but I wouldn't know. RMXP already has enough stats for any system I've thought up so far, so I usually just change what they do rather than add new stats.
Necropolis: Part I
author=Jude
Rend or Thrust do wonders against shield monsters (BoneLord/RedBaron) instead of waiting for them to use their stun (ShieldSlam) spell, and also just TriDrill via Headbutt spamming. The vampires are what I consider to be the enemy that requires attention on my part, though. I think they hit too hard and being immune to most spells seems to be forcing most players into a defensive slow burn, which I don't consider to be a fun play style.
I sure did use Rend on those Red Barons. Rend was so powerful I ignored finishers and instead just used rend on every enemy that can bleed and then choose a more or less defensive strategy. That was until I got Lacerate, at which point I just wasted them.
The vampired are also vulnerable to bleed, so they weren't a problem for me. Their drain can't outheal the bleed effect.













