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Fire Emblem - Senjutsu-teki fōramu RPG

So, am I joining up on the next battle, or do I have to wait this one out as well?

Also, maybe we should give Marrend the choice to change Oharu into a Knight now that this battle is over. The Soldier's the standard enemy mook, the Knight's the closest of the playable classes with a bit less movement but awesome tanking stats, and totally not a nerf from the rest of the classes.

Whatchu Workin' On? Tell us!

Seems interesting. I'll take a look at it.

Whatchu Workin' On? Tell us!

author=LockeZ
NES + horror = not horror

I mean I'm not a graphics nut, one of my games is text based, and IMO there aren't honestly a lot of things that actually are actually dependant or even improved by good graphics. But ambiance is one of the things that definitely is.

So if you can successfully pull this off I really wanna see it.

If you want to invoke feeling in something NES like, it's all about color. Right now, the coloring is pretty bad for horror, too bright and colorful.

Also, it's got too many colors to look like a NES game. Lensky, you should do some research on it. The limits imposed on NES palettes are what make them so recognizable. Maybe you could start with this.

Total Moron's Guide to IRC (using Mibbit)

I was doing nothinng wrong, the guide is the wrong one, it seems. The channel is #rpgmaker.net, not #rpgmaker, as the gide says.

Total Moron's Guide to IRC (using Mibbit)

Does anyone still use this? I went in five times already and it was empty every single time.

Questions for Atelier script

Seeing as how the comments don't really mention the problem you're having, I doubt this'll help a lot, but I translated the Enemy HP Meter Script into English. Wel, sort of. It's mostly translated, but I found that Engrish is way harder to translate into proper English than Portuguese. I'm still trying to figure out what dispose means. Maybe I'll be able to be of more help once I work that out.

Here

I'll get to the other scripts later.

[Scripting-VXA] YEA Instant Cast and Yami's PCTB

I'm using Yami's Predicted Charge Turn Battle with the Ace Battle Engine.

One of the characters in my game can get stance skills, which change his stats during the course of the battle. I wanted you to be able to change stance and attack in the same turn, so I downloaded Yanfly's Instant Cast script, as it did exactly what I wanted. I put it in my game's scripts, and tagged all stance skills as instant.

And it didn't work... I tried having it both between the Ace Battle Engine and the PCTB and below both. Most of the time it completely ignores my tag and ends the turn after I use a stance skill. Occasionally, it instead crashes and gives me an error.
author=Error Window
Script 'Scene_Battle' line 330: NoMethodError occurred.

undefined method 'index' for nil:NilClass

I went to the Scene_Battle script. The error happens here:
#--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    @status_window.select(BattleManager.actor.index)
    @party_command_window.close
    @actor_command_window.setup(BattleManager.actor)
  end

I went to BattleManager and found the definition of actor.
#--------------------------------------------------------------------------
  # * Get Actor for Which Command Is Being Entered
  #--------------------------------------------------------------------------
  def self.actor
    @actor_index >= 0 ? $game_party.members[@actor_index] : nil
  end

I found uses of actor_index and actor.index in the PCTB code:
#--------------------------------------------------------------------------
  # new method: set_actor
  #--------------------------------------------------------------------------
  def self.set_actor(actor_index)
    @actor_index = actor_index
  end
#--------------------------------------------------------------------------
  # new method: ctb_prior_actor
  #--------------------------------------------------------------------------
  def ctb_prior_actor
    BattleManager.actor.make_actions
    last_index = BattleManager.actor.index
    prior_index = last_index - 1
    if prior_index < 0
      @actor_command_window.close
      @party_command_window.setup
    else
      return ctb_prior_actor if !$game_party.members[prior_index].movable?
      $game_party.members[prior_index].make_actions
      BattleManager.input_start
      BattleManager.set_actor(prior_index) 
      start_actor_command_selection
      if $imported["YEA-BattleEngine"]
        redraw_current_status
        @status_aid_window.hide
      else
        refresh_status
      end
      @status_window.show
      @status_window.open
    end
  end
#--------------------------------------------------------------------------
  # new method: ctb_next_command
  #--------------------------------------------------------------------------
  def ctb_next_command
    BattleManager.actor.make_actions
    last_index = BattleManager.actor.index
    next_index = last_index + 1
    if next_index > ($game_party.members.size - 1)
      return start_confirm_command_selection if $imported["YEA-BattleCommandList"] && YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
      BattleManager.action_list_ctb[0].make_actions
      start_pctb_action
    else
      return ctb_next_command if !$game_party.members[next_index].movable?
      $game_party.members[next_index].make_actions
      BattleManager.input_start
      BattleManager.set_actor(next_index) 
      start_actor_command_selection
      if $imported["YEA-BattleEngine"]
        redraw_current_status
        @status_aid_window.hide
      else
        refresh_status
      end
      @status_window.show
      @status_window.open
    end
  end

Can someone please help me understand what's happening and what I can do to fix this?

[Scripting-VX Ace] MP Generation on Turn Start

That worked wonderfully! And it's so simple. I expected the workaround to be more complicated than just changing the place of one line in the code.

Then I went to the Ace Battle Engine's code and replaced the MP regen popup with an empty string, removing the regen messages as I wished. Even the sound is gone, something which I didn't expect to happen. I am pleased.

Thanks a lot for the help!

[Scripting-VX Ace] MP Generation on Turn Start

I want to be able to make things happen when a character's turn starts, before I give a command. Specifically, I want a character's MP to rise by 10 points at the start of every turn by default, and I want to be able to influence that ammount with equipment.

[Scripting-VX Ace] MP Generation on Turn Start

Silly me. It seems the old version is not even up for download anymore, as would be expected.

I did what I should've done from the start and went directly to Yami to ask about this problem I have, since he's naturally the person who understands the code the best.

If you wanto to have a go at it anyway, go right ahead. No harm can come from having more heads trying to crack this.