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[RMVX ACE] How can I delete default files?

author=kory_toombs
This is a third option where you don't export the RTP plus make sure people who don't have the RTP can play your game. This is a great option for games that just don't use any of these files to begin with.

The file .ini is in your game folder.

Oh, so you're saying this method would only export the parts of the RTP that were actually used. That makes sense. For some reason I assumed it would do that automatically rather than always exporting the whole thing. Now that I think about it, it would probably take forever to check every event page etc. for used resources if the program did that at compression.

[RMVX ACE] How can I delete default files?

Technically speaking, if you import a file with the exact same name as a default file it will save over it. At least that's what happened to me once. I'm not sure if that actually means anything, though, and it would be really tedious to manually delete files this way so exporting without RTP is your best bet.

As for doing that, I've never heard of a method using a .ini file. I don't even know what that is, but maybe I'm simply not knowledgeable about these things.

I thought you just go to:
-File
-Compress Game Data
and then uncheck the 'include RTP' box before clicking 'okay' to export.

Am I missing something?

SchneeSpass.PNG

author=Lucy_Fox
@Darkstar1: I don't know the two names.
I only know that the blue elf is from Tohu(?)
(But I recollored her in the newest Demo :D )

Actually she's a fairy, but whatevs. :)
Your other screenshots look really nice too. I'm not sure I've ever seen such realistic looking maps before. Hats off to you... well, if I were wearing a hat.

[RMVX ACE] Multiple sounds for Enemy Damage

author=karins_soulkeeper
I messed up ><
Take the slash out
v[1]='Audio/SE/Damage1'

It doesn't crash the game anymore, but the move with the code in it never does any damage for some reason, and the SE doesn't change.

Oh, well. It's most likely due to something else in the main scripting that I don't know how to properly modify. I probably won't ever need to do this, but thanks anyway.

[RMVX ACE] Multiple sounds for Enemy Damage

author=karins_soulkeeper
Darkstar> That method will work, but you (the developer) will have to manually assign the enemy damaged sound effect every single time a skill (or item) that deals damage is used.
Yeah, that's why I thought it might not be practical.

author=karins_soulkeeper
Though you don't have to run a common event for it. Just put a \v='Audio/SE/NameOfFile'; at the start in the damage formula boxes.
I never knew you could do that...

How does that work, exactly? I'm trying it in a new project, but it isn't cooperating.

Script 'Game_Battler' line 352: SyntaxError occurred.

unexpected $undefined
\v[1]='Audio/SE/Damage1'

SchneeSpass.PNG

This looks really good! I'm even noticing some little details like the smoke from the flames and the marks in the ice from the skaters. It all looks really natural.
Do I see Cirno and a Kedama there?

[RMVX ACE] Multiple sounds for Enemy Damage

I've figured out a way to do it, but it might not be a very practical method.

You would need to go into scripts: Modules: Sound and then go to line 65-68 and make the following change in line 67 from this:
# Enemy Damage
  def self.play_enemy_damage
    play_system_sound(10)
  end

to this
# Enemy Damage
  def self.play_enemy_damage
    play_system_sound($game_variables[1])
  end


Now the sound made when an enemy takes damage will correspond to variable one. That would be the sounds in the database system tab starting in the top left and going down each row (cursor counts as slot zero). (i.e. variable 1 = 0 then enemy damage will use default cursor sound, variable 1 = 5 then enemy damage will use default save sound). You would need to change the variable before every attack to which sound you wanted to use via a common event (which you could simply add to the effects of a given move). However, in order to get the common event to run before the move connects, you would need to use this script. You would also need to forfeit a system sound to use as your second enemy damage sound.

Like I said, this isn't a very elegant method. karins_soulkeeper's method is probably better, but if you absolutely can't get that to work, you could try mine.

Brave Hero Yuusha Review

author=kory_toombs
The encounters were frequent, but never 1 or 2 steps.
It certainly could have been much worse.


author=kory_toombs
Did you notice when escaping from the monsters that summons that you see all the possible monster it can summon?
I didn't, but maybe I wasn't paying attention. This is actually due to a bug in vanilla ace. You need a custom script to fix it.


author=kory_toombs
But the only boss fight I found interesting was the one with all the crystals and the 2 protectors.
That was definitely the hardest boss for me, partially because I didn't know what to do at first. None of the bosses ever actually killed me, though. The top tier of healing spells felt unnecessary considering that I got by on base level heals until almost endgame.

[RMVX ACE] Attack specific enemies

author=Shaolin_Monk
There're front rows and back rows in my game and all the enemies in the front rows have a state X.
Now I want to make a skill which always attacks the state X enemies even when scoping 1,2,3 or 4 random enemies.
Do you know any nice script?

This script should do the trick. I tested the script in a new project, and it appears that untargetable enemies are completely ignored by skills that hit all foes rather than simply dealing no damage.
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