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Damage Formula - How to make it work?

I'll admit I'm no expert (only just started looking at Ace Lite), but wouldn't it be possible to simply mod the 'else' case statement for to ('regular damage formula' - 1)?

What's in a Name?

author=Caz
But Locke is right, and I don't think people should trawl through name meanings to find something absolutely perfect because it's not realistic or necessarily accurate (for NPCs it'd be fine because I don't think anyone would analyse it too hard if the guy's name was Arnold and he repeated one line about tree stumps over and over). You can't give birth to a kid and THEN name them when they're 20 because they were strong of will or something


Not necessarily - in some cultures, people change their names based on their circumstances, so having a 'perfect match' name might not be as absurd as you seem to be implying.

The first example that comes to mind for me: In the biblical book of Ruth, one of the individuals portrayed is the woman Naomi. She is forced to return home after her husband and sons all die, and upon returning she basically informs everyone that, rather than Naomi, they are to call her Mara. 'Marah' is the Hebrew word meaning 'bitter'; I'm sure you can see the applications here.

Anyone willing to do me a review?

As a minor point, your link in that post is broken. It looks as though you managed to include the closing parenthesis in the link. Anyone trying to click it as-is will get the anti-climbing paint (missing page) image.

That said, given that the extra ')' appears to be all that was wrong with it, I did hit the page. I'm not sure when/if I'll have the time, but I'll consider this.

[XP][Script Request] Masking animations to battlers

Does anyone have, or know of, a script for RMXP that enables the game developer to mask animations to battlers? Or, failing that, would someone here be willing to code such a script?

For the purposes of clarification: When I speak of masking the animation, I mean displaying the animation in such a manner as to prevent portions of it outside the battler's edges from showing. If the description isn't quite clear enough, please view the images below:

If you start with this:
http://rpgmaker.net/media/content/users/2797/locker/Dragon_Starter.png


And apply an animation cell looking like this:
http://rpgmaker.net/media/content/users/2797/locker/SpaceWarpGraphic.png


The end result should be something like this: (Effect brute-forced in MS Paint)
http://rpgmaker.net/media/content/users/2797/locker/Dragon_Second.png



If I'm allowed to post my 'dream list' for the effect, I would prefer a script where the developer using it is capable of designating specific animations, and specific cells within the animation, as being either masked or not masked...but at the moment, I'll take whatever anyone else is gracious enough to offer in this direction.

Again, does anyone know of/possess such a script, or would be willing to create it?

Stat Set-Up Question.

That one depends on how you're defining it, Bandito. You may have done just what you said, but you would have had to define the items in question beforehand, in the editor DB, in order to use them. The original question was about make/edit at the instant it's needed in the game.


The 'equip' tactic is somewhat viable, but it can get messy in this situation - you'd need to sacrifice an equip slot, or else use a multi-slot equip script, and you'd have to have a new, unique item set up for every possible party combination in order to pull it off properly. Assuming you have four characters other than the lead, and a max of four people in a party, that gives you fourteen different equip items. Jump that to six extra, party4, and the number goes from fourteen to forty-one.

Also, a side note, although you may have figured it out for yourself - in RMXP, in order to pull that kind of scenario off, you have to add the special equip to your inventory before you can equip it to the character. I was experimenting with something along those lines once, and it drove me slightly crazy before I figured that part out.

Houses with not much in vs locked houses.

Depends on a few factors. I'm hoping to come up with a goodly number of detailed houses - but the project which this is for only takes place within a single town.

Ocean's suggestion is a good one. I do have a question for you though, Ocean - how would you mark a situationally accessible location? Say, you can only go into this house if you have at least one of party members A, D, or F in your party, where there are enough party members that the player might not?

Games you want to be made?

Crimson Echoes.

Hey Buddy, Whip It Out. Let's Compare Swords.

@Kentona:
Is that the final weapon for the Guitaromancer class?

if you were a final fantasy character, who would you be and why?

Onionkid.

Why? Started as, essentially, nothing. But carries a great deal of untapped potential within.

Favorite MegaMan game

Megaman 3 fer the Pea Sea is th'best one, ayep.

Sees the lurid glow of a thousand flamethrower pilot lights coming online

Kidding! KIDDING!


Actual favorite was probably MM3/NES, on the grounds that I enjoy messing around with mechanics, and there was an open secret about using the second controller for some interesting stunts there. High-jumping out of a bottomless pit - after losing all HP on the meter - and continuing on to beat the stage boss has to qualify as my own favorite moment from that.