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[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?

WinXP - Problem with music in rm2k(3) - known problem?

I'm working on a WinXP machine, and I'm having trouble with the music in RM2k and 2k3 games. I can hear sound effects fine, but not the music. This appears to be the case both when playing the games, and when attempting to play the music in the editor. I do not have this problem with my copy of RMXP - I can hear sound in the engine and when playing games.

I'm asking first, I guess, if this is a known issue. Second, if it is, what's the cause, and what's the most reliable solution?

XP - Attacks/skills targeting sp instead of hp - how to do?

Basically, please see title. I'm working out some of the steps for my battle structure, and this is one of the points I'm unsure of how to handle. I'd thought I'd seen a post on the topic on HBGames at one point recently, but I can't find it now.

To reiterate: How would I set it up (what scripts would I need to modify, or add) so that I can mark skills and weapons that remove the target's MP/SP instead of the target's HP?

Anyone know of a good wagon chipset for 2k3?

I'm working with an idea, and to pull it off, it would be useful if I could find chips to create a side-viewed wagon inside a map. I'm working with the First Seed chipsets; anything wagon-ish would be appreciated, but something that works with FSM materials would be doubly so. Thanks.

XP - Does an attack have to be a damage-dealing action?

I've been working on some modificationsto the battle structure for XP, trying to work out how to get a few things I wanted done. Along the way, some of the rerigging I needed to do lead me to wonder about weapon structure in the battle system. As a result, I'm asking for people's opinions on the topic that came to my mind. The in the title says it all; does the basic, generic 'attack' have to be a damage dealing action?

Description of concept - Example.


Say you're playing a game with the default eight characters, and you stumble across a weapon called 'Silver Mist'. It's a weapon with reasonable stats, and anyone can use it. However, depending on who equips it, it has different effects.

If Basil(Lancer), Cyrus(Warrior), Dorothy(Thief), or Estelle(Hunter) equip the Silver Mist, it's simply an ordinary weapon to them. No special effects. If the other members of the party equip it, though, the Silver Mist changes how it works.

If Aluxes(Fighter) equips the Silver Mist, it targets a single enemy, calculates damage for that enemy as normal, then applies that damage to the entire enemy party.

If Felix(Gunner) equips the Silver Mist, it changes the normal damage calculation - instead of Attacker atk vs. Defender PDef, it becomes Defender Agi vs. Defender Eva.

If Gloria(Cleric) equips the Silver Mist, the target doesn't even take damage - instead, the entire party is healed by an amount equal to the calculated damage.

If Hilda(Mage) equips the Silver Mist, it doesn't even bother with calculations - instead, it simply randomly picks a non-death negative status effect, and applies that effect to the target regardless of normal resistance.

None of the above is designed for balance yet; they're hypothetical examples to explain what's running through my mind on this.

Does anyone have any comments or thoughts on this?

Seeking Romancing SaGa enemy sprites

Does anyone know of a good site with Romancing SaGa enemy sprites? I know that Charas has some, and that there is a sprite sheet on the Spriter's Resource page that has some bosses from Romancing SaGa 2, but I'm looking for more. There used to be a site with them at http://hkaityo.hp.infoseek.co.jp/dq/index.html, which I had bookmarked, but when I went back to that today to check, it's been replaced with something that looks like a set of commercial banners. (I don't read any oriental languages, so I can't say what language these are in, although I'm assuming Japanese since the site is '.co.jp'.) The site does exist on the wayback machine, but the image links (what I was after) are predominantly broken. Hence, I'm searching for a replacement.

Does anyone know of a site that has these collected somewhere?

RMXP: Where are the 'status effect' and 'action permitted' code for battles located in the default scripts?

I'm trying to work with some special effects and a couple of things involved with hashing out a mechanism for one of my games 'logic points', if you will.

For status effects, I'm trying to find the segment of code that I'll need to manipulate for 'slip damage' states - I'm trying for HP, MP, and a couple of other stats. Looking to make states for them with both damage and regen, and make such states settable percentage-based. (I'm figuring the 'settable' functions would be done via the state name - Poison005-1, for example, as HP|Degen|5%. Hope015+2, for comparison, would be MP|Regen|15%. In each case, I'd want everything BUT the last five characters to show as the state's in-game name.)

For 'action permitted', for lack of a better word, I'm trying to figure out what code I'll need to change to block certain actions in battle based on HP/MP status. (0HP isn't necessarily 'defeated' - that requires that both stats = 0.) This isn't just skill actions, although I'd like to be able to block them as well on the same division; I'm hoping to be able to negate the 'attack' and 'defend' options for a character at 0 HP who still has some MP left over. They could still use some skills, and -maybe- items (I may add items to the "can't do that" list as well).

I freely admit it would be nice if someone would be willing to script these for me, but I really need to learn how to script for myself. So, at the moment, all I'm asking for is the code segments I'll need to deal with. If anyone is willing to offer this information, I would greatly appreciate it.

Multilayer status effects - thoughts?

I'm not sure I titled this thread correctly, but that was the best I could come up with.

In a side project I'm working with at the moment, the main character's special abilities are all status-effect related. I've been playing around with various ideas somewhat, and I'm sort of curious about how one of my ideas, multi-layer status effects, will be viewed. I kind of figured I might as well get it into the open now and ask.

The idea was that, with a couple of exceptions, each 'status effect' was actually a grouped triplet of effects - L1, L2, and L3, respectively. Inflicting a generic status condition onto a target who is perfectly healthy would put them in the L1 state. If they were already in the L1 state, it would put them in L2, and likewise for L2 -> L3.

Examples:
Burn: L1 '1st Degree', L2 '2nd Degree', L3 '3rd Degree'. 1st Degree halves one stat randomly chosen from Atk, Def, and Agi/Spd. 2nd Degree halves one of the remaining two stats (Atk/2 L1 -> Atk/2 | Def/2 L2), and 3rd Degree causes all three stats to become halved.

Chill: L1 'Cold', L2 'Hypothermic', L3 'Frozen'. Cold halves Int. Hypothermic, in addition to the Int/2, drops accuracy to 75%. Frozen finishes the job by making it cannot move, counts as HP 0.

Blind: L1 'Blurry', L2 'Dim', L3 'Sightless'. Blurry drops accuracy to 80%, Dim to 55%, and Sightless to 25%. (Cumulative 20-25-30 drops).

Straight status curing would work the same way - someone in 'Sightless' given an eyedrop or whatever item cures blind would drop to Dim, rather than completely normal.

There would, of course, be moves and items which can inflict/cure multiple layers of a single status branch at once.


Any thoughts on this?

Naramura-like battlers - what options are available?

I'm working out a side-game to one of my current project ideas, and I was considering using the normal XP frontview with the Naramura battlers to differentiate the project from its counterpart. However, most of the Naramura battlers are human or humanoid; there are a few RTP monsters, an undead knight whose idea was apparently copped from the 2k3 RTP, and the elemental monsters. The Naramura battlers work fine for specific characters, but not for the kind of random battlefodder I would normally use.

Does anyone know of a good source of frontview monster battlers that are of a style close enough to the Naramura sets that it would not look too mismatched if both were to appear on the screen at the same time? I'm hoping for animals and non-human monsters specifically. Any advice or suggestions on where to find these would be greatly appreciated.

Status effects interacting with one another - thoughts?

I've been thinking about Status effects (state effect and debuff; I tend not to discriminate between the two) since the Boss Status Effect topic got started.

Has anyone designed, or run across, an RM game where status effects interact with one another? I don't mean simple negationals like Haste/Slow or Regen/Poison, I mean thought given to how the various effects interact with one another.

The best example I can think of at the moment is this: Toxins and the Metabolic rate. The idea that sparked this whole line of thought for me was the question of what Haste or Slow might do to a character who's been poisoned. Most of the time, it doesn't seem to affect him/her - but in theory, the person's enhanced or degraded speed should affect their metabolic rate as well. In which case, someone suffering from poison ought to lose a bit more HP than normal while under Haste/Poison, and a bit less than normal under Slow/Poison, than under Poison alone.

Anyone have any thoughts on this?
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