GIZNADS'S PROFILE

Indie game maker specializing in music composition and sprite creation.
Intermediate RM2k3 programmer.

Avid fan of classic turn-based & action JRPGs.

Check out my passion project, NIHILO,
a throwback to the 90s Post Apocalyptic/Cyberpunk era.




Nihilo
A throwback to the 90s Post Apocalyptic/Cyberpunk era. Nihilo follows protagonist Estes and his party as they journey to uncover the truth behind The Calamity.

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[RM2K3] CMS Animated BG - HELP

SOLVED----------------
Had to remove the loop within the BGFX parallel process




Original post:


Hello, I'm having an issue loading an animated background feature in my CMS.
Essentially, the background loads the first time I open the menu, but after closing the menu, it never loads again.

I've uploaded a video to better convey this problem.



As for how the BG loads:
It loads via switch within my "Call Menu" switch.

Near the bottom "<Switch Operation: {0009:CMS BGFX}ON




As for the code itself, it loads as a parallel process.
The actual CMS is an Auto-Event, wondering if this has something to do with it...




If someone could give me ANY kind of guidance on this, it would be much appreciated.

[RM2K3] BattleStatusWindow

Is there a hex code or a quick patch to get rid of the displayed window message for conditions afflicted to enemies when they are targeted? I've been trying to tinker around with compiling/creating plugins for rm2k3, but I'm brand new to this. I THINK the right starting point would be in "DrawBattleStatusWindow"...

Can someone help me or point me in the right direction?
Any help would be much appreciated.

I'm currently using a plugin, AubreyTheBard's DynBattleDisplay, to show condition icons over the enemy's head, and the window status message is just funky looking.
(ignore the inconsistency in statuses)

-SOLVED- [RM2K3] Creating a skill that adds an elemental attribute to weapon... please help :/

I've wracked my brain for days on this.
I'm currently working on a project in RM2K3, Nihilo. One of my characters in this game has a skill subset which includes individual skills that allow the character to add an elemental effect to his weapon. (Example; using "Volt Generator" adds an "Electric" attribute to the character's weapon.) That's the idea anyway. In reality, I haven't been able to figure out how to make this work.
I just can't quite seem to find a way around this.
Any help at all would be greatly appreciated.

Update:
-SOLVED-
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