GIZNADS'S PROFILE

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

Check out my passion project, NIHILO!

Avid fan of classic turn-based & action JRPGs.
Xenogears
FF6, 7, 8, 9, & 10
Chrono Trigger
Dragon Quest 6, 8, & 11
Breath of Fire 1, 2, 3, & 4
Legend Of Legia 1 & 2
Legend Of Dragoon
Rogue Galaxy
Terranigma
Secret Of Mana
Secret Of Evermore
Seiken Densetsu 3
Tales of Phantasia
Star Ocean
etc.
Nihilo
Nihilo follows protagonist Estes and his party as they journey to uncover the truth behind The Calamity that laid their once peaceful world to barren wastes.

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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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