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Multiplying variables by fractions.
Haha no problem. Complex fractions (or whatever they're called) are very handy in these integer based games!
Demon Tower: The Old, Decrepit Version
Tried it myself, it ran a bit clunkily (seemed very slow despite showing 46FPS), and not as much my usual style of RPG, but I loved the customization work done (very impressive IMO) and the intro was pretty damn nifty too.
How complete does a game have to be before you can release a demo?
My own demo only has the home town, the field that the home town is located on, and the first dungeon.
Multiplying variables by fractions.
More than 1,000 species discovered in Mekong
That millipede sounds pretty epic. If it has cyanide it can probably kill easily with whatever bite it might have.
That snake is pretty goddamned awesome looking.
That snake is pretty goddamned awesome looking.
I have solved RMVX variables!
Replying to my own post, I know, and this is weird.
I compared my code to the one posted previously in another topic.
It seems I have but ONE variation to that bit of code, and it somehow doesn't seem like it would be in a spot to influence much (actors index), but yet when I try that other block of code, my variables turn to 1's and 0's, and with mine, my variables are not only unchanged otherwise, but actually operate as they should.
WEIRD.
I compared my code to the one posted previously in another topic.
It seems I have but ONE variation to that bit of code, and it somehow doesn't seem like it would be in a spot to influence much (actors index), but yet when I try that other block of code, my variables turn to 1's and 0's, and with mine, my variables are not only unchanged otherwise, but actually operate as they should.
WEIRD.
I have solved RMVX variables!
I'm not sure yet if anyone's cracked this case yet, but if you've been having the following problems in RMVX:
I have your solution. Again, I could be late to the scene and be the 47th person to do this, but I'm just posting this if this is anything new. Either way, someone on the EB team really dropped the ball here. If I'm indeed somehow the first to this fix, maybe they could give me a free code since I'm still in trial.. not really counting on that though lol.
Copy and paste over the entire Control Variables section under Game Interpreter:
- Extracting number of items OR any actor's statistics
- Multiplying a variable (e.g. 137 times 14) only to end up with your operand as the answer
I have your solution. Again, I could be late to the scene and be the 47th person to do this, but I'm just posting this if this is anything new. Either way, someone on the EB team really dropped the ball here. If I'm indeed somehow the first to this fix, maybe they could give me a free code since I'm still in trial.. not really counting on that though lol.
Copy and paste over the entire Control Variables section under Game Interpreter:
#--------------------------------------------------------------------------
# * Control Variables
#--------------------------------------------------------------------------
def command_122
value = 0
case @params[3] # Operand
when 0 # Constant
value = @params[4]
when 1 # Variable
value = $game_variables[@params[4]]
when 2 # Random
value = @params[4] + rand(@params[5] - @params[4] + 1)
when 3 # Item
value = $game_party.item_number($data_items[@params[4]])
# changed stuff from here...
when 4 # Actor
actor = $game_party.members[@params[4] - 1]
if actor != nil
case @params[5]
when 0 # Level
value = actor.level
when 1 # Experience
value = actor.exp
when 2 # HP
value = actor.hp
when 3 # MP
value = actor.mp
when 4 # Maximum HP
value = actor.maxhp
when 5 # Maximum MP
value = actor.maxmp
when 6 # Attack
value = actor.atk
when 7 # Defense
value = actor.def
when 8 # Spirit
value = actor.spi
when 9 # Agility
value = actor.agi
end
end
# ...to here
when 5 # Enemy
enemy = $game_troop.members[@params[4]]
if enemy != nil
case @params[5]
when 0 # HP
value = enemy.hp
when 1 # MP
value = enemy.mp
when 2 # Maximum HP
value = enemy.maxhp
when 3 # Maximum MP
value = enemy.maxmp
when 4 # Attack
value = enemy.atk
when 5 # Defense
value = enemy.def
when 6 # Spirit
value = enemy.spi
when 7 # Agility
value = enemy.agi
end
end
when 6 # Character
character = get_character(@params[4])
if character != nil
case @params[5]
when 0 # x-coordinate
value = character.x
when 1 # y-coordinate
value = character.y
when 2 # direction
value = character.direction
when 3 # screen x-coordinate
value = character.screen_x
when 4 # screen y-coordinate
value = character.screen_y
end
end
when 7 # Other
case @params[4]
when 0 # map ID
value = $game_map.map_id
when 1 # number of party members
value = $game_party.members.size
when 2 # gold
value = $game_party.gold
when 3 # steps
value = $game_party.steps
when 4 # play time
value = Graphics.frame_count / Graphics.frame_rate
when 5 # timer
value = $game_system.timer / Graphics.frame_rate
when 6 # save count
value = $game_system.save_count
end
end
for i in @params[0] .. @params[1] # Batch control
case @params[2] # Operation
when 0 # Set
$game_variables[i] = value
when 1 # Add
$game_variables[i] += value
when 2 # Sub
$game_variables[i] -= value
when 3 # Mul
$game_variables[i] *= value
when 4 # Div
$game_variables[i] /= value if value != 0
when 5 # Mod
$game_variables[i] %= value if value != 0
end
if $game_variables[i] > 99999999 # Maximum limit check
$game_variables[i] = 99999999
end
if $game_variables[i] < -99999999 # Minimum limit check
$game_variables[i] = -99999999
end
end
$game_map.need_refresh = true
return true
end
RMVX VARIABLE NIGHTMARE SOLUTION!!!!
I'm having the same issue, but to a much more ridiculous extent.
I'm trying to set a variable equal to character MP available.
Seems to constantly set equal to zero. >:(
I'm trying to set a variable equal to character MP available.
Seems to constantly set equal to zero. >:(
What does it take for you to work on your games?
I very highly prefer to work on my games on my own time alone.. I can be planned or spontaneous in what I do with them though. It seems what I'm doing with my current project, more or less, is building the skeleton of the game, only to develop it further afterwards.
The Staff of Cyrenia
I may tweak up the intro a bit, no major plans on that yet.
The title screen will definitely be coming into play as soon as I get around to making one.
But yeah, I guess coming from a player's standpoint I would have to agree, there could probably be another hint or two given as to where/who to talk to at first.
Did you eventually figure out what to do? If not, talk to the lady pacing inside of her house on the west side of the city, and then talk to the guild master. After doing those two things, you'll be able to skip town.
Thanks for the recommendations though - it's been at least a good 4-5 years since I last fully did an RPG Maker game and I could use all the help shaking off the rust.
The title screen will definitely be coming into play as soon as I get around to making one.
But yeah, I guess coming from a player's standpoint I would have to agree, there could probably be another hint or two given as to where/who to talk to at first.
Did you eventually figure out what to do? If not, talk to the lady pacing inside of her house on the west side of the city, and then talk to the guild master. After doing those two things, you'll be able to skip town.
Thanks for the recommendations though - it's been at least a good 4-5 years since I last fully did an RPG Maker game and I could use all the help shaking off the rust.













