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[POLL] RMN Birthday Event
If Escape Room has a surprise surge and passes Retro I'm just going to submit my Befuddle Quest 7 map.
I'm going to be disappointed in any retro game that doesn't have a stat that isn't totally useless and/or hilariously bugged. Also character names longer than 4 letters long.
I'm going to have a guy named Kung Fu who has mastered the art of Kung Fu from the distant land of Chūgohon, except all the martial art attacks will be named after Muai Thai techniques 
author=Sooz
Retro but you have to be super faithful to the programming and writing of the time, so it's shitty localization and vague writing paired with bad mechanics.
I'm going to be disappointed in any retro game that doesn't have a stat that isn't totally useless and/or hilariously bugged. Also character names longer than 4 letters long.
I'm going to have a guy named Kung

[POLL] RMN Birthday Event
Whatchu Workin' On? Tell us!
- Made a boss death animation, because bosses should die flashier than normal! Started one for a final boss but I haven't decided on how I want it to look.
- Really just lots of little things for balance purposes. Early enemies give a bit more EXP, moved some equipment numbers, found more UI test bugs, etc. . Biggest is probably giving the tier 2 bosses more staying power since complicated strategies like "hit their weakness" would end the fight way too early. I'll have to find a new vanilla playtester to see if I swung it too far though.
- Oh, also realized there's still a bug in the accuracy algorithm which skews accuracy in the player's favor by quite a bit. jfc why am I so bad at things (it's because I don't devise a proper testing strategy)
- Really just lots of little things for balance purposes. Early enemies give a bit more EXP, moved some equipment numbers, found more UI test bugs, etc. . Biggest is probably giving the tier 2 bosses more staying power since complicated strategies like "hit their weakness" would end the fight way too early. I'll have to find a new vanilla playtester to see if I swung it too far though.
- Oh, also realized there's still a bug in the accuracy algorithm which skews accuracy in the player's favor by quite a bit. jfc why am I so bad at things (it's because I don't devise a proper testing strategy)
Need help with reviving skills!
I poked around and maybe found a quick hack fix for not showing animations on dead targets. Add this script after YF's Battle Engine:
It checks out in my two second demo project, but it's a two second demo project. I haven't seen any animation skip the start of the animation though so I'm not sure what's happening there.
e: Is there a follow up for your skill that goes into White World 2? If the animation was a screen-wide animation it won't play if the first character in your party was dead. So with the animation bug it would not play the White World animation in that scenario but then play White World 2's animation since everybody was alive at that point. Just speculation at this point though.
class Sprite_Battler < Sprite_Base def setup_new_effect #if !@battler_visible && @battler.alive? if !@battler_visible start_effect(:appear) elsif @battler_visible && @battler.hidden? start_effect(:disappear) end if @battler_visible && @battler.sprite_effect_type start_effect(@battler.sprite_effect_type) @battler.sprite_effect_type = nil end # YF addition setup_popups end end
e: Is there a follow up for your skill that goes into White World 2? If the animation was a screen-wide animation it won't play if the first character in your party was dead. So with the animation bug it would not play the White World animation in that scenario but then play White World 2's animation since everybody was alive at that point. Just speculation at this point though.
NHL 2017 Stanley Cup Playoffs / Pool Prediction Thread
I think one of the problems with the double point multiplier is that it helps create a snowball effect. If your cup pick gets anywhere you already have a lot of potential point sources appear that are also worth double while others may not even have a source of points. Bizarro Kentona got half their points just through picking the Predators.
One idea is if we do move to a round-based pool we could do a Stanley Cup pick that has the x2 multiplier but between each round you can give up a point to change it. There's still the possibility of changing it to maintain a lead but it isn't as big as picking an entire bracket though. Something to consider for next year, yeah.
Go Preds go! Slaughter the Pens! (lol, it'll be tough at best!)
One idea is if we do move to a round-based pool we could do a Stanley Cup pick that has the x2 multiplier but between each round you can give up a point to change it. There's still the possibility of changing it to maintain a lead but it isn't as big as picking an entire bracket though. Something to consider for next year, yeah.
Go Preds go! Slaughter the Pens! (lol, it'll be tough at best!)
Whatchu Workin' On? Tell us!
- So when I made a way to flag a status as only applicable in battle I hit an issue with ruby. States already had a property called '@battle_only' that I was unintentionally reusing. I fixed the property by renaming mine to something else. Using it as-is would've caused a UI issue where the game would say a character is immune to a battle-only status due to how everything came together in implementation.
- Playtesting revealed a dumb oversight. In the original game you could flee from encounters and still advance in a dungeon. When I redid dungeons fleeing from battle took the player out of a dungeon, which was kinda dumb to do. I changed it so instead of losing progress (like losing a battle) fleeing will just take out out of combat with the same number of encounters cleared. Bosses were also inconsistent, some you could flee from and others you couldn't. I normalized it (except for the final boss) so you can flee from all bosses with similar consequences: Get taken to the menu before the boss. There's a few exceptions since fleeing becomes a mechanic in one dungeon, so it's still the same but with a message saying why you're getting kicked out.
- More little UI text issues as I find 'em in playtesting.
- The player does get access to silence! Silence mechanics prevent using skills that cost MP, but I use MP as a pseudo-enemy AI and there's no clear interface to what silence affects and if it's even worth bothering with so I changed it to inflict the Buff Immunity debuff. Sadly it ruins the little joke of the skill (Awkward Silence inflicts Silence on all enemies) but w/e. I'd rather have a skill that people use instead of "so is it actually worth shit".
- Various little balance changes and trying to overcome enemy ai block.
- Playtesting revealed a dumb oversight. In the original game you could flee from encounters and still advance in a dungeon. When I redid dungeons fleeing from battle took the player out of a dungeon, which was kinda dumb to do. I changed it so instead of losing progress (like losing a battle) fleeing will just take out out of combat with the same number of encounters cleared. Bosses were also inconsistent, some you could flee from and others you couldn't. I normalized it (except for the final boss) so you can flee from all bosses with similar consequences: Get taken to the menu before the boss. There's a few exceptions since fleeing becomes a mechanic in one dungeon, so it's still the same but with a message saying why you're getting kicked out.
- More little UI text issues as I find 'em in playtesting.
- The player does get access to silence! Silence mechanics prevent using skills that cost MP, but I use MP as a pseudo-enemy AI and there's no clear interface to what silence affects and if it's even worth bothering with so I changed it to inflict the Buff Immunity debuff. Sadly it ruins the little joke of the skill (Awkward Silence inflicts Silence on all enemies) but w/e. I'd rather have a skill that people use instead of "so is it actually worth shit".
- Various little balance changes and trying to overcome enemy ai block.
Need help with reviving skills!
Sorry for the delay, here's a fixed version that works with Yanfly's battle system. Download the demo project here. I changed items so they used a tag in the notebox that made items that didn't target dead characters do so rather than my original attempt that made items that target dead characters also target alive ones. The whole thing of how RM handles targeting dead/alive characters is just fucked up.
There is an issue where the animation to revive a character doesn't play under certain circumstances (like a character dying in battle), but after some testing it's a bug in the Ace's animation system or YF's battle system and I really don't want to delve into either to find out what's causing it.
Here's a dump of the scripts too:
There is an issue where the animation to revive a character doesn't play under certain circumstances (like a character dying in battle), but after some testing it's a bug in the Ace's animation system or YF's battle system and I really don't want to delve into either to find out what's causing it.
Here's a dump of the scripts too:
$imported = {} if $imported.nil? if($imported["YEA-BattleEngine"]) class Window_BattleActor < Window_BattleStatus #KKKKKKKKKKKKKKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEPPP def create_flags set_select_flag(:any) select(0) return if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? select(0) set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend? # GRS elsif $game_temp.battle_aid.for_user? battler = BattleManager.actor id = battler.nil? ? 0 : $game_party.battle_members.index(battler) select(id) set_select_flag(:user) elsif $game_temp.battle_aid.for_all? select(0) set_select_flag(:all) set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend? # GRS elsif $game_temp.battle_aid.for_random? select(0) set_select_flag(:random) if $game_temp.battle_aid.for_random? end end #KKKKKKKKKKKKKKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEPPP def current_item_enabled? return true if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? member = $game_party.battle_members[@index] return member.dead? if $game_temp.battle_aid.for_dead_friend? elsif $game_temp.battle_aid.for_dead_friend? for member in $game_party.battle_members return true if member.dead? end return false end return true end end # Window_BattleActor class Window_BattleEnemy < Window_Selectable #KKKKKKKKKKKKKKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEPPP def current_item_enabled? return true if $game_temp.battle_aid.nil? if $game_temp.battle_aid.need_selection? member = $game_party.battle_members[@index] #return member.dead? if $game_temp.battle_aid.for_dead_friend? #GRS if $game_temp.battle_aid.for_dead_friend? and not $game_temp.battle_aid.ignore_dead? return member.dead? end elsif $game_temp.battle_aid.for_dead_friend? # GRS for member in $game_party.battle_members return true if member.dead? end return false end return true end end class Window_BattleHelp < Window_Help #KKKKKKKKKKKKKKEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEPPP def refresh_special_case(battler) if $game_temp.battle_aid.for_opponent? if $game_temp.battle_aid.for_all? text = YEA::BATTLE::HELP_TEXT_ALL_FOES else case $game_temp.battle_aid.number_of_targets when 1 text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE else number = $game_temp.battle_aid.number_of_targets text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number) end end else # $game_temp.battle_aid.for_friend? if $game_temp.battle_aid.for_dead_friend? # GRS text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES elsif $game_temp.battle_aid.for_random? case $game_temp.battle_aid.number_of_targets when 1 text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY else number = $game_temp.battle_aid.number_of_targets text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number) end else text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES end end return if text == @text @text = text contents.clear reset_font_settings draw_text(0, 0, contents.width, line_height*2, @text, 1) end end class Scene_Battle < Scene_Base #alias scene_battle_invoke_item_abe invoke_item #don't realias def invoke_item(target, item) show_animation([target], item.animation_id) if separate_ani?(target, item) #if target.dead? != item.for_dead_friend? if target.dead? != item.for_dead_friend? and not item.ignore_dead? @subject.last_target_index = target.index return end scene_battle_invoke_item_abe(target, item) end def separate_ani?(target, item) return false if item.one_animation return false if $data_animations[item.animation_id].nil? return false if $data_animations[item.animation_id].to_screen? return true if item.ignore_dead? #grs - new addition return target.dead? == item.for_dead_friend? end end end class RPG::UsableItem < RPG::BaseItem IgnoreDeadRegex = /<ignore[\s_]?dead>/i def ignore_dead? return @ignore_dead unless @ignore_dead.nil? return @ignore_dead = true if @note =~ IgnoreDeadRegex return @ignore_dead = false end end # Change the item_test so ignore dead items don't trip the dead check class Game_Battler < Game_BattlerBase # Let battlers not care if an item is for dead friends def item_test(user, item) #return false if item.for_dead_friend? != dead? return false if item.for_dead_friend? != dead? and not item.ignore_dead? return true if $game_party.in_battle return true if item.for_opponent? return true if item.damage.recover? && item.damage.to_hp? && hp < mhp return true if item.damage.recover? && item.damage.to_mp? && mp < mmp return true if item_has_any_valid_effects?(user, item) return false end end # Change the target for friends so it uses the ignore_dead flag class Game_Action def targets_for_friends if item.for_user? [subject] #GRS-change here elsif item.ignore_dead? if item.for_one? [friends_unit.smooth_ignore_dead_target(@target_index)] else friends_unit.members end #GRS-end changes elsif item.for_dead_friend? if item.for_one? [friends_unit.smooth_dead_target(@target_index)] else friends_unit.dead_members end elsif item.for_friend? if item.for_one? [friends_unit.smooth_target(@target_index)] else friends_unit.alive_members end end end end # Add a new method that "smooths" ignore_dead target (aka don't do any dead checks) class Game_Unit def smooth_ignore_dead_target(index) return members[index] end end
CSS'ing your RMN Game Profile
The CSS that sets the normal font color was the 'color: #EEE;' in the CSS I posted above. I checked the CSS for Rainworld and saw yours had it set to #000000 which is making the font color back. I'd have to dig up the link and visited link selector, I don't remember the proper ones at the moment.
As far as I can tell the background is set to #0C0C0C, it's just almost black so it doesn't look much different from #000. #0C is a value of 12 out of 255 instead of 0 out of 255. Try a drastically different color like #00AAAA to see if a change is propagating or not because a subtle change like #000 to #0C0C0C might be missed.
You can experiment with the CSS if you right click on the gameprofile itself in your browser and select "Inspect" (it's called a few things in different browsers, in Firefox it's called "Inspect Element", in Vivaldi it's jsut "Inspect", for example). From there you can change how your browser is rendering the page, such as changing the value of a CSS value. It's hard to describe (and I'm awful at explaining things) but try using it and hopefully you'll get a feel of how you can see how your gameprofile looks with different CSS.
As far as I can tell the background is set to #0C0C0C, it's just almost black so it doesn't look much different from #000. #0C is a value of 12 out of 255 instead of 0 out of 255. Try a drastically different color like #00AAAA to see if a change is propagating or not because a subtle change like #000 to #0C0C0C might be missed.
You can experiment with the CSS if you right click on the gameprofile itself in your browser and select "Inspect" (it's called a few things in different browsers, in Firefox it's called "Inspect Element", in Vivaldi it's jsut "Inspect", for example). From there you can change how your browser is rendering the page, such as changing the value of a CSS value. It's hard to describe (and I'm awful at explaining things) but try using it and hopefully you'll get a feel of how you can see how your gameprofile looks with different CSS.
CSS'ing your RMN Game Profile
(2017) RMN Birthday Event Ideas
I'm going to add blinking charactersets, but only for the playable character so it looks weird in towns and the common event that does it won't run during cutscenes which makes it look even weirder when everybody quits blinking.
It's going to have a CMS that's designed like a geocities website with some unintelligible cursive fonts and a front end for the real menu because replacing that would take a ton of work and only used for some awkwardly shoved in gameplay system. Maybe some kind of JP system, the game will tell you how much you've earned once the battle is finished and the player is back on the map.
It's going to have a farming minigame designed where a 50x50 map has an event on every farmable tile and every variable reference is hardcoded and it'll take a year of updating the 2025 events to do so.
The main characters will be Sirion from Rudra and Sabin from FF6 to Phantasy Star tilesets with Lunar and Wild Arms mids as the soundtrack. The plot will be lampshading the JRPG Cliche List and be named Legend of the Lost Fantasy.
No game will be released but there will be three screenshots. One of Sirion and Sabin standing on a mountain summit, one of a dungeon with a boulder rolling puzzle, and one of a mysterious man in a castle or mansion looking out of a window.
It's going to have a CMS that's designed like a geocities website with some unintelligible cursive fonts and a front end for the real menu because replacing that would take a ton of work and only used for some awkwardly shoved in gameplay system. Maybe some kind of JP system, the game will tell you how much you've earned once the battle is finished and the player is back on the map.
It's going to have a farming minigame designed where a 50x50 map has an event on every farmable tile and every variable reference is hardcoded and it'll take a year of updating the 2025 events to do so.
The main characters will be Sirion from Rudra and Sabin from FF6 to Phantasy Star tilesets with Lunar and Wild Arms mids as the soundtrack. The plot will be lampshading the JRPG Cliche List and be named Legend of the Lost Fantasy.
No game will be released but there will be three screenshots. One of Sirion and Sabin standing on a mountain summit, one of a dungeon with a boulder rolling puzzle, and one of a mysterious man in a castle or mansion looking out of a window.














