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GREATREDSPIRIT'S PROFILE

sherman






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Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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Just discovered the meaning of death!

Yeah, totally didn't think about that, I fucked up. Sorry :(

(2017) RMN Birthday Event Ideas




except I'm not eating it (because it isn't mine)

NHL 2017 Stanley Cup Playoffs / Pool Prediction Thread

Yay Nashville! Go all the way! I have no idea how they actually won that game

Just discovered the meaning of death!

Death is a trick you can do to save time depending on where your respawn. Warning: Deffo don't try this time saving trick if you don't know where your respawn location is or if you don't have one!

Not a good joke to make today, my bad. Sorry!

Whatchu Workin' On? Tell us!

Some midgame playtest results: Buff Immunity should really count as a Debuff and be removed from Debuff-removing actions. Conversely, Debuff Immunity should really count as a Buff and removed from Buff-removing actions! Otherwise some fights becomes silly. Also should probably move some stuff around.


One character had both a single target paralyze and OHKO ability. One is kinda way better than the other besides "scan enemy to see what works better" I changed the paralyze ability to give the party debuff immunity.


In more "don't add new shit" defying action I changed the item cap! The original was classic RM awkwardly hardcoded, I changed it to a constant of 20 a while back, then changed it again to use a variable value. The player starts with a maximum of 10 per item and each time a player defeats the boss for the first time it increases by +1 to a maximum of 25. It's a little extra bonus for boss killing. I also changed it so when buying items instead of just saying how many you have it also shows how many you can hold, so 3 / 11 for example.

Related to above there was a bug with drops ignoring the item capacity check. I wanted event commands that give items to ignore the item cap so that dungeon/quest rewards don't hit the floor so the check is only done when buying items. Whoops! I changed it so the gain_item method will check the capacity if a certain flag is set which is during adding items in the victory script. This way drops are displayed but if you have too many they hit the floor while normal gains like quests or internal management aren't affected.

CSS'ing your RMN Game Profile

Do a hard refresh (Ctrl+F5) so your browser doesn't just use the cached CSS or check your page out in an incognito/private browser window. If it still isn't working post a link to the game profile with the template CSS applied and I'll take a look at it.

CSS'ing your RMN Game Profile

Did you mean something like this:
#main_column { background-color: #000000; }


div #game_frame, #main_column > div.pages, #posts > div.pages, div.message, div#post_reply, #game_navigation {
	background-color: #000 !important;
	color: #EEE;
}

/* Nuke these backgrounds, they screw everything up */
div #main_column > div#posts.frame {
	background: none !important;
}

I put it in a game profile for demo purposes here.

What are you thinking about right now?

Turning off steam cloud and opening the project via File->Open instead of the Ace project file did the trick, and it works with steam cloud enabled again. Thanks for the help Lockez

Need help with reviving skills!

Go figure. I'll make a Yanfly compatible script over the weekend.

Need help with reviving skills!

I found a quick and dirty script I did for this. Test project here. Items that are targeted for Dead Characters can also target living characters. Because it's a quick hack fix there's no way to have items/skills only target dead characters again. If you need that functionality or find any bugs please let me know and I'll try to actually do it right next time.

Script, punch this into a new script above main and below materials. Because there is no aliasing since the dead checks are hardcoded in make sure it's near the top of your scripts list so it works correctly with any other script that aliases it.
class Game_Unit
  

  # This is to make sure targetting random dead (is this possible in vanilla?)
  # include allies
  def random_dead_target
    members.empty? ? nil : dead_members[rand(dead_members.size)]
  end

  # When selecting a single dead target, target anybody!
  def smooth_dead_target(index)
    member = members[index]
    (member) ? member : members[0]
  end
  
end

class Game_Action

  # This is to make sure the target list for dead-only items includes everybody
  def targets_for_friends
    if item.for_user?
      [subject]
    elsif item.for_dead_friend?
      if item.for_one?
        [friends_unit.smooth_dead_target(@target_index)]
      else
        friends_unit.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


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 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


e: actually I think I found a better and less dumb way to do this, gimme a bit

e2: n/m, it wouldn't work because rpg maker hates anything that crosses the divide between dead or alive targets