GREATREDSPIRIT'S PROFILE
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Just discovered the meaning of death!
(2017) RMN Birthday Event Ideas
NHL 2017 Stanley Cup Playoffs / Pool Prediction Thread
Just discovered the meaning of death!
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.
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:
I put it in a game profile for demo purposes here.
#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!
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.
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
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
















