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Screenshot Survival 20XX

I really like the feel, but the light effects do look a little overdone.

+++ DynRPG - The RM2k3 Plugin SDK +++

Well, the library has

RPG::ItemType

Which is an enumerator with:
ITEM_COMMON
ITEM_WEAPON
ITEM_SHIELD
ITEM_ARMOR
ITEM_HELMET
ITEM_OTHER
ITEM_MEDICINE
ITEM_BOOK
ITEM_SEED
ITEM_SCROLL
ITEM_SWITCH

So technically, you could go through the items, check their type, remove the COMMON and SWITCH (maybe) items (while adding them to another internal array with their quantities) when entering a battle and re-adding them after the battle ends (which is why you store them on a different array, to re-add them after battle is done).

But it looks like quite the hassle.

Actor insists on joining at wrong level [RM2K3]

Call me stupid, or whatever but in the code you posted... you're not actually adding Tania to the party.

I haven't touched the maker in years, so I'm not sure how a few things work anymore, but maybe adding the hero's level to a party actor without them being in the party may screw things up.

Add her to the party first, then modify her level. See if that works.

Improving Next Generation RPG Creation Software

lightbulbengine dot com is available, but sadly, for readability lightbulb-engine dot com is not.

You could also do philamentengine...

[RM2K3] Issue with custom battle results screen

and turns on the battle results switch > battle results is an auto start that activates upon battle results switch to display the results window


This is the key.

This is how I would do it without thinking about it too much:

At the end of the Auto start process, battle results, right before you turn OFF the battle results switch, turn ON another Switch like "Battle results DONE".

Then, on the boss event, create a second page; make it autostart when "Battle results DONE" is ON. Move all the dialogues and event commands that are supposed to happen after the results are shown to the second page. At the end of those commands, turn a third switch ON "Dialogue done".
Create a third page, and make it start on key press; Condition: "Dialogue done" is ON. This is to prevent the end dialogue to loop over and over. This 3rd page should be blank, no event commands.

Let me know.

[RM2K3] Issue with custom battle results screen

What is the condition for the Results event? on Call?
Can you post a screen of the boss event and the aftermath event commands?

[RM2K3] Issue with custom battle results screen

I assume your battle results is a common event, right?

Turn on a switch at the start of the results; turn it off again at the end.
Then, right after a boss battle, make it so the dialogue and aftermath happens only when the switch (let's call it "Results shown") is off.

Should fix it.

Improving Next Generation RPG Creation Software

I also filled the survey. I recently "invested" in the official release of 2003, but if a new engine gives me more capabilities, I'd be certainly interested.

What I feel the RPG Maker software lacks has been addressed by others (The lack of menu work), but something wasn't mentioned, I think.
I believe we need more flexibility on the Default Battle System. Full code (or through UI) access to the battle elements:

- Menu (Hide this, show that, re-skin this, change the function to that)
- Actors stats (enemies and party members)
- Exp and level management.

Say, if I wanted to create something like the Bravely Default battle where I can "store" turns, I need to create so many workarounds...
The fact that I cannot figure out who the party/enemy targeted using which skill/attack/item, or the MP used, or so many other things... irritating.

[RM2K3] Lag when scrolling (official release)

What are you playing? I'm going through Lakria Legends and the game is event-heavy on the maps, which tends to bog it down.

Screenshot Survival 20XX

Is it underwater? It's giving me one hell of a "Shape of the Water" vibe.