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Menu Modification!

OH yeah, the way you have it now will pretty much just drawn the gauge in battle. However, the numbers will never be drawn at all, is that what you want?

Simplest way to vary a skill according to status

The easiest way would be to give the "Rage" state a "State Rate" feature with the parameters: Burn, 500% (or more). Then setup the blaze skill to just have an effect that applies burn 20% of the time.

The result is that this would increase the chance of getting burned from 20% to: 0.20 * 5.00 = 1.00 (or 100%).

Menu Modification!

Here you go, this will change the hp and mp so that it is not drawn in menus. It will still be drawn in battle however, since that's what it sounds like you wanted.
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a super class of all windows within the game.
#==============================================================================

class Window_Base < Window

  #--------------------------------------------------------------------------
  # overwrite: draw_actor_hp
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 124)
    unless SceneManager.scene.is_a?(Scene_MenuBase)
      draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    end
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
      hp_color(actor), normal_color)
  end
  #--------------------------------------------------------------------------
  # overwrite: draw_actor_mp
  #--------------------------------------------------------------------------
  def draw_actor_mp(actor, x, y, width = 124)
    unless SceneManager.scene.is_a?(Scene_MenuBase)
      draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    end
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
      mp_color(actor), normal_color)
  end
    
end

Note: I'm not sure if you're using other scripts that alter the way that actor hp/mp is drawn, but if you do this might not work.

RSW Prototype Feedback

author=SorceressKyrsty
Hopefully we'll be able to fix that, since we've also fixed the pre-emptive and back attack functions now, and it's probably something like adding the ability to ignore the EVA stat of enemies in attack calculations.


That's why we pay you the big bucks :D!

That's absolutely right, it's because the EVA of the enemies. The hit rate gets calculated first, if it's successful then the evasion is calculated separately after that. Which means if your hit rate is 100% and the enemy has an evasion of 100%, they will always evade!

Common Events Issue

Ok, from looking at your screenshots I have some ideas to throw at you. First off, you know that the "C" button is not the keyboard "C" but is just the confirm button, right? The "C" button is usually binded to the Z/Enter/Space keys.

The reason I bring that up is because in your third ss (with the "C" input) you a "else" condition, in which JUST your bike gains speed but no picture is drawn (just like what you describe). However, in your last ss (with the "A" input) you don't have anything in the "else" condition.

Let me know how that works out, if necessary I'll look for further solutions beyond this if it's not the solution.

Self Switches and Variable [RMXP]

author=Kazuto
thank you very much you answer all my question
once again Thank You Very Much

You're most welcome. I'm glad I could help you out!

author=Kazuto
and can you use rpgmakervx map in rpgmakerxp?

No unfortunately, the mapping style is totally different. However, you can use the same graphics-- but you would have to reorganize the images to fit each makers format.

Common Events Issue

That sounds suspicious to me. You might want to take a screenshot of your event setup and add a link to it on here. I've never heard of such a problem. However, perhaps visual representations might help.

Self Switches and Variable [RMXP]

author=Kazuto
hi everyone,long time no see i have some question about my new RM(i use xp now before i have 2003 and i'm very sad because i can continue my project in rmxp)it about Self Switches can you use the same switch in same map.EX:
i use my Self Switch A on my treasure chest1 after that i make a new treasure chest2 with self switch A in the same map or i must use the self switch A in other map after i make a Treasure chest1 with self switch A.

Yes, a self switch can be used for each event separately, without limitation. There is no need to use different ones for different events. You're free to use "A" for every event, and it will still work just fine. The only reason there is more than one self switch is so that you can use the function multiple times for the same event.

author=Kazuto
Variable i know how to use that but i have no idea what variable use for can you give an example what event use variable(i've already seen an example like making minigame but i want other example)

Did you want a visual example? If so, then someone else will help you out with that I'm sure. I'll just go ahead and give you a "for instance", one.

Example:
Let's say your player is a treasure hunter, and each map has it's own collection of treasures. Each map has a few different treasure chests, and each time a chest was opened a variable would go up by 1. You could then use this variable to count the total amount of chests that were open and display it to the player in a message.

Hopefully that helps, good luck!

Creating a Sprite Array

author=pete_mw
Yeah, I'm used to previewing showing me any new posts as well.

However, your solution has problem, which I noted in my edit.


Yep, you're right-- strange. I assumed it would execute the code upon "filling".

Creating a Sprite Array

author=Zachary_Braun
Hi Pete,

At this point, this is for a text engine; each sprite is a letter that isn't a font, but a picture. This means that I'd be able to manipulate each letter as its own sprite, maybe get some special effects in there as well that can't be done with a font.

You bring up something I'd like to discuss regarding global variables. When I've attempted to create sprites in the past using the instance-level variable, as soon as the instance is over, the sprites are garbage-collected. I'm still learning, so I'm not sure when instances exactly end. I'm coming from RPG Maker 2003, which required a lot jumping from event to event to common event with "Call Event"s to get this level of functionality.

You more or less answered your own question. An instance variable is "removed" when the instance itself ends. So, really the question would be what instance are you referring to?

For Example: If you wanted to make the sprites available during battle, you would create them as instance variables for the "Scene_Battle" class. However, once the battle ended, these variables would be disposed.

Does that help?