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Simple Request in modifying the VXace battle system
author=Lucidstillness
Thank you very much MakoInfused; you've given me much to think about and helped me get started with this!
Hey, no problem at all. I hope I did help...the more I wrote, the more I realized that this would be complicated. Please let me know if you have any other questions once you have a general understanding of how the process works.
Simple Request in modifying the VXace battle system
Scenario 1 - Heh, well it's pretty simple. I am of course lying, as it is pretty difficult, so I'll only post the explanation for Scenario 1 and hope that you have a good enough understanding to tackle Scenario 2 by yourself. I would recommend looking up some tutorials on scripting for a better understanding.
1. First just think to yourself: "Ok, self-- what do I want to edit?".
2. The answer should be: "Whatever draws the HUD for the batters current stats", in this case that is the "Battle Status Window".
3. We mosey on over to the battle status window and look through it a bit.
4. Then we scroll down to find the function that actually draws each area for an actor; so we should look for this: "draw_item(index)".
5. This function will draw all of the associated "items" for the battle status window, but as we can see-- it branches off to different parts.
6. To establish a good coding practice, a good idea would be to make a new method for this...but to make this simple we'll just stick in the "draw_actor_face(actor, 100, 0,actor.alive?)" part below "draw_gauge_area".
7. Then for a simple effect you can just use the index variable and multiply that by like 20 to create a new setting for the x/y part of the draw_actor_face function.
The more I look at this the more I think you should definitely look up some tutorials, as this really isn't good scripting. However, I'm not interested in posting a 3 page explanation on this, lol. I just hope this will lead you in the right direction. It's just when I read your response I realized that you might be clueless as to what I'm even saying. Try playing around with this more to see what you can do. If there is any SPECIFIC questions just let me know!
1. First just think to yourself: "Ok, self-- what do I want to edit?".
2. The answer should be: "Whatever draws the HUD for the batters current stats", in this case that is the "Battle Status Window".
3. We mosey on over to the battle status window and look through it a bit.
4. Then we scroll down to find the function that actually draws each area for an actor; so we should look for this: "draw_item(index)".
5. This function will draw all of the associated "items" for the battle status window, but as we can see-- it branches off to different parts.
6. To establish a good coding practice, a good idea would be to make a new method for this...but to make this simple we'll just stick in the "draw_actor_face(actor, 100, 0,actor.alive?)" part below "draw_gauge_area".
7. Then for a simple effect you can just use the index variable and multiply that by like 20 to create a new setting for the x/y part of the draw_actor_face function.
The more I look at this the more I think you should definitely look up some tutorials, as this really isn't good scripting. However, I'm not interested in posting a 3 page explanation on this, lol. I just hope this will lead you in the right direction. It's just when I read your response I realized that you might be clueless as to what I'm even saying. Try playing around with this more to see what you can do. If there is any SPECIFIC questions just let me know!
Are These Things Possible With DynRPG Plugin?
Well, let's see-- Yes to your first question, pixel movement is possible and Cherry has stated that he working on that at the moment.
8x8 tiles-- No, this is something that would require changes to both the editor and DynRPG.
Animated Gifs -- No, again this would require changes in the editor AND DynRPG. Although there is the possibility, but it would require a lot of work (I think) to add the functionality to read the animated gifs.
Alpha Transparency -- Yes, but would be incredibly time consuming to pull off. Cherry will have to give you more information on that, but I've read that he has stated it's possible, although ridiculously difficult! (Yes the exclamation point is necessary)
Well, it's not all that much to do with C++, it's more to do with what DynRPG is capable of at the moment (since it uses a class system not unlike that of RGSS), but that stuff has to be built before it can be used. And also, keep in mind that DynRPG doesn't change the editor.
8x8 tiles-- No, this is something that would require changes to both the editor and DynRPG.
Animated Gifs -- No, again this would require changes in the editor AND DynRPG. Although there is the possibility, but it would require a lot of work (I think) to add the functionality to read the animated gifs.
Alpha Transparency -- Yes, but would be incredibly time consuming to pull off. Cherry will have to give you more information on that, but I've read that he has stated it's possible, although ridiculously difficult! (Yes the exclamation point is necessary)
Well, it's not all that much to do with C++, it's more to do with what DynRPG is capable of at the moment (since it uses a class system not unlike that of RGSS), but that stuff has to be built before it can be used. And also, keep in mind that DynRPG doesn't change the editor.
In all seriousness...
Make that 23 subscribers... and then add one more because I just subscribed :D. I always support quality fan games and this looks to fall into that category! Good luck.
Simple Request in modifying the VXace battle system
I'll help you np...however, you're going to need to clarify one thing before that happens. I'm not really sure what you mean by this statement:
Question: Did you want only one faceset to appear when a character is (You mentioned something about selecting) selected? Or, did you want the faceset to be drawn in a different place for each actor that is selected to be drawn at that moment?
If the second one is the case, then you just need to change the 2nd and 3rd setting in the method call, this is the x & y. These would need to be unique locations for each actor.
If however, you're looking for a solution for the first scenario that I suggested just let me know. That one would require a bit more work, but basically you need to find out which actor is currently selected and you may find this by querying the "BattleManager.actor.index". However, this is a more involved process so I would rather not post a step by step until I'm fully sure (wouldn't want to waste your time).
author=Lucidstillness
But while this works fine for a single actor, as you can imagine multiple actors cause the face graphics to stack in the same place. I have tried to find the appropriate method to have only one graphic be displayed when a given character is selected
Question: Did you want only one faceset to appear when a character is (You mentioned something about selecting) selected? Or, did you want the faceset to be drawn in a different place for each actor that is selected to be drawn at that moment?
If the second one is the case, then you just need to change the 2nd and 3rd setting in the method call, this is the x & y. These would need to be unique locations for each actor.
If however, you're looking for a solution for the first scenario that I suggested just let me know. That one would require a bit more work, but basically you need to find out which actor is currently selected and you may find this by querying the "BattleManager.actor.index". However, this is a more involved process so I would rather not post a step by step until I'm fully sure (wouldn't want to waste your time).
Endless wave of foes.
I have a pretty easy method. It's simple really...
Explanation: When enemies are hidden they don't show any changes in their hp/mp. This means that you can revive a monster without displaying any stat changes.
Process:
01. Make all enemies (except 1) invisible.
02. Set the battle event condition to "Turn 0-0".
03. In that same event page create a "Show Hidden Monster" event for each enemy.
04. Create a new battle event page.
05. Set the battle event condition to "Monster Hp between 0-0".
06. Create an event inside the page which checks to see if a switch of your choosing is OFF.
07. Create an event inside the fork which adds to a variable of your choosing as well as turning on a switch (which should be unique for each monster).
08. Rinse and repeat steps 4-6 for each enemy.
09. Create another event page.
10. Set the battle event condition to "Turn 1-1".
11. Create a fork condition which checks to see if the variable matches (however many enemies you have - 1).
12. Inside the fork condition create an event which revives each monster (unfortunately this will have to be done 1 by 1).
13. Next do the same to reveal each hidden monster.
14. Lastly set the variable to 0 and reset all your switches.
That about wraps it up. If you have any questions...I feel sorry for you (lol, I'm kidding!), but seriously feel free to ask. I've used this method myself before, so I'm positive it works.
Explanation: When enemies are hidden they don't show any changes in their hp/mp. This means that you can revive a monster without displaying any stat changes.
Process:
01. Make all enemies (except 1) invisible.
02. Set the battle event condition to "Turn 0-0".
03. In that same event page create a "Show Hidden Monster" event for each enemy.
04. Create a new battle event page.
05. Set the battle event condition to "Monster Hp between 0-0".
06. Create an event inside the page which checks to see if a switch of your choosing is OFF.
07. Create an event inside the fork which adds to a variable of your choosing as well as turning on a switch (which should be unique for each monster).
08. Rinse and repeat steps 4-6 for each enemy.
09. Create another event page.
10. Set the battle event condition to "Turn 1-1".
11. Create a fork condition which checks to see if the variable matches (however many enemies you have - 1).
12. Inside the fork condition create an event which revives each monster (unfortunately this will have to be done 1 by 1).
13. Next do the same to reveal each hidden monster.
14. Lastly set the variable to 0 and reset all your switches.
That about wraps it up. If you have any questions...I feel sorry for you (lol, I'm kidding!), but seriously feel free to ask. I've used this method myself before, so I'm positive it works.
DBZ - Raging Pride
@Sana
Lol, I don't know-- maybe because I haven't advertised it TOO much. I'm waiting to actually finish it to really start pushing it. I find that the "pitfall" that most people stumble upon is pushing something too heavily before it's finished.
However, you and others are free to share it, in fact, I encourage it.
Side Note: Sorry for the lateness on the update (guys) but I'll have pictures and maybe a video tonight!
Lol, I don't know-- maybe because I haven't advertised it TOO much. I'm waiting to actually finish it to really start pushing it. I find that the "pitfall" that most people stumble upon is pushing something too heavily before it's finished.
However, you and others are free to share it, in fact, I encourage it.
Side Note: Sorry for the lateness on the update (guys) but I'll have pictures and maybe a video tonight!
DBZ - Raging Pride
@Binzachi
Sorry, I keep missing posts. I went ahead and just unsubscribed from everyone else, lol. I don't mind you asking. The changes include a CBS, and a CMS. I should have the pictures/video up tomorrow.
@XRazorBlackX
Thank you! Yes, I noticed that most (if not all) semi-complete DBZ RPG's are in Spanish. I don't plan on giving up anytime soon :). I just have some periods where I don't get much done, but I can't give up-- it's been a dream of mine since I was younger.
I'm glad you guys appreciate the project! Please do stick around, it should get interesting soon!
Sorry, I keep missing posts. I went ahead and just unsubscribed from everyone else, lol. I don't mind you asking. The changes include a CBS, and a CMS. I should have the pictures/video up tomorrow.
@XRazorBlackX
Thank you! Yes, I noticed that most (if not all) semi-complete DBZ RPG's are in Spanish. I don't plan on giving up anytime soon :). I just have some periods where I don't get much done, but I can't give up-- it's been a dream of mine since I was younger.
I'm glad you guys appreciate the project! Please do stick around, it should get interesting soon!
RPG 20XX Engine
author=SGCN
@Skie: Chana got a similar "d3dx9.dll is missing" error. WolfCoder's response was to update directx9. I actually got the "Could not create effect buffer" message the first time I ran v0.72B and it crashed. I ran it a second time and it worked. It's probably a hardware thing but I can't even get the tint screen command to work and I have a decent graphics card =/
@Miracle: Any error messages pop up, or does it crash as soon as you run it?
I have this exact same problem with this software, and I have a very up to date computer and hardware.
Essentially same problem though, crashes-- gives me a "Could not create effect buffer" error after double clicking the RPG_RT.exe. After using the "wcrpg2kxe" it doesn't say anything and acts as if nothing happened. Then I can use the RPT_RT file again without any problems.
DBZ - Raging Pride
Yes, there is some news. I won't be making any further changes to the demo though. I will post some news soon about the progress I've made very soon. However, after that I think there will be some huge changes, I'm pretty excited about it, but we'll see how it goes as time passes.
I appreciate your interest in the project, and I'm sorry for not getting back to you sooner :).
I appreciate your interest in the project, and I'm sorry for not getting back to you sooner :).













