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[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem
What, precisely, did the error message say? When I try either just flipping the function...
...this way, or...
...going this way, no error messages were thrown at me.
sprintf(fmt, @battler.name, -hp_damage, Vocab::hp)
...this way, or...
sprintf(fmt, @battler.name, (@hp_damage*-1).to_s, Vocab::hp)
...going this way, no error messages were thrown at me.
[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem
This might be a weird error in relation to how the text is formatted with the `sprintf` function. Here's what Ace's help-file says about the `%s` character:
Now for some possibly relevant code from Game_ActionResult
So, in the case of recovery, the variable `@hp_damage` is probably less than 0. So, the `fmt` variable is Vocab::ActorRecovery or Vocab::EnemyRecovery. So far, so good. However, now that I'm zoomed in, I'm kinda noticing...
...this line. Which could indicate to me that switching the positions of `Vocab::hp` and `-hp_damage` (shouldn't it be `(@hp_damage * -1).to_s`?) might produce the "correct" results? Other lines in that very function seem to follow the format of printing the term first, then the amount of damage/healing/drain, so, I would put any edits into a separate script-section just for the sake of caution.
Character strings are output.
If the argument is not a String object, the to_s method causes the object turned into a character string to be treated as an argument.
Now for some possibly relevant code from Game_ActionResult
class Game_ActionResult #-------------------------------------------------------------------------- # * Get Text for HP Damage #-------------------------------------------------------------------------- def hp_damage_text if @hp_drain > 0 fmt = @battler.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain sprintf(fmt, @battler.name, Vocab::hp, @hp_drain) elsif @hp_damage > 0 fmt = @battler.actor? ? Vocab::ActorDamage : Vocab::EnemyDamage sprintf(fmt, @battler.name, @hp_damage) elsif @hp_damage < 0 fmt = @battler.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery sprintf(fmt, @battler.name, Vocab::hp, -hp_damage) else fmt = @battler.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage sprintf(fmt, @battler.name) end end end
So, in the case of recovery, the variable `@hp_damage` is probably less than 0. So, the `fmt` variable is Vocab::ActorRecovery or Vocab::EnemyRecovery. So far, so good. However, now that I'm zoomed in, I'm kinda noticing...
sprintf(fmt, @battler.name, Vocab::hp, -hp_damage)
...this line. Which could indicate to me that switching the positions of `Vocab::hp` and `-hp_damage` (shouldn't it be `(@hp_damage * -1).to_s`?) might produce the "correct" results? Other lines in that very function seem to follow the format of printing the term first, then the amount of damage/healing/drain, so, I would put any edits into a separate script-section just for the sake of caution.
Looking for some music to beef up my soundtrack
If I should move this to the Help Me section, I can.
I'm pretty sure a regular user cannot move a thread into a different section. That aside, I poked around the Job Board and Creative Corner for threads that might lead to royalty free music.
-Royalty-Free Music by Syndroversion
-Sharing my Music
-CastorOnline's profile
RPG Engine should choice?
That was before enterbrain. ASCII production, but anyway that is no longer supported. Maybe you mean legality, RPG Tsukuru can only be produced for windows.
I've heard that EasyRPG can play TusK/TsuK3/2K/2K3 games on various platforms. Which platforms, I cannot say for sure, but, if you only have a Windows machine to test, I suppose this is a moot point.
I would not say the illegal engines (TsuK, TsuK3) are not supported. What's available for the legal engines (2K, 2K3) should, by and large, be relevant for the illegal ones. Though, that's not to say that there might be issues with link rot, as TsuK and TsuK3 are both 20 year-old programs
I highly recommend you buy one of the official engines on Steam if you haven't already done so, and use it if you want to create a traditional turn based RPG. If you want to make a more action-focused game, use Pixel Game Maker instead, not whatever Zelda Classic is.that's not in the options above, maybe I'll think about it again
Why are you limiting yourself to the options in the OP in the first place? Now, perhaps I'm being cynical, but, are you only considering TsuK, TsuK3, and Zelda Classic because they are "free" engines? Though, I've got doubts that Zelda Classic is "free" in the same sense as TsuK/TsuK3 are "free".
[RMMV] Yanfly Counter for Dodging/Critical Hit/Hitting Weakness?
Perhaps within the context of Game_Action? The apply function...
...seems to point to evaluating the most of the triggers/flags you're looking for. Unfortunately, I don't know if Yanfly's Counter Core changes any of this off-hand. However, as a possible alternative, considering how you envision "charges" are accumulated, it might be worth considering moving the system in question to work off of using TP, rather than having a separate resource.
Game_Action.prototype.apply = function(target) { var result = target.result(); this.subject().clearResult(); result.clear(); result.used = this.testApply(target); result.missed = (result.used && Math.random() >= this.itemHit(target)); result.evaded = (!result.missed && Math.random() < this.itemEva(target)); result.physical = this.isPhysical(); result.drain = this.isDrain(); if (result.isHit()) { if (this.item().damage.type > 0) { result.critical = (Math.random() < this.itemCri(target)); var value = this.makeDamageValue(target, result.critical); this.executeDamage(target, value); } this.item().effects.forEach(function(effect) { this.applyItemEffect(target, effect); }, this); this.applyItemUserEffect(target); } };
...seems to point to evaluating the most of the triggers/flags you're looking for. Unfortunately, I don't know if Yanfly's Counter Core changes any of this off-hand. However, as a possible alternative, considering how you envision "charges" are accumulated, it might be worth considering moving the system in question to work off of using TP, rather than having a separate resource.
[RM2K] Larger sprites
This isn't something I've done myself, but, given the provided screen captures, and what you're asking for, I believe you should be looking at the Show Picture command.
Worlds Worst Introduction!
Welcome to RMN! Share your creativity with...
...oh. You already did that very thing. Carry on, then!
...oh. You already did that very thing. Carry on, then!
[RMMZ][PAID][NSFW] Hiring a team for an adult adventure game.
Removed an image in your post due to it's NSFW content, as such isn't allowed on this site. But then again, neither is this form of advertising. This is normally when I would point to submitting a gamepage, but, of course, due to the content of the game, it should not go through the submission queue. I'll leave the other links and images as-is, but, will otherwise lock the thread.
Okiku, Star Apprentice
![]() | Oh? There is actually doubt as to how good a student she is? |
![]() | Hey! Get off my page! |
![]() | No respect, I tell you. No respect! |
Marrend plays Final Fantasy 7 Remake!
--Chapter 18: Destiny's Crossroads--
Last time, the party was trying to ditch the Shinra HQ in peace, but, you know what? That's just not gonna happen.
So, just in case anybody had any doubt, this is another bike race chapter similar to Chapter 4. After some number of mooks comes a boss-bot fight, as per the original FF7 for this sequence. However, Cloud sees a vision of Sephiroth at a checkpoint, which makes him stop in his tracks.
The party gets off the vehicles, and we can explore as per normal. There's a bench and vending machine nearby, not suggesting that players should, like, use them as preparation for a possible boss fight ahead. Right? Right.
If not a boss fight, then, certainly, yet another...

...point of no return. Which makes, like, three now. Going into the light takes us to a boss fight with platforming sections as the landscape tears itself asunder. There are subs-shades that are fought individually for a time before fusing into...

...Bahamut. Though, defeating it causes the shades to separate into their individual forms again. The party has to take them down one more time before the main creep can be taken out, thus signalling that stage of the boss fight is over.
The next stage? Sephiroth, himself. Cloud starts off on his lonesome, but, is eventually joined by Tifa then Aerith as the battle continues, with Barret and Red 13 joining in a cut-scene. Sephiroth attempts to escape via a portal, but, with a bit of platforming from Cloud, is pursued into a dark space.
The scene mimics the duel between Cloud and Sephiroth in the original FF7, but, since we know there's more game, even if it's not contained in this game, we know who's the winner of the ensuing bouts. After which is a medley of scenes.
The first is in Shinra HQ, as Rufus sits on father's chair, and becomes the next president of Shinra. Yeah, he's not going to make trouble for the party later at all, right? Riiiight.
The next is, well, I'm not entirely sure how much I want to say about it. For now, let's just say a lone swordsman stands among the mountains, surrounded by dead bodies of Shinra guards.
After that is back in Midgar, Sector 7. There's a line formed for a community-run food stand to support the displaced families of the sector, as workers move various piles of rubble in an effort to clean up and/or rebuild. The sign for Seventh Heaven is hefted down, and placed along side what remains of a building. Perhaps, the bar, itself? Hard to say, when the entire sector is basically in ruins.
Next up is Sector 5, the orphanage house. The camera pans toward some children, then up to the upper floor of the house where we see Biggs laying on a bed, then opening his eyes. How can he still be alive, and here, though? That's what I want to know.
Either way, next up is Elmyra's house in Sector 5, where we see Marline watering a plant. Elmyra calls for the girl, and as she starts to move, a droplet falls from a leaf. Marline pauses, sensing her adopted father.
This provides a nice segue to Barret...

...and the others, viewing Midgar from afar. Tifa asks the appropriate question, "So, what now?" The response? Sephiroth. So long as he's alive, Cloud will go after him. The others have zero qualms joining him in this mission, though, each having their own reasons for doing so. The party moves off-camera, with Aerith staying behind to speak one more line, then the credits roll.
My clear game save indicates a play-time of 42 hours, 10 minutes, and 3 seconds. So, yeah, the summation of this game being "40 hours of Midgar" seems an accurate enough statement.
So, what's the state of Episode 2? I don't pretend to know what gaming news service to trust, but, I tried looking up on several sources via a Google search about a release date, or other news. What I could gather is that the title of the game is something like Final Fantasy 7 Rebirth, and the currently slated release date is between quarter 4 of this year and quarter 1 of next year. That's for the PS5 exclusive release. If Rebirth follows the path of Remake, then I would also expect an exclusivity window for the Epic Games Store before coming to Steam when it does get a release on PC. So, for somebody like me, we're probably talking more like quarter 4 2025 to quarter 1 2026? That's assuming the release date doesn't get pushed back, and they almost always do.
I've already said this in the opening post, but, I can't help but to worry that there won't be any kind of carryover data from Remake to Rebirth. Or, it would be like the carryover data present in the Xenosaga series, where players would only get an additional costume for a character, or something equally and incredibly lame.
Again, I also can't help to worry about how many episodes this game will be, considering the pace at which the story seems to be going. I wouldn't dare to expect that the games would fit together like World of Xeen, but, I suppose this game could also follow the example of Mass Effect? In that each game would be it's own self-contained entity, but, a player can get more out of the games if they play them in order.
In any event...
"Prelude - Reunion"
...I feel accomplished enough about finishing this game as to not go after the Intergrade content within the context of this LP. I can't say with any certainty that there will be another LP between this one and Final Fantasy 7 Rebirth, but, who knows? Find out next time on... uh, never mind.
















