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Retcon Library: Bestiary
Forgive the late replies all, I've been busy with work.
Hrm, yes. I suppose that's do-able.
Strange. I need a bit more information. What does your database look like? Are you using other scripts?
author=vantrice
for testing purpose, is there any line in script i can change to make it show
all monsters when i start the game?
right now i have only 3 monsters and 1 entry with <skipbestiary ></skipbestiary>.
but i still have 4 entry in my list but i dont know what the 4th is.
it was 5 entry before adding skipbestiary line.
Hrm, yes. I suppose that's do-able.
author=Momo_Mccloud
It shows the wrong monster!? even though I write the description on the right monster?
Strange. I need a bit more information. What does your database look like? Are you using other scripts?
Retcon Library: Journal
Forgive the late replies, everyone. I've been busy with work and stuff.
Hrm. I haven't tried that, but it might be something to test out/look into. I imagine there's variable conflicts that come into play.
If you're using a custom menu system, it might not play correctly. I suppose one thing I should look into is just how well it plays with others.
I can tell you though that it works with the default VX Ace engine though. Have you tried inserting it into a fresh game?
author=RiketzKarlom
Is it possible to make multiple instances of this?
For example (and intended use), have one for a synopsis and one as a quest log?
Hrm. I haven't tried that, but it might be something to test out/look into. I imagine there's variable conflicts that come into play.
author=Pinkamena666
I have these Materials/Scripts and I'm not sure if it's the combo of Scripts or the order or what but the option to access this particular Script does not appear on the menu. Help?
If you're using a custom menu system, it might not play correctly. I suppose one thing I should look into is just how well it plays with others.
I can tell you though that it works with the default VX Ace engine though. Have you tried inserting it into a fresh game?
Retcon Library: Journal
author=Sergei
Unfortunately, no. Changing the X/YPos only changes the position of the title box itself, but not the text within. Since the window I have is 640, each journal title is off-center.
Oh, okay. Gotcha.
Line #369.
change_color(text_color(RETCON::Journal::TitleColor))
draw_text(0, 0, Graphics.width, line_height, title , 1)
change_color(normal_color)
The first two 0s in draw_text will affect the x and y position of the text. The 1 is alignment; set that to 0 for left align.
I can update the script to make those user-defined variables.
Retcon Library: Journal
author=Sergei
This is a great script! I'm having a lot of fun editing it and chronicling the characters' adventures :3
I have a problem though. I made the game screen wider, and thus had to edit the journal to move to the center. I was able to do so by simply fixing the scripts inside, EXCEPT one: the title. I can't seem to find the line where the title's x and y's are. Please help.
The variables should be in the customization section, just below the title text color.
If these don't work, let me know.
#Position and stats for the title window length.
TitleXPos = 0
TitleYPos = 0
TitleWidth = JWidth
TitleHeight = 48
Retcon Library: Journal
author=jomarcenter
is this commercial use?
I'm assuming you're asking if this is okay for commercial use.
Yes, it is. Just give credit.
Retcon Library: Bestiary
author=Aedalia
Not sure if I missed something, but this is the only script I have (I haven't editted it in any way, either) and here is the problem I get, along with a pic of the entry in the database.
I wish I was able to fix it on my own but I know nothing about this scripting so I'm asking before I try to tinker with it. :) Thank you in advance.
Hmm. I can add an offset variable to fix the placement, since those numbers are hard-coded in and that's something I've been meaning to do anyway, but there's an additional problem of the draw_text function not parsing in the \n correctly. I am unable to recreate the problem (and thus try to solve it) at this time without more information. :| Are you using the latest version of the script (1.3)? Anything funky about your version of VXAce I should know?
author=Adon237
You know what would be cool, instead of a window in the background of the sprite, you could make the window occupy the status window only, load a battleback image for that monster based on where they first appear. Then even add an option for battle BGM to play!
One of the things I planned to add battle backgrounds. I'm trying to figure out the best methodology to do so (random vs user defined, how to make sure all text is visible, etc.)
Thank you for the feedback. It's muchly appreciated.
Retcon Library: Bestiary
Hmm. Probably trying to access a bestiary that doesn't exist. Plugging in the script and then loading a save game will do that.
I will see what I can add to the next update (1.3) to circumvent that. Thanks for letting me know.
I will see what I can add to the next update (1.3) to circumvent that. Thanks for letting me know.
Revolutionizing Menu-Based Battle Systems
...
Menu-based battle systems were strategic in nature. The hidden nature of how damage was calculated, where things were, how to progress, etc. made for the game experience. Time (ATB) added an additional factor to try and reduce any sort of formulation of a tactical advantage.
The reason why those died out (and jRPGs in particular) was how easily available information has been made accessible. That's why modern RPGs have opted to adopt to other genres rather than being menu-driven. Skyrim (Elder Scrolls) is more action-based, Dragon Age II opted to remove strategy in favor of being more tactically based, Final Fantasy XIII... well, whatever that game did.
Menu-based gameplay is the same as its ever have been, despite whatever pretty wardrobe you want to put on it. You want to revolutionize menu-based RPGs? Either you give the player less information (difficult in the era of information and the internet), or you smush it together with another genre. I look forward to everybody's RPG/Racing game.
Back to lurking.
Menu-based battle systems were strategic in nature. The hidden nature of how damage was calculated, where things were, how to progress, etc. made for the game experience. Time (ATB) added an additional factor to try and reduce any sort of formulation of a tactical advantage.
The reason why those died out (and jRPGs in particular) was how easily available information has been made accessible. That's why modern RPGs have opted to adopt to other genres rather than being menu-driven. Skyrim (Elder Scrolls) is more action-based, Dragon Age II opted to remove strategy in favor of being more tactically based, Final Fantasy XIII... well, whatever that game did.
Menu-based gameplay is the same as its ever have been, despite whatever pretty wardrobe you want to put on it. You want to revolutionize menu-based RPGs? Either you give the player less information (difficult in the era of information and the internet), or you smush it together with another genre. I look forward to everybody's RPG/Racing game.
Back to lurking.