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[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?

I just had a monster teleport the party to a 3x3 piece of land in the middle of a huge hole in the ground on the world map with no way to escape it.

I want the user to take a certain number of steps in order to trigger an event. When the player makes required number of steps on the 3x3 platform, it will trigger an event where the main character makes a statement where if he knew where his bird was, his bird could help him get off the platform.

I see that in "variable operation" there is "game data" where there is "Steps Taken". However, it WILL NOT let me add a constant to how many to add each time the user takes a step. There is NOT even an option to initialize the variable to 0. Therefore, I am unable to create an event that triggers when the user takes x amount of steps.

Whoever's idea was it to disallow assigning a value to a variable has a few screws loose. I may not be a programmer but my programming knowledge is not zero. I know in programming that you need to define or initialize your variables. But RPG Maker disallows this for "Steps Taken" for whatever reason. so I cannot tell it to trigger an even when the user takes 300 or whatever steps since arriving on the platform.

Since obviously you cannot initialize a variable for "steps taken", I am wondering, is there any way I can make the event occur once the user takes the required amount of steps?

[RMVX ACE] Enemy attack crashes game sometimes "can't convert string into integer" error

I just got the SAME crash on a random encounter but NOT on an attack, I was going through the menu and as soon as I selected the "pill" item (cures sickness), the game crashed with SAME error. I did not even get far enough to specify a character to use the pill on


Have to edit because admins blocked me from adding replies for some reason

Edit: You were right about that script being the cause. I removed the script entirely and I went through the entire female Imperialdramon Dragon Mode boss fight without a single crash.

what is weird was that I had two crashes before I added in the script. Those were probably the spacing issue in the formula. That would explain why it was a temporary fix. I fixed the crash issue only to bring in another crash issue with the script.


Another thing that bugs me though. Why is nobody else complaining that the script causes crashing? There was a post about a fix to a crashing issue on the Ace version of RPG Maker VX but I copied and pasted the fixed code overwriting the broken code.

I wonder why the fix is not working for me

[RMVX ACE] Enemy attack crashes game sometimes "can't convert string into integer" error

I am NOT mistaking! I only added that script in this afternoon and I had a couple of crashes with this fight this morning.

This morning I thought it had to do with the fact that there was no space between the * and 1.15 and when I added the space, it seemed to only temporarily fix it.


Also, despite making absolutely zero changes, the game is now crashing seemingly randomly during that fight. I was trying to play it trying to figure out if it was a certain character or whatever but I noticed that it is now crashing at seemingly random times during that fight regardless if a player died or not.

It is only the boss's attacks that are crashing the game. I have yet to get a crash on player attacks. It seems to be any attack that Imperialdramon Dragon Mode does but not always. She could use a move once and the game not crash. But the next time, she uses that move, crash!

At first it was only Fiery Breath. Now it seems to be any move and the character does not even have to die or get into an untargetable state to crash the game.

The random encounter monsters that led up to the boss fight seemed to be unaffected.

However, I am going to spend the next several minutes fighting randos to see if it crashes at all.

[RMVX ACE] Enemy attack crashes game sometimes "can't convert string into integer" error

You DID NOT read my post in its entirety. I said the problem existed BEFORE I added that script

[RMVX ACE] Enemy attack crashes game sometimes "can't convert string into integer" error

I have a boss fight programmed and sometimes when the boss uses "Fiery Breath", the game will crash throwing this error:


A Google search of that error only brings up results where people were getting this error using custom scripts for various things. However, I am NOT doing that! I do not have any custom scripts in my game with the exception of Hime Untargetable State. But the problem existed before I added that script and it continues to crash sometimes when the script is completely removed.

There is literally nothing on Google regarding this error message with a completely vanilla attack.

It is NOT the animation either. That animation is shared upon many fire-based attacks and this is the only attack that causes the crash. Besides, the animation only uses default graphics and sounds, not imported ones. Even the"swallow" attack which uses Hime Untargetable State and uses imported sounds does not crash the game.

The crash rate seems to be a 50/50 shot. It is like flip a coin, if tails; the game crashes.

I have the attack setup like so:


There seems to be nothing weird with this attack. It does not add any states, there are no common event actions, and there are no script actions. It is literally just damage.

At first, I thought the issue might lie upon the b.mdf * 1.15

so I changed it to 4 + a.mat * 2.3 - b.mdf * 1.2 but the problem persists. I am still getting the crash and this error message when the Imperialdramon Dragon Mode does her Fiery Breath attack.

My troops are set up like this:


There is only a small amount of dialogue at the start of the battle only valid for turn 0. There is literally nothing else. Nothing to do with Fiery Breath or anything.

This is my Game_Unit: https://pastebin.com/CBGazLFE
which is completely unchanged. I have made no changes to Game_Unit

Line 90 appears to be: member = members
Which appears to be where the fault is. That entire block of code seems to be regarding dead characters. But when other attacks kill players, no crash—even on this same boss.

Does anybody know what the problem could be and how do I fix it?

[RMVX ACE] Is there a way to change character graphic based on status effect?

I think I figured out something that works. But it does require more testing. However, it did automatically remove the shrunken sprite when the character died. I have yet to be able to test it when the shrunken debuff is applied since I have yet to win another battle with a character shrunken (they die before the fight is over).

I used this guide as a base: Automatic parallel process
and I created a common event with the parallel process set up. I just set some conditional branches in the common event that checks if the shrunken debuff is applied to characters. If so, apply shrunken sprite sheet. If not, apply normal size sprite sheet.

[RMVX ACE] Is there a way to change character graphic based on status effect?

So I had my programmer friend debunk your code. He says the code is BS. We spent two hours trying to make heads or tails of this and he has done coding for years. He's written many python scripts, he's even written me programs for my table top stuff and my fantasy games, yet he says the code you have me makes no sense.

I even copied my entire code from both Game_BattleBase and Game_Actor so he could see how RPG Msker code works. He said that some of the things that you are telling me to add are already in the code.

He also pointed out that the code is dealing with face graphics. I NEVER said face graphics. I SAID character sprites.

If someone can give me an answer that works, I would appreciate it.

[RMVX ACE] Is there a way to change character graphic based on status effect?

Mine is very different than what you are showing

There is not even a
def state?(state_id)
@states.include?(state_id)
end
end"
anywhere in Game_BattlerBase.

And I have no clue where to put the other code. Not enough information was given


Edit: Also that code appears to do nothing. Everything that seems to define things are followed by hashtags which most code programs ignore everything past those.

[RMVX ACE] Is there a way to change character graphic based on status effect?

So basically, I have monsters that can shrink your party members, greatly reducing their stats. It is kinda like "mini" in Final Fantasy but on steroids. I have already took the actor sprite sheets and shrank each individual character sprites to 1/3 of their usual size. Basically taking them down from 32x32px each and making them roughly 12x12px and centering them in the 32x32 squares. I want this other sheet with the 12x12 characters to be applied every time a party member gets the "shrunken" state.

I tried to figure it out on my own and tried a few methods. However, I ran into problems every time.

The first being is that you cannot assign a common event to a state in the database. So, that heavily limits me.

So instead, I applied a common event to the "shrink" move that changes the sprite sheet. However, if this debuff is removed in any way other than the user buying a potion that returns a character to normal size, and this also includes death, the character no longer has the shrunken debuff but his sprite remains shrunken.

So, I tried playing around with conditional branches but quickly learned that I would need to use the same conditional branch for literally everything that can change their state. This gets to be a real hassle—especially due to that fact that there are so many things that can happen in an RPG, it would be really hard to ensure that every variable is covered.

There MUST be a MUCH simpler way to automatically apply a different sprite sheet to actors when they get certain status ailments and return it back to the default sprite sheet when the debuff is removed.

Is there a simpler way to do this?

If there is, this would be a game changer. I could make sprite sheets for more than just the shrunken debuff

[RMVX ACE] Trying to make a skill that is both offensive and defensive

So I am trying to make an attack that lowers the opponents hit rate as well as providing a small amount of HP and MP recovery.

First thing is, I know that I cannot just throw the 'add state' and 'recover HP' and 'Recover MP' all into the "on use effects" because it will just heal the monster as well as reduce its hit rate.

I also noticed "change HP" and "change MP" only allows you to put in specific values and NOT percents. So, I just cannot throw a simple change hp/mp common even flag onto the move.

Now, I know that variables are a thing but I do not know much about them. I did watch one video on variables but the uploader only touched up on the basics. He never went into percentages or anything. But I did notice that "mod" looks like this: Variable Operation %=20

So, I set my common variable event like this: https://i.imgur.com/cocA6JM.jpg


And I set my skill up like this: https://i.imgur.com/FMKBms0.jpg


Did I set this up right? I feel that it needs to be more complex than that.


I really don't have a way to test it yet. The character is going to learn the skill through the MSQ and he is going to learn it mid-battle through a battle event and by the time it comes to do the battle, it would already be too late if it goes wrong. So, I want to make sure I got it right before I get to that part in testing.

Is what I did how that is supposed to be done? If not, then what do I need to do to make this skill the way I want?
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