NIVLACART'S PROFILE
Nivlacart

1571
Studying for a Bachelor's Degree in Game Design
One day I'll compete on the world stage
Game Designer/Character Artist
One day I'll compete on the world stage
Game Designer/Character Artist

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Oops I accidentally created two topics please delete this
I've a character where I want to be in the party just so their sprite can lead the party as it runs but I don't want it to appear in the menu because it's redundant in battle.
Is there a way to either hide the character or be able to use a sprite as the player and still have 3 followers behind it?
EDIT: I clicked on Create Topic a second time by accident please delete this topic
Is there a way to either hide the character or be able to use a sprite as the player and still have 3 followers behind it?
EDIT: I clicked on Create Topic a second time by accident please delete this topic
[RMVX ACE] Gain state on critical hit for all skills? Help please!
Building RPGMaker Events Challenges!
I would've thought to use variables, where each switch adds a certain number, and the sum of the number would determine which doors were open and closed, making it a mathematical puzzle.
Marrend, your challenge?
Marrend, your challenge?
[RMVX ACE] Gain state on critical hit for all skills? Help please!
Ooooooh! Thanks, Red!
Oh damn, but now my game seems incredibly imbalanced. How do I set it to
if state(30) is applied,
remove state(30)
else
add state (29)?
lol I don't know how to translate it into the language OTL
Oh damn, but now my game seems incredibly imbalanced. How do I set it to
if state(30) is applied,
remove state(30)
else
add state (29)?
lol I don't know how to translate it into the language OTL
[RMVX ACE] Gain state on critical hit for all skills? Help please!
Welp, this works for what I wanted. Thanks again, karin and Red!
Although is there a way for a critical to remove a state too?
Like, if the player criticals the enemy with the positive state, he'll lose the state or gain the negative state?
Although is there a way for a critical to remove a state too?
Like, if the player criticals the enemy with the positive state, he'll lose the state or gain the negative state?
[RMVX ACE] How do I make a conditional branch that checks whether the player has several items?
[RMVX ACE] How do I make a conditional branch that checks whether the player has several items?
I have 8 items to check. I vaguely remember there being a script call that had something to do with 'any' but I could be wrong.
How do I check if the player has at least 1 of these 8 items before I let the conversation continue?
How do I check if the player has at least 1 of these 8 items before I let the conversation continue?
[RMVX ACE] Gain state on critical hit for all skills? Help please!
Oh... I guess I'll just have to do it then.
I assumed there may have been a script out there available that loads skill formulae onto each other, like how Yanfly had a script that could load troop events into each other.
Mannnn...
I assumed there may have been a script out there available that loads skill formulae onto each other, like how Yanfly had a script that could load troop events into each other.
Mannnn...
[RMVX ACE] Gain state on critical hit for all skills? Help please!
I've been trying to implement a system in my game where if you score a critical hit, you gain a positive state while the foe gains a negative state.
From what I understand, this can be done for individual skills with the damage formula
if b.result.critical; a.add_state(30); end; a.atk * 4 - b.def * 2
but to implement this for every single command in the skill list seems a bit high-handed. I was wondering if there was a way to implement this for all skills, either by a script or notetags (which seem a lot less troublesome to copy paste).
I thought maybe Yanfly's Lunatic Mode https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-objects/ might help but I don't have enough scripting knowledge to translate what I barely understand into code that his script understands.
Any help would be totally appreciated. Thanks in advance!
AGHHHH PANIC
From what I understand, this can be done for individual skills with the damage formula
if b.result.critical; a.add_state(30); end; a.atk * 4 - b.def * 2
but to implement this for every single command in the skill list seems a bit high-handed. I was wondering if there was a way to implement this for all skills, either by a script or notetags (which seem a lot less troublesome to copy paste).
I thought maybe Yanfly's Lunatic Mode https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-objects/ might help but I don't have enough scripting knowledge to translate what I barely understand into code that his script understands.
Any help would be totally appreciated. Thanks in advance!
AGHHHH PANIC