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NOVALUX'S PROFILE

Hey, Novalux here. I'm planning to make some games someday, if I ever get around to finishing them. I enjoy trying out others' games on rpg maker as well and writing reviews.

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Working on a game where you can capture just about any enemy and have them fight for your side. Just uploaded a (long, convoluted) tutorial where you can have items have different effects based on who they're used on. In my case its for a loyalty system where you win enemies to your side by giving them gifts, which they will either like or dislike.

[RMVX ACE] Are there any sideview battle systems that animate both the battlers and the party characters?

Although the issue seems to be resolved there's also Yanfly's Animated Sideview Enemies in case it helps someone.


[RMMV] Capture enemy after battle ends

Welp, I found a temporary solution to both which isn't actually too bad, though its a little convoluted. Here's what I did:

I created an actor to represent each enemy.
I made a consumable common event item for each Actor which adds that actor to your party.

I made a conditional branch where if enemy, A, B, and C are either state F (fascination) or K (Knockout), the battle ends. If order matters, there are 8 possible combinations of all three actors having either state F or K:

FFF
FFK
FKF
FKK
KFF
KFK
KKF
KKK

So, I made a branch like this:

IF Enemy A has state F
IF Enemy B has state F
IF Enemy C has state F
Abort Battle
Else Enemy B has state K
If Enemy C has state F
Abort Battle
Else Enemy A has state K
IF Enemy B has state F
IF Enemy C has state F
Abort Battle
... etc. (It's not exactly correct/ complete but it would be a lot to type out the whole thing )

So basically, if the combination is FFF, FFK, FKF, or any of the 8 total combinations at the end of a turn, then the battle will abort. Otherwise it will continue and check again at the end of next turn.

Now, in order to add the captured enemies to my team, I added the following before each "abort battle":

IF Enemy A has state F
Add +1 Item "Actor A" to inventory
IF Enemy B has state F
Add +1 Item "Actor B" to inventory
IF Enemy C has state F
Add +1 Item "Actor C" to inventory

That way, right before the battle aborts, I will get a common event item for each actor that is under state F, which I can later use to add the actor to my party (sort of like a pokeball).

I suppose you could make it so the actors are added directly to the party at the end of battle instead of as items, but for my purposes the items works better as you can choose to sell the item if you want.

Also, I have a system where you can return any party member to item form via events:

Go to return crystal ( or wherever else you wish to call up this common event), then

text: Return party member to item form?
Show Choices: Yes / No
Yes -> Show Choices
\P(1) ((Name of party member 1))
Control Variables 003 "Return ID" = Actor ID of Party Member 1
Common event "Return"
\P(2)
Control Variables 003 "Return ID" = Actor ID of Party Member 2
Common event "Return"

...etc, where common event "Return" is as follows:

IF variable 003 "Return Actor ID" = 1
Remove party member (Actor ID 1)
Add item "Actor 01"
IF variable 003 "Return Actor ID" = 2
Remove party member (Actor ID 2)
Add item "Actor 02"

...etc, for as many enemies as you want capturable.

Hope this can help some people with their own systems, and if anybody knows of a more streamlined system I would appreciate it, because it'll be a little bit of a pain if I have troops with 4+ enemies in tem, and having to do this system for each individual troop.



[RMMV] Capture enemy after battle ends


author=kory_toombs
You could make a list of characters that would represent each enemy you could capture.

Then in the Troops tab you could add some conditions, if enemy ha state, whatever other actioned required then add character to party (and some other command to make the enemy disappear from thee battle screen.)

The enemy isn't tech joining your party, but to the player it would appear that way.



I get what you're saying and I think I have that part down (created a list of actors to represent each enemy), but I need a way for the actors to join the party if they have state X when battle ends. I don't want them to automatically join my party when they have state X like they would in Pokémon.

[RMMV] Capture enemy after battle ends

So I've seen a few articles on different pokemon-style capture methods where the enemy can be captured mid-battle, but for my purposes I'm looking for a script or workaround that adds an enemy to your party after the battle ends if they are in X state when the battle ends.

For example, I can use skill "Charm" that adds state "fascinated" to enemy, and if when the battle ends, and enemy that still has that state "fascinated" joins the party (but not if they're dead). The intent being that they can still snap out of "fascinated" mid battle by themselves or via teammates, and if they do they aren't added to the party.

Also, if you know a way to end the battle when all enemies are "fascinated" or dead and still give XP to party members for kills that would be appreciated.

[SCRIPTING] [RMMV] MP Drop after attack

What I'm looking for is a sort of MP cost for a action, where the action can be used regardless of whether you have enough MP left, but it will still drain your MP. For example- I have 2 MP left, and I want to use a skill that drains up to 3 MP when you use it. I would still be able to use the skill, it would just would drain my mp to 0.

To put it in perspective, I replaced the MP bar with a "stealth bar" in my project- I want the character to be able to fire a gun which drains 3 SP (stealth points), but I don't want to require him to have 3 SP stored up in order to shoot.

[RMMV] [SCRIPTING] Conditional Branch enemy mp

author=Marrend
I'm not sure how it would translate in MV, but, in VX Ace, something like that would look like...

def mp_check(index, value, state_id)
  actor = $game_troop.members[1]
  if actor.mp > 20
    actor.add_state(6)
  end
end



So I typed it in like this, and when I tested it it came up with "Syntax error; unexpected identifier".

[RMMV] [SCRIPTING] Conditional Branch enemy mp

Should be simple, but I need a script call that basically says:

IF enemy 1.mp (as in enemy index one) > x, then add state y




[RMMV] Level up event help

I already found a script to trigger a common event on leveling up, the trouble is what comes after. I have a system set up where extra stats (STR, DEX, INT, etc) are recorded in variables. What I want to do is:


Put party member # of {actor id} into a variable. {EX, if Actor 7 levels up, get their party member # {say, 2, or 3}, and put it into a variable.}


Keep in mind that I can create a separate common event for each actor using this script: http://himeworks.com/2015/10/level-up-events/

[RMMV] Enemy Target Info

Thanks, but that's not exactly what I'm looking for. The main goal is seeing what status effects the enemy has and a description for each