PAXNI'S PROFILE
Paxni
14
Well, given that I'm on this website, you're probably safe in assuming that I use RPG Maker. Notable VX Ace. I've yet to finish any projects, but the one that I am currently working on is called Cinericus. Though it's still in the developmental stages, I'm hoping to release a demo eventually.
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RMVXA Switch Question
Ah, well, I just found an alternative to erasing the event, since the purpose of erasing it was to allow another character to pass through during the cutscene. So, I just put "Through ON" as part of the event's autonomous custom movement to allow free passage.
RMVXA Switch Question
I need to erase the events altogether, but I've already thought of a temporary fix for that, so it works now.
Thank you for the help.
Thank you for the help.
RMVXA Switch Question
What do you mean? There's nothing with a "wait for completion" command (or anything similar to that) occurring at the time the problem is happening. At the moment the parallel processes SHOULD be happening, there are message commands and nothing else. However, for some reason, it won't happen until the next move command, one of which HAS a wait for completion tag checked.
RMVXA Switch Question
In my game, immediately at the end of the battle, I set a switch to be on. The result of that switch being on SHOULD be that all events I put a second page on should gradually change in opacity until they're erased. However, they stay until a break in dialogue, and THEN disappear.
I have each event that needs to disappear set as a parallel process, where the second event page includes the move route where the opacity changes and the events are erased. Still doesn't work. Ideas?
I have each event that needs to disappear set as a parallel process, where the second event page includes the move route where the opacity changes and the events are erased. Still doesn't work. Ideas?
RMVXA Skill Creation
RMVXA Skill Creation
The problem is that the change shouldn't be permanent. I'm talking critical rate for that one attack specifically.
RMVXA Skill Creation
Hello.
In a game I'm creating, there's a spear skill called Jab where you're very likely to miss, but there's somewhat higher chance of doing critical damage. So, for regularly calculated damage, I used the same formula as the normal attack, and for the high chance of missing, I just made the success rate 25%. However, what I haven't been able to figure out how to do is implement the increased critical rate. Does anyone know how I would go about doing so?
In a game I'm creating, there's a spear skill called Jab where you're very likely to miss, but there's somewhat higher chance of doing critical damage. So, for regularly calculated damage, I used the same formula as the normal attack, and for the high chance of missing, I just made the success rate 25%. However, what I haven't been able to figure out how to do is implement the increased critical rate. Does anyone know how I would go about doing so?
RMVXA Event Question(s)
So, in a game I'm designing (demo to be up probably within a few weeks), there's a Legend of Zelda-esque tombstone (in that when you push it, a secret passage is revealed underneath). I was wondering two things about how to get that to work:
1. How can you get it so that an event can only be activated from one direction? Ideally I would have it so you can only push it from above, since below is where the patch of regular dirt is.
2. How can I get it so that there's actually a path underneath? Obviously the tombstone would have to be an event because it moves, but I'm not entirely sure of how to actually have a functioning passage underneath. The biggest problem with it is, if the tombstone event and the passage event have to be on the same square, but the tombstone moves, I can't see switches really giving me much use.
Any advice would be greatly appreciated.
1. How can you get it so that an event can only be activated from one direction? Ideally I would have it so you can only push it from above, since below is where the patch of regular dirt is.
2. How can I get it so that there's actually a path underneath? Obviously the tombstone would have to be an event because it moves, but I'm not entirely sure of how to actually have a functioning passage underneath. The biggest problem with it is, if the tombstone event and the passage event have to be on the same square, but the tombstone moves, I can't see switches really giving me much use.
Any advice would be greatly appreciated.
Pictures (RMVXAce)
While I've gained a generally good understanding of mostly every function in RMVXA, I've yet to really figure out a simple one: pictures.
Specifically, making them appear on certain tiles.
What it is I'm exactly trying to do is, using the the blue torch in RMVXA's standard resources. The problem with that is, while I do have a picture to use and put on the blue torch (of course, with some tinting and lowered opacity), I can't seem to get the picture to appear actually ON the torch itself. Any help would be greatly appreciated.
Specifically, making them appear on certain tiles.
What it is I'm exactly trying to do is, using the the blue torch in RMVXA's standard resources. The problem with that is, while I do have a picture to use and put on the blue torch (of course, with some tinting and lowered opacity), I can't seem to get the picture to appear actually ON the torch itself. Any help would be greatly appreciated.













