PORKATE42'S PROFILE

Porkate42
Goes inactive at least every 2 weeks
1869
Just some random guy who spends too much time on RPG Maker, move along.

Pronounce - (POOR-KATE)
Age - 22
Birthdate - 8/2/1998
Current project - Demise
Demise
Face off against a mysterious group of demons and slowly find out the truth behind them.

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[SCRIPTING] [RMVX ACE] Turning Switch on Ambush\Preemptive battles

So I attempted the script code and unfortunately nothing has changed, they still dont turn on for some reason.

It MAY be the fact that I'm using several scripts. One of them being this one that makes on map enemies trigger both ambush and preemptive

If switches don't work I could also work with calling common events.
And if calling it via the monster events could work, how would I go about that?
Thanks.

EDIT:
So I edited the code a bit like this
module BattleManager
#--------------------------------------------------------------------------
# * Processing at Encounter Time
#--------------------------------------------------------------------------
class << self
alias on_encounter_pes on_encounter
end
def self.on_encounter
self.on_encounter_pes
if @preemptive
$game_switches[431] = true
elsif @surprise
$game_switches[432] = true
end
end
end

and it appears to be working. The common event I want occurs after battle though. However this is a start. Thank you!

[SCRIPTING] [RMVX ACE] Turning Switch on Ambush\Preemptive battles

Hi there

So I'm trying to make a unique animation when running into either a pre-emptive or ambush battle. I made common events that will trigger when a switch it on however I'm struggling on having said switch turned on when either happen.

I'm not sure if this is important to note but I'm using on map battles through events.

Heres the script, keep in mind I barely know anything about scripting besides some basics.



Would appreciate any help!

What is RMN even GOOD FOR?

It's a fun site to lurk on.
I feel like this site is the best when it comes to RPG Maker games. You may get more downloads on sites like GameJolt, but this site actually gives criticism to your games that isn't just a simple 5/5 rating system.
Also the community here, while has it's fair share of problems, is overall friendly to newer people. Also they finally realized that Discord is better than Slack.

How to properly kill off a minor character

I know I'm late on this, been rather busy lately.

Holy shit you all gave me a ton of stuff to work with. I don't know if I should praise you all or be concerned.

How to properly kill off a minor character

Tbh I should've worded this a lot better.
I'm mainly talking about development, how much development does this character need to make the death more "sadder" as people put it. It takes place in the middle of the game but how much screen time does this minor character need in order to make the player feel sad for the character dying.

Maybe I should stop making bad jokes in my help me topics.

How to properly kill off a minor character

(I dunno if this should be in help or game design so help seems like the best answer).

So I have this character that pretty much shows up a couple of times in my game.
He's not a party member, just a important NPC.
And I want to kill him, but how?

Killing off a party member is pretty easy to do well (formeanywaysbutIdigress). But not a minor character, they don't have much screen time as the main crew. So how can I kill off this character well? Make him have an impact and not just "Oh he died, alright."
If you want an example on how I did it (aka tried), I pretty much adding a short flashback before the "emotional scene." But I feel like it's forced.

I need help killing someone in a good way please.

What was your introduction to making games?

Roblox.
You don't need to apologize.

This community is amazing

This community is more open than others.
Of course it ain't perfect, but no community is.

But pardon my irrelevant opinions, welcome to RMN!

[SCRIPTING] [RMVX ACE] Adventures of Victor: The case of the looping animation

Maybe I should've written a better title.

So here's my issue, I want a simple animation loop to resemble charging magic or whatever. You could do a parallel process but the animation will flicker, and that's a no no.
So it seems Victor's script is the only one out there that allows a animation to loop without flicker, or at least I hope so.
However, his instructions are very vague. Or maybe I'm stupid idk.

So in a cutscene, I want my actor to have an animation loop. I typed in the comment call exactly how the instructions said it, but I always get this message.

Script: Loop Animation' line 450: NoMethodError occurred
undefined method 'add_loop_animation' for nil:NillClass


The comment call in question is <actor loop animation i: x> (i being the actor ID and x being the animation ID).
(By the way, it's not a script call. It pacifically says to use a comment call).
Also, I tested it on a blank game. Same thing happened.
I also have the latest version of Victor's Module, so it ain't that either.

The script in question is here

EDIT: I found a different script that does practically the same thing, link is here.

Hi, Musician and Ace Attorney inspired Game Developer

I recently got into Ace Attorney. Does that mean I can sit at the cool kids table now?!

Welcome to RMN!