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MP-powered shield
So, I'm preparing myself to make a new, cyber-punk themed project, ivolving standard RM2k3 battle system. And I'm thinking of making an equipment item (call it ShieldBelt if you like :P) that uses up one's MP pool to protect one from damage dealt by enemy (either by reducing damage output to 1 or totally ignoring any). Additionaly, as such shield would be overpowered in some way, the character wearing it will not be able to use any skills.
But first I'd better be sure if this is even possible?
Regards
But first I'd better be sure if this is even possible?
Regards
Trigonometry script for rpg maker 2003
Returned for this script after a little while...
I'm preparing myself for making a RPG with a bit of stealth system involved. There will be no random encounters whatsoever (I hate 'em!), but hostile groups represented as events on a map. I could do this The Way-style, with said events walking randomly or instantly following player, but hell, isn't that weird for human or android enemies to follow you since you have entered the map? No, they should do that upon detection (only the detecting group will chase the player) or switching an alarm (then all hostiles within the area will be hot on your tail).
So, the point is - I wanted to switch chase mode upon detection by simple toggling a switch, thus activating a new page with event's movement set to follow the Hero. But actually this event stops, and slowly follows its old path. Honestly, I have no idea what to do. This detection system is crucial to my project, as it takes walls in account, and an event will not detect the player through it.
I'm preparing myself for making a RPG with a bit of stealth system involved. There will be no random encounters whatsoever (I hate 'em!), but hostile groups represented as events on a map. I could do this The Way-style, with said events walking randomly or instantly following player, but hell, isn't that weird for human or android enemies to follow you since you have entered the map? No, they should do that upon detection (only the detecting group will chase the player) or switching an alarm (then all hostiles within the area will be hot on your tail).
So, the point is - I wanted to switch chase mode upon detection by simple toggling a switch, thus activating a new page with event's movement set to follow the Hero. But actually this event stops, and slowly follows its old path. Honestly, I have no idea what to do. This detection system is crucial to my project, as it takes walls in account, and an event will not detect the player through it.
RPG 20XX Engine
author=WolfCoderAlready tried renaming, ended up with a crash and an error message :P. Okay, so it's up to DX update...
Try renaming it to D3DX9_42.DLL
You probably have an old version of DirectX 9 installed, most likely.
EDIT: Now it works, although my RTP folder is installed in an unusual folder. Why don't RM20XX read the RTP path from Windows registry? Please note that my game is not an actual game, it's just a test of the engine.
RPG 20XX Engine
Damn... RM20XX can't run on my computer. It shows up a message about missing d3dx9_42.dll file upon starting. I already have DX9 installed so why this is happening?
Reviewing for Dummies
Thanks, very useful.
I wrote a review of Alter AILA some long time ago, and it was rejected for unknown reason. Now I think I understand, why it was rejected. A few days right after this I had a "how to write a rewiev" topic at class in my college, but in the end - it sucked and didn't help me with this whatsoever :p
Again, thanks :)
I wrote a review of Alter AILA some long time ago, and it was rejected for unknown reason. Now I think I understand, why it was rejected. A few days right after this I had a "how to write a rewiev" topic at class in my college, but in the end - it sucked and didn't help me with this whatsoever :p
Again, thanks :)
Little question 'bout "dependancy scanner"
8 Bit Quest Review
It is best to play this game without buying power-ups. Some will say - "impossible", but in fact it is possible, and way more entertaining than playing with powerups.
And yes, killing more monsters than required can be annoying in these missions. They should stop respawning when required amount of kills is reached, or extra kills shouldn't be counted.
And yes, killing more monsters than required can be annoying in these missions. They should stop respawning when required amount of kills is reached, or extra kills shouldn't be counted.
Trigonometry script for rpg maker 2003
What 'bout using trigonometry in top-down shooters to replace bullets based on events? Is it possible?













