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QUASI'S PROFILE

College student and pretty hard core anime addict ( some call me an otaku ). I've been writing scenarios for a manga/comic I'd like to make once I'm satisfied with my art, till then I'll be making short games that take place in the world that manga will take place in.
I'm mainly a scripter, but I can do little spriting and drawing but my shading isn't all that good. My weak point is my writing, I can't describe scenes as well as I imagine them.

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Passive Skills? [RM Ace]

I'll give it a look once I finish up. Shouldn't be too long, I fixed my passed issue. But I am over complicating it when I should just do a state but over complications ftw! Someone might need to hard edit a param and could use this as a reference.

Edited: Mm theres atk elements and element rate, which would you like? or should I put both? not really sure the difference, Only time I open database is to look/add a note tag lol

Passive Skills? [RM Ace]

I haven't looked at any of his scripts so I can't say. But I won't be over writing any methods so as long as note tags don't overlap it should be safe, hopefully, if not I don't mind rewriting/writing a patch to add compatibility.
I've also hit a wall atm, never realized the add_param method was only for the normal stat params, I thought it had an option for all params. Gotta see how other params are added now, if not I may have to go with adding 'hidden' states.

Passive Skills? [RM Ace]

Yeah that's true, I could also make a 2nd and 3rd passive tag which runs the same thing. and that 50 in that case would have been %, I noticed after I had posted that it wasnt specific on that, so I'll see if I can have it something like:

Passive: <mhp> 50%
Passive: <mhp> 50

Where if you include a % sign it'll be a % of the total hp, but if you don't it'll add that fixed value.

And it might be able to add elemental, I'll see what I can do, if not I'll convert it to call states instead. The call state would just grab the params from the feature list and automatically apply them, but not completely sure if it'll be buggy especially when you remove the skill.

Passive Skills? [RM Ace]

How does this tag look?
Passive: <mhp> 50

I'm not feeling it lol, maybe I should set it in brackets likes

I could also link it to a state, but I think a tag would look nicer. Only problem I'm seeing with note tag is a skill can't give 2 passives, unless I make a separate tag for each param. I'm fine with 1 passive a skill, but not sure if that'd throw you away.

Passive Skills? [RM Ace]

Hmm I thought I had seen some script for this already, can't seem to find them though.
I have been planning on writing one similar to the FFTA games for like a month now but I kept pushing it aside. But now's a good time then ever to start! So if you can't find one yet, I'll probably post mine sometime tonight or if I can't finish tonight might be done by thrus-fri, since mon-weds are busy for me.

[Ace] Menu Scene Edits

No problem, these posts are my time to shine!

[Ace] Menu Scene Edits


#--------------------------------------------------------------------------
# * Add 2 more methods
#--------------------------------------------------------------------------
# * Draw Simple Status
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_icons(actor, x, y + line_height * 2)
#draw_actor_class(actor, x + 120, y)
draw_actor_hp(actor, x, y + line_height * 3)
draw_actor_mp(actor, x, y + line_height * 4)
end
#--------------------------------------------------------------------------
# * Draw Name
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
contents.font.size = 50
contents.font.bold = true
draw_text(x, y, width, contents.font.size, actor.name)
reset_font_settings
end

Add these two methods inside class Window_MenuStatus. The script was using methods from Window_Base, so there you couldn't edit those 2 things you needed from the script :P, just change those values to w.e you like. I also commented out draw_class because your screeny didn't have it, so I wasn't sure. If you do go bigger on text you might want to add to the y's in draw_actor_simple_status.

[VX ACE] [Yanfly] Trying to understand the scripts I use.

 /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i 

Is what you call a regex which are commonly used for note tags.
I'll try to break it into parts for you, but I don't know much on them so they'll be my best guess.
/

starts the regex
<(?:ATK_ANI_1|atk ani 1):

begins grabbing the text, which is <ATK_ANI_1: or <atk ani 1:, it's not case sensitive since it checks for cap and lower case version, so can be <Atk_Ani_1:
[]*(\d+)

I'm not sure the is for I'd need to look at how a note tag is set up, could be to split the next part into an array. The * is to start storing the values, or something like that. (\d+) is any digit, 1 or more. Guessing this line would be the same as (\d*) unless that is storing it into arrays.
>

Just the last ending clip so <ATK_ANI_1: 0+ >
/i

Ends the regex and puts the values (*) inside $1
so <ATK_ANI_1: 0> would make $1 = 0, when you check that regex

As for the second part, that snippet is checking if all the enemies are dead of if all the actors are dead and if they are to deactivate all the windows, and hide them. Idk where you would find the line you're looking for since i've never looked at any of his scripts. But normally there's a
return if actor.dead?

or something similar at the beginning of an action def.

[Poll] M.O.G. Multipart Event - pared down?

This sounds pretty interesting. I think I'll give an attempt at all custom. I have nearly zero talent in music so it'll be interesting to try and make a soundtrack.

Changing Sprites During Events *Help

I'm assuming that hole is an event with trigger on player touch or something. In that case you can do this inside the event : 'set move route' on the dropdown, select this event and then on the last column near the bottom there's Change Graphic and pick the hole in the ground graphic.