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[2K3] Setting default size to Window size when running RPG_RT

Hm... this might help. It's for 2k but maybe you could apply it to 2k3...

http://www.rpgrevolution.com/forums/index.php?showtopic=45606

[2K3] Setting default size to Window size when running RPG_RT

I'm not sure about starting it that way. But you can always press Alt + Enter to to minimize/maximize.

[RM2K3] Some cutscene help

Yes, under the "move event" commands you can reduce or increase an event's transparency. I would suggest putting wait commands in between the transparency increases otherwise it will happen all at once. Your event can increase transparency seven times from it's normal state.

Also increasing transparency will not make your event vanish completely. At the end of your move event command, after increasing transparency you can use "change graphic" to change the event to nothing, or turn a switch on that makes the event disappear.

[RM2K3] Some cutscene help

Glad you figured it out! ^_^

[RM2K3] Some cutscene help

You say you're running the event off one of your NPCs? That could cause problems.

There is no wait between move events... so if you're initiating them at the same time then they move together. If one is blocking another, turning on "phasing mode" will allow events to pass through impassable tiles or events.

Skill Detection In Battle?

That's exactly what I'm looking for, thank you.

Skill Detection In Battle?

Oh I see, because of the BBC codes. And no, I do not know C++ myself.

Skill Detection In Battle?

author=Liberty
Depends what engine you're using.

I've done this in Ace easily enough - added a state to each skill and at the end of every turn, check to see if the hero is afflicted by it, then take it away. Of course, you could probably use some kind of script with Ace to do this but I started with Lite and evented it all.
It would take up a lot of room, though, since you'd have to have one for each skill and one of each skill for each character. (I've only the one character so it's easy enough for me.)


I stated {rm2k3] at the top of my post but it didn't appear for some reason. I'll just continue using that method then, since it appears to be the best way.

author=Cherry
XP/VX/Ace: Scripts.
2k3: DynRPG.
2k: Only possible through tricks (check how much MP consumed, give each skill a unique MP usage value).


DynRPG looks pretty good. I've always wondered if there was a way to fix the enemy skills, when the skill names flashes it's for half second.

Are these the only plugins right now?
http://cherrytree.at/cms/download/?category=8

Skill Detection In Battle?



It's not hard to detect what command a hero is using in battle, by just using a conditional branch you can identify if a hero is using attack, a skill, or a skill subset etc.. my question is how would you detect exactly what skill the hero is using? The only way I can think, is by inflicting a condition on a character or an enemy with the skill, and identifying the condition with a common event that is called each turn "0 x + 0 with the conditional branch of, "hero afflicted with, etc." This seems pretty messy, is there a better way to detect skills than this?

Common Event Problem [Solved]

author=Link_2112
author=Ravenite1
I don't think using switches to turn off the event processing would work unless I were to toggle slowing down by hitting the shift key instead of depressing it, otherwise how would I turn the switches off after activating them? It would have to be linked to the shift input variable again, which would be substituting the problem for another. I'm pretty sure on this, however correct me if I'm totally overlooking something here.
you have 2 branches. one for slowdown is 7 and one for slowdown is 0.

in the slowdown is 7 branch would be another branch that checks if HEROSPEEDCHANGED switch is OFF. inside that branch is the hero move command. in that hero move command, after the speed decreases, you would turn on HEROSPEEDCHANGED. since this is a parallel process it will run the event again, but since HEROSPEEDCHANGED is on now, it will skip doing the move hero command again.

in the slowdown is 0 branch would be another branch that checks if HEROSPEEDCHANGED is ON. inside that branch is the hero move command. in that hero move command, after the speed increases, you would turn off HEROSPEEDCHANGED.

if the system you have now works, in that holding the button slows you down and letting go speeds you back up. then this extra setup will not cause any other problems and will prevent the move hero commands from running endlessly. you would still want to put a wait.

another piece of advice, don't triple post >.>


I understand now. I'll try using that, because even though my current event is working, if you step on a event at the wrong time, there is a slight delay before the hero triggers the event. I'm assuming that's because "slow down" is running through the speed changes at that moment, and not the "wait." Besides I'd rather not have a movement event running constantly the whole game.