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8 directional movement [rm2k3]

that actually was an improvement over the system I was using. thanks!

now if I can only figure out how to modify rusty's caterpillar system to accommodate the diagonal moves..

8 directional movement [rm2k3]

I've studied some demos and games that use this, and I'm still yet to see an 8 dir pulled off smoothly. I just tried my hand at one, lots of key input press and fork conditions and it plays just like the ones I've seen before. Chunky and unresponsive. Just checking, patches are new to me, has there been anything like this created?

Or anyone confident of a way to pull it off well and feel like helping me out? Any help would be greatly appreciated.

and no, I don;t have any interest in switching to rmvx or xp or whatever, I realize its possible in other makers, but I've gone too deep into rm2k3 and am looking for a solution. help?

message box wait

Thanks everyone, worked like a charm. Hopefully this won't mess up anything I've already coded outside the battle system with messages, but I doubt that it will.

message box wait

Yeah I'm using pictures, and I'll have to look around for that patch, it sounds like just what I'm looking for, I didn't see it in the helpful things document though

message box wait

I'm almost complete my rolling hp system ala earthbound, the only problem I'm having is that whenever a battle message is displayed like "\n attacks!\^" the rolling will momentarily pause.

notice I am using the autoclose on the textboxs so you cant just let it sit there and pause your rolling indefinitley.

is there any method or patch that can remove this wait during a messagebox display?

[rm2k3] Heroes in a CBS

I don't know why that doesnt work, I'm fairly sure I used something similar to that in my CBS, I'll check when I get home.

30 characters is a lot though, I don't know the specefics of your game but I can't imagine a scenario where 15 different playable characters wouldn't do the trick. that would cut the variables by half right there. haha, I'm sure if you were willing to trim the hero size then you already would have, but character development and building any type of situation where the players give a shit about 30 characters seems really tough

Is it possible to make a skill similar to guard in final fantasy vii

I dont really care for the dbs at all, so I would code the enemy skills the same way.
then its just a matter of copy pasting, change msg and damage variable per monster. not much different than editing spell stats and names in the database.
I hate how the dbs handles enemy skills anyway, itt just displays the name of the skill in that stupid little battle msg box for like 1 second. It lacks personality.

I don't know if Cover is supposed to block magic attacks or not, but I think the no action solution is far superior than the default systems. maybe a little more tiresome, but rewarding nontheless. you can do things like displaying messages, "enemy 1 uses Fireball!" also come up with your own damage algorithms and stuff like that. but to each his own.

Is it possible to make a skill similar to guard in final fantasy vii

even easier then, just make 3 animations. him running down to each respective battle member slot. then it doesnt even matter how many different characters you have, it will always be hero 1 protecting either slot 2,3, or 4.

Is it possible to make a skill similar to guard in final fantasy vii

I would do it with battle animations, but hmm, depending on how indepth you want the animation of them running over to be and how many characters you have/if you are able to change their positions in the party that could get hairy.

1 easy way off the top of my head would be to make the character who is COVERING invisible when cover is taking effect. display an animation on this character (now invis) of them jumping up a few frame, fading out. then simply displaying a battle animation of that chars sprite fading "landing the jump", slightly in front of where the hero being covered would be standing. so they wouldnt run over per se, but it might make life easier if any hero could be covering any other hero and still give the same effect.

I apologize, it's late and I explained that really poorly, but p3k10 probably knows what I'm getting at

Is it possible to make a skill similar to guard in final fantasy vii

"Reason being is that there is no possible way to detect who the enemy is about to attack. "

you could just not use the default enemy attacking system. you'd have to make your own, it's a bit of work but nothing serious.
juts have the monster do a NO ACTION instead of attack in the monster editor,
but have that NO ACTION turn on a corresponding switch (lets say enemy 1 attack).
now in the battle commands pages, if switch enemy 1 attacks is on- figure out what party members are alive through variable assignment, roll a dice or whatever to see which alive party member they attack and subtract said damage from the corresponding party member. you can also keep track of what enemy is attacking what hero this way, and work in your cover command.

so, no I wouldn't call it impossible. more trouble than it's worth? probably, but I think it is very doable.