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[RMMZ] Remove Attack (Skill 1) from an autobattler's list of actions.

Hi all!

In my current project, I have a party member who is always set to auto-battle. The way I have this set up is that the character has a customizable list of skills that the player can turn on or off, so that the character will only pick from the actions that the player had turned on for them.

However it seems that, by default, RMMZ will also add "Attack" (Skill 1) to that character's possible skill list regardless of whether or not they can actually use it. Trying to restrict the Attack command via "Seal Skill: Attack" or by making Attack cost 999 MP or something doesn't seem to work: If the character rolls Attack for that turn and cannot use it, they will skip their turn entirely.

Is there a way to remove Attack from their list of actions? It's worth noting that nothing in my game uses the Attack command, so I'm okay with it being a global change.

Thanks in advance!

[RMVX-ACE] [LUNA ENGINE] Draw text on menu based on Switch

I am using the VXA Luna Engine scripts to customize my menus. What I am hoping to do is draw a "Difficulty" text based on switches that are activated at the start of the game. Particularly, switches 997, 998, and 999 are tied to Easy, Normal, and Hard respectively.



This segment of the menu is Window_GOLD (all treated as one window), of which I've added the Playtime counter, and two variables at the bottom. What I want to add to the empty space is the text "Easy", "Normal", or "Hard" based on which of the three switches is turned on.

The timestamp was added via "Configuration Main Menu" and the two variables were added in "Lunatic Config Main Menu" with the following configuation:


# -----------------------------------------------------------------
# This method allows you to modify the Gold Window
# -----------------------------------------------------------------
def self.user_gold_text(contents)
# -----------------------------------------------------------------
# This changes how font is displayed in Gold_Window
# -----------------------------------------------------------------
result = [
["#{$game_party.gold}#{Vocab::currency_unit}",
[-32, 0], [136, 2], [255, 255, 255], ["Grand9K Pixel", 24, true, false]],
["#{$game_variables[5]}",
[32, 62], [24, 0], [255, 255, 255], ["Grand9K Pixel", 24, true, false]],
["#{$game_variables[6]}",
[88, 62], [24, 0], [255, 255, 255], ["Grand9K Pixel", 24, true, false]],

]

end
end
end


My problem is that I can't figure out the syntax to make one of the three texts appear based on those switches. I assume I need to use an "if" statement, but I cannot figure out the formatting for it. If anyone familiar with the workings of Luna Engine knows how to do this, please let me know!

Editing default scripts - Ethical?

I've seen a lot of conflicting opinions on this subject for years now: whether or not its ethical to edit the default scripts in RPG Maker.

To give you a bit of a background about myself: I am not a coder, and my programming knowledge is extremely minimal. But it's just enough where I can read and make edits to existing scripts and write very basic lines of code. As a result, I sometimes make edits to the RTP scripts to achieve things that there might not be a script out there for, or the only script that exists is conflicting and/or does ten other things I don't need.

So I've never really seen a problem with doing it, and the consensus seems to be that it's "allowed, but frowned upon". What do you think? Is editing default scripts a no-no in your book?

[RMVX ACE]Sound channel priority

Hey all. I'm currently working on a game where one of the features is shifting between two similar worlds. When you shift worlds, two versions of the same song are playing simultaneously in the BGM and BGS channels, so that you can shift seamlessly into the other map without restarting either song. The way I have it set up is as such:

Map 1
Song 1: BGM Volume 100
Song 2: BGS Volume 0

When you shift to the other world:

Map 2
Song 1: BGM Volume 0
Song 2: BGS Volume 100

So far, this has worked a lot better than I had expected it to. But there is one problem I'm running into. On Map 2, the victory fanfare (ME channel) gets overridden by the BGS channel, so only the first second or so gets played before BGS kicks in. Map 1 works fine because ME seems to take priority over BGM.

Is there a way to have the BGS channel behave like BGM and have it wait until the battle scene or ME ends before resuming? If not, is there some other way to fix this?

Thanks in advance for any advice!

Hello everyone

Hello folks! I'm SgtMettool, newbie to the world of RPG Maker.

I've been playing with VX Ace for a few days now, and I'm having a blast with it. I've had an interest in game development since I was in high school, and I've always wanted to try making my own RPG. And I figured that this program would be the best place to start.

The truth is, I am actually more of a writer than a programmer. And I wanted to write a fantasy novel for the longest time. When I started writing it, it wasn't coming out the way I had hoped, and it was sounding more like a game than a book. But thanks to RPG Maker, I can tell my story in a more suitable format.

My knowledge of programming is rather limited, so I'm going to be focusing more on story and character development in my first project. It's a project more for my friends and family to enjoy, so I'm probably going to be sticking mostly with RTP for the time being. But I hope to at least make an enjoyable game with a strong story.

Good to meet you all!
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