SKIE FORTRESS'S PROFILE

Eh.
Sacred Earth: Memory
After a mysterious tower suddenly appears, stretching endlessly to the heavens, a group of friends choose to set foot inside, and investigate just what it's appearance means for their future.

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[Request][Paid][Scripter] Eventing Tool: HP/MP Bar Display

I'm having zero luck elsewhere, so I'm going to crosspost this here. I need an eventing tool made. Specifically one to display multiple instances of HP MP, and TP bars at whatever coordinates I specify via script calls. And then the ability to erase them at will. They don't need to be animated, just to be shown with their percentage.

I am willing to pay for this if necessary. Anyone interested and capable, shoot me a PM with a price quote.

Oh and this is for RPG Maker VX Ace

Full post below.
______________________________________

I'm working on eventing some menus at the moment. It's going well, but there is one detail that is utterly out of my hands; the HP and MP bars. This is what I need this script for.





...And for other applications unrelated to menus.

Now, what I want to do is to be able to display multiple HP, MP, and TP(though I don't need it for this, just for completeness) bars on screen, determine their X/Y values, and then be able to erase them. Ideally I imagine this could all be done with script calls.

In theory I imagine it would come out to be something like

Call_HP, 1, 98, 42

Call_MP, 1, 98, 82

Call_TP, 1, 98, 122

The above are theoretical script calls that could be inserted into a common or field event to display the bar.

Call_HP/MP determines with resource is displayed in that instance, the number after it would determine which Actor in the database to draw from(Actor 1 in this example), and then the two values(98, 42) after it are X and Y coordinates.

Erase_HP, 1

Erase_MP, 1

Erase_TP, 1

Erase_HP, All

Erase_MP, All

Erase_TP, All

And then script calls like this would erase the specified instance of an HP or MP bar that's currently being displayed on screen. Or all of them at once.

I'd like for images to be used for this, which I've supplied below. The images are HP, MP, and Back.







And they do not need to be animated at all. Just displaying them at current percentage, and in however many instances needed would be enough.

I may want to use this for other projects, so the ability to adjust resource size dimensions and use other images would be nice.

AKA, don't hard code the resource dimensions. It should be configurable.

A little script help required(VXA)

Hello, I need a little help with a script I'm using. Namely Moghunter's Active Chain Commands. I contacted the creator first of course, but he seems to have been swallowed by a black hole, so I'm asking in general now.

This is his script page: http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT20.html
And this is the actual script because no one should have to download the master demo to get to it.

Now, it works great on the surface, but there's one major oversight; You can still chain skills even if you don't have the correct resources. So if you have 5 MP, and a prompt for a 35 MP skill comes up to be chained, you can do it with no repercussions.

This is retarded. And really unbalanced.

And so I'm wondering if anyone can look through and maybe figure out if there's a way to prevent chain prompts from appearing if the right resources aren't available?(IE; MP/TP)

Edit: Okay never mind maybe. Moghunter escaped from the black hole that ate him previously. This might get solved officially. Thanks though!

[RM2k3 DynRpg] Skill Canceling Bug Fixing

Okay, I've popped into the DynRpg thread several times to bring this point up, but I think I've just about reached the point in my game's development where I can't just turn a blind eye to this issue any longer.

I'd like to formally request that someone address this problem. I'm willing to shell out some cash for this even. If that will increase motivation to do something about this.

To reiterate my problem, let me reference my past posts on the issue.

It might be rather obscure, but is there any way to edit battle processing so that when enemy turns clash with a player's when they use a skill, the event code that's supposed to follow the action doesn't get canceled? It's wreaking havoc on what would otherwise be a completed battle system.

Going further, I execute my skills in my project by using dummy skills in the database with unique MP costs, and then having an event determine the MP used in order to figure out which skill codes to execute, which results in fancier animated, multi-hit skills with a plethora of additional effects...

...But again, if an enemy acts at the same time, all that goes out the window and the dummy skill still eats the character's MP. And that's doubly bad when my battle system is fast and losing MP to interruption like this could mean death.

Am I making sense here? I know some of the oldies know what I'm talking about. Anyway, if some kind of fail-safe could be implemented for that, I think that's all I could ask for from DynRPG. In terms of my project anyhow. It's the last technical issue I'm having that I can do absolutely nothing about, which is also destroying my battle system on a fundamental level.

Additionally, it's been speculated that the bit of time between selecting a skill, and then the event code for said skill executing is what's causing the clash. Closing that gap, or offering an alternative to circumvent the issue would be much appreciated.

To support the above, here's a video where it's pretty prominently displayed. You can see it happening at various points in this video. It's indicated by the combo count disappearing and neither side doing anything at all.



So far, the best solution I can see right now would be this, referenced from a post below.

I think right now, the most efficient way to solve this would be a plugin that enabled a way to check exactly which skill is being used by database ID. So say you use Firaga, A predesignated variable is then set to skill ID 24, and then you can reference that variable in a branch and execute the actual skill event. ...It would solve the resource issue and the canceling issue in one go.

That's about all I have to say for now.

And again, I am willing to offer monetary compensation for this as motivation to get to the bottom of, and correct this issue.

[2K3] Coordinate Coding Issues

EDIT 2: Actually, I think I figured out a additional method to add to this current code to get it to work. I feel so stupid posting this topic. I do this all the time. Post for help prematurely, and then figure it out seconds after. Hah...

EDIT: WAIT! NO! I GET IT! I FEEL LIKE A MORON. I AM SO SORRY! ...Though now I'm confused about whether or not this is the most efficient way to go about this sort of thing. Any additional insight is still appreciated. I don't exactly have a lot of people I can personally bounce theory off of for this stuff.

I feel like such a noob posting in this forum nowadays. But if ya need help then ya need help!

Anyhow, I've been working on a certain system that records the player's X/Y coordinates and then transmits that information to a common event that then displays images based on whether the player is on certain areas. It's a world map location name display sort of thing.

It all works out fine except for one glaring issue that I can't seem to figure out. The name of the location will slide in when the player stops on a location, but once they step OFF the event won't remove the picture. Checking the switch positions, I notice that a certain switch that the event is supposed to turn on, which activates the erasure of the image, won't actually turn on. And I can confirm that when I turn the switch on through the debug menu, that it does it's job.

The point of the issue here is that the event won't turn this particular switch on and I can't figure out why despite the coding looking solid, to my eyes at least. Anyway this is what I have.

First the coordinates are read.



Then the picture event is called. The first branch prevents the other coordinate branches from interfering, or else it would cause an infinite loop of the picture sliding in and out. The next two branches are the coordinates, and then the branch in the else handler is again there to prevent interference. And when the player moves off the location, that switch is supposed to turn on. ...Yet it doesn't. Which is the point of the matter.



Now when the player moves off then this event reads that switch that's supposed to be turned on.



....Which then calls this at last.



Now steps 3 and 4 can't happen because the switch in the else handler of step 2 never turns on for some reason. I'm pretty much lost and I feel like I've tried everything. Can anyone offer any insight?

MSVCRT Error related to save files

Recently, I noticed that while play testing my project, that I couldn't load my save files. At first I figured that it was because I was editing content in the editor and then trying to load outdated save files, but I eventually noticed that the problem persisted even if I save and load without changing anything.

So I actually read the error message I've been getting and it turns out to be this.



I'm pretty much stumped. I did a bit of research, and some solutions suggested that my MSVCRT.dll is outdated, but I'm not sure if I should update it, if that would even work, without knowing what exactly this problem is originating from.

I've never seen this particular error message before, so I'm inclined to say that it's coming from DynRPG, but I can't be too sure.

Can anyone offer any insight on the matter? If I can't load my files, then I'm pretty much screwed.

2k3 inputs randomly not working in Windows 7?

Sometimes when test playing, Rm2k3 seems to randomly stop responding to inputs. It can be working fine one moment and then the next, it just stops responding. The game still runs. For example running a test battle, the music plays, and the party and menus animate, but keyboard inputs just do not respond.

This is becoming irritating as it always seems to happen at the most inopportune times. Any insight on what causes this? And for reference; I have RM2k3 running on Windows XP Service Pack 3 Compatibility Mode and Run as Administrator.

Edit: Actually F9, F12, and Cancel work, but Decision and Direction keys don't. Even stranger.

Custom Skill Targeting Inquiry

This is for Rm2k3.

I'm using custom skills for some monsters that don't use any of the database skill functions beyond turning on a switch. Now what I want to know is; Is there a good way to determine which player character has been targeted? This is in relation to single target skills. That's a problem that I've been mulling over for a while now.

My current method is to run a variable from 1-6. Each number represents a character, Once a number is chosen, it then checks to see if that character is actually in the battle party, then it checks to make sure the character isn't dead. If not, then the custom skill will damage that character. If not then it will rerun the character targeted variable and then go through the process again and again until it comes to a live and in battle character to target.

...This is tedious and massively inefficient. I want to know if there is a better alternative out there for handling custom single target event code for when a monster targets the player. I know my theory will work but I want to make sure there's something better before I subject myself to doing it.

inb4usermvx

Help with cms numbers

I really didn't want to ask for help, but I've exhausted my mind trying to do this. Images speak louder than words, so I'll just show you my problem.



As you can see, there are those zeros in front of the actual number. I've tried to think of a way to get rid of them, but my method only seems to work when the value is a certain number. Other times like this, the zeros pop up again. It's very annoying.

Here's a part of my code/event/whatever that handles the numbers.



As you can see with the beginning of second digit, I try to get rid of the zero if the total value is less than a certain amount. I do this with all digits beyond the first. It seems to work sometimes, but as I said before, the zeros still pop up now and then.

Can anyone give me any insight on this? Or should I just stick with the zeros?

Project DOAD

Lets try and keep the anime drama to a good 0% this time, okay guys?

~~~ Story ~~~

You are The Kid. You want to be The Guy. To become The Guy you must kill The Gu- Oh wait, wrong game.

It is the morning after a relatively wild party at the Hakurei Shrine last night, in which the resident oni, Suika Ibuki had just a bit too much to drink. Suika wakes up with a killer headache and a upset stomach, but remembers that she has errands to run for a friend. She goes to retrieve her trusty gourd. One of which holds an infinite amount of sake...

...Only to find that her gourd is missing. This wakes her up more than any medicine or alarm clock ever could. Now in a panic with nearly all rational thought nonexistant, Suika rushes off to find her precious gourd. Hilarity ensues.

~~~ Characters ~~~

~ Suika Ibuki ~

The main character. Her gourd was stolen the night before, and now she's frantically searching for it wherever it may be.

~ Marisa Kirisame ~

Considering Marisa's reputation for stea-I mean, borrowing things, she's the first person Suika goes after. But could she actually be innocent this time?

~ Aya Shameimaru ~

Suika runs into Aya after interrogating Marisa. Aya seems to already know about her search, which raises Suika's suspicion.

"Remilia Scarlet"

Suika goes off to see Remilia as part of Aya's possibly bogus advice. Remilia of course has no idea what is going on, but decides to have fun with the situation anyway.

~~~ Game System and Controls ~~~

Arrow Keys: Move Suika around. You can walk in eight directions.

C Key: This will make Suika attack. Press the C Key up to three times to unleash a three hit combo. The last blow send out a shockwave to hit foes that may be a bit further back. Holding C and then releasing it will cause Suika to use her charged skill 'Oni Dense'

Z Key: This will make Suika defend. Defending reduces all damage to zero. You can be guard broken, you can be attacked from behind, and then some things, you just cannot defend against. The Dash Bar turns into a Guard Bar when defending, which lowers upon each defended hit and when emptied, you will be guard broken and take damage.

D Key: This will make Suika use a Bomb/Spellcard 'Oni Sign - Oni Gathering' You can hold a max of ten bombs and each use costs one point.

A Key: Hold A to dash. The Dash Bar continually goes down while A is held and slowly refills when free. When the Dash Bar empties, then Suika will be forced to walk till there is enough meter to dash again.

Double Tap A: This will make Suika do a backtep. All attacks will be dodged during a backstep.

Alt: This will activate Suika's Last Spell, assuming it's available.

Power and Point Items: Power items come in two sizes, large and small. Small power items restore 200 Health, Large ones recover 500 Health. Point items grant you two bombs.

~~~What people are going to look at first~~~





~~~Download~~~

The Game: http://www.savefile.com/files/2013768
Should be standalone. I haven't gotten any complaints about it, so I'd assume it is.

The Font: http://www.savefile.com/files/1979347
Add this to your windows font folder if you don't have Perpetua

Project DOAD

Because game pages can only go so far.

~~~ Story ~~~

You are The Kid. You want to be The Guy. To become The Guy you must kill The Gu- Oh wait, wrong game.

It is the morning after a relatively wild party at the Hakurei Shrine last night, in which the resident oni, Suika Ibuki had just a bit too much to drink. Suika wakes up with a killer headache and a upset stomach, but remembers that she has errands to run for a friend. She goes to retrieve her trusty gourd. One of which holds an infinite amount of sake...

...Only to find that her gourd is missing. This wakes her up more than any medicine or alarm clock ever could. Now in a panic with nearly all rational thought nonexistant, Suika rushes off to find her precious gourd. Hilarity ensues.

~~~ Characters ~~~

~ Suika Ibuki ~

The main character. Her gourd was stolen the night before, and now she's frantically searching for it wherever it may be.

~ Marisa Kirisame ~

Considering Marisa's reputation for stea-I mean, borrowing things, she's the first person Suika goes after. But could she actually be innocent this time?

~ Aya Shameimaru ~

Suika runs into Aya after interrogating Marisa. Aya seems to already know about her search, which raises Suika's suspicion.

"Remilia Scarlet"

Suika goes off to see Remilia as part of Aya's possibly bogus advice. Remilia of course has no idea what is going on, but decides to have fun with the situation anyway.

~~~ Game System and Controls ~~~

Arrow Keys: Move Suika around. You can walk in eight directions.

C Key: This will make Suika attack. Press the C Key up to three times to unleash a three hit combo. The last blow send out a shockwave to hit foes that may be a bit further back. Holding C and then releasing it will cause Suika to use her charged skill 'Oni Dense'

Z Key: This will make Suika defend. Defending reduces all damage to zero. You can be guard broken, you can be attacked from behind, and then some things, you just cannot defend against. The Dash Bar turns into a Guard Bar when defending, which lowers upon each defended hit and when emptied, you will be guard broken and take damage.

D Key: This will make Suika use a Bomb/Spellcard 'Oni Sign - Oni Gathering' You can hold a max of ten bombs and each use costs one point.

A Key: Hold A to dash. The Dash Bar continually goes down while A is held and slowly refills when free. When the Dash Bar empties, then Suika will be forced to walk till there is enough meter to dash again.

Double Tap A: This will make Suika do a backtep. All attacks will be dodged during a backstep.

Alt: This will activate Suika's Last Spell, assuming it's available.

Power and Point Items: Power items come in two sizes, large and small. Small power items restore 200 Health, Large ones recover 500 Health. Point items grant you two bombs.

~~~What people are going to look at first~~~





~~~Download~~~

The Game: http://www.savefile.com/files/2013768
Should be standalone. I haven't gotten any complaints about it, so I'd assume it is.

The Font: http://www.savefile.com/files/1979347
Add this to your windows font folder if you don't have Perpetua
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