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A rather technical question about XP's RGSS executable...
A rather technical question about XP's RGSS executable...
Is there any way to change the program's icon? Say I wanted to make a custom icon for my game, instead of the default "orange gear" for RMXP games. Is this actually possible?
And by changing it, I mean permanently - and not just for me, but for anyone else who downloaded it. I suppose this would require some internal modifications... which could prove very technical... if possible at all. But I'm just throwing this out there.
So, can it be done?
And by changing it, I mean permanently - and not just for me, but for anyone else who downloaded it. I suppose this would require some internal modifications... which could prove very technical... if possible at all. But I'm just throwing this out there.
So, can it be done?
I need a good free program that can edit and convert sound files.
XP Class Position and how it affects characters
Supposedly, it affects the frequency of enemy attacks. If you've ever played the original Final Fantasy, party members closer to the top get hit more often. Maybe it's like that.
I need help making a "double attack" skill in RPG Maker XP.
I downloaded "Mea's Multi-Strike" and another "Multi-Slot" something or other that also had lots of other modifications, like cursed weapons and additional equipment slots.
They were cool, but... that's not quite the way I wanted to do it. I guess you could say I'm just hopelessly picky... in the past, I've messed with Scripts and accomplished simple things like making Evasion visible on the equipment/status screens and copying the Status menu and populating it with different, variable-based stats (it took me FOR-EVER to figure out that I needed to put "to_s" after the variables in the script in order to make them display properly on the new menu).
So when I came into this, I really thought I could figure it out... but no matter what I tried, nothing worked. Like I said before, there were a couple glimmers of hope... but in the end, they meant nothing.
They were cool, but... that's not quite the way I wanted to do it. I guess you could say I'm just hopelessly picky... in the past, I've messed with Scripts and accomplished simple things like making Evasion visible on the equipment/status screens and copying the Status menu and populating it with different, variable-based stats (it took me FOR-EVER to figure out that I needed to put "to_s" after the variables in the script in order to make them display properly on the new menu).
So when I came into this, I really thought I could figure it out... but no matter what I tried, nothing worked. Like I said before, there were a couple glimmers of hope... but in the end, they meant nothing.
I need help making a "double attack" skill in RPG Maker XP.
I need help making a "double attack" skill in RPG Maker XP.
Um... is "bumping" a topic frowned upon here? Please pardon me if so; I've been out of the loop for quite awhile.
Did anyone consider my last post? About basing the variable on the character's slot in the party, not in relation to the active battler?
I'm sorry... this is just really important.
Did anyone consider my last post? About basing the variable on the character's slot in the party, not in relation to the active battler?
I'm sorry... this is just really important.
I need help making a "double attack" skill in RPG Maker XP.
Huh, some of those scripts seem pretty interesting. Though I still want to hold out the hope that there is another way to do it...
Thanks for all your help so far, LockeZ.
I had a thought... would it be possible to check if a specific character occupies a certain slot in battle (or just in the party, period, based on their actor ID or something similar), rather than the active battler, since the active battler variable is automatically set to nil? So you would assign a variable to the party slot that the specific character occupies instead, if possible. This "party slot index" must exist, for it preserves the order of the characters when shifting between individual equipment and status menus, etc.
Then, in the conditional branch, if *character-assigned party slot variable* = 1 (the first party slot), for example, the first character would attack twice. If 2 = the second, etc...
Might that be possible?
Thanks for all your help so far, LockeZ.
I had a thought... would it be possible to check if a specific character occupies a certain slot in battle (or just in the party, period, based on their actor ID or something similar), rather than the active battler, since the active battler variable is automatically set to nil? So you would assign a variable to the party slot that the specific character occupies instead, if possible. This "party slot index" must exist, for it preserves the order of the characters when shifting between individual equipment and status menus, etc.
Then, in the conditional branch, if *character-assigned party slot variable* = 1 (the first party slot), for example, the first character would attack twice. If 2 = the second, etc...
Might that be possible?
I need help making a "double attack" skill in RPG Maker XP.
LockeZ, I got a syntax error with that script...
I should be using the "Script" command in the common event, before the conditional branches, right?
By the way, another method I (briefly) attempted was to purely use scripts to carry this out (scripts within the common event, I mean). I found $game_temp.forcing_battler in the Interpreter scripts, and tried messing with it a bit, but I really have no idea what would follow it, that would actually make the active battler attack even once, much less twice. I would prefer if this could be done with variables and a simple script like the one you posted...
Did you make a mistake, or is there some other detail I'm missing?
I should be using the "Script" command in the common event, before the conditional branches, right?
By the way, another method I (briefly) attempted was to purely use scripts to carry this out (scripts within the common event, I mean). I found $game_temp.forcing_battler in the Interpreter scripts, and tried messing with it a bit, but I really have no idea what would follow it, that would actually make the active battler attack even once, much less twice. I would prefer if this could be done with variables and a simple script like the one you posted...
Did you make a mistake, or is there some other detail I'm missing?
I need help making a "double attack" skill in RPG Maker XP.
Hmm... that's interesting, but I wanted the user(s) of the skill to actually execute two consecutive attacks, no matter their position in the party, and without the need for reconfiguration. That's why I wanted to attribute some variable to the active battler, and equate it with their position in the party... conditional branches would take care of the rest, forcing whatever position they were in.
Because, when the character uses this skill, and the common event is called, they are currently the "active battler"... and I did in fact get the game to recognize a specific character (that is, their actor ID) as the active battler by using $game_actors (or $game_party.actors, I don't remember which) and @active_battler in a conditional branch, and it gave me a glimmer of hope... but the fact is, it was totally inconsequential since the editor still couldn't discern what slot the character actually occupied within the party.
I really appreciate your reply, nonetheless. Is there anything else I could try?
Because, when the character uses this skill, and the common event is called, they are currently the "active battler"... and I did in fact get the game to recognize a specific character (that is, their actor ID) as the active battler by using $game_actors (or $game_party.actors, I don't remember which) and @active_battler in a conditional branch, and it gave me a glimmer of hope... but the fact is, it was totally inconsequential since the editor still couldn't discern what slot the character actually occupied within the party.
I really appreciate your reply, nonetheless. Is there anything else I could try?













