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Challenging RPGs - where are they?

Puzzle thread

The system is broken, i'm outta here

Puzzle thread

Turn a + into a 4 with a line, so 5 4 5 + 5 + 5 = 555

Puzzle thread

5 + 5 + 5 + 5 = 555

aaaaay

Anyway I just googled it and it's pretty dumb, but I'd call addRabbit's answer a valid one

[RM2K3] Logic behind damage calculations in Skills?

Did you check the help files? I think I remember some weird stuff with the calculation of spells but I can't remember what it was

Maybe it has something to do with the values being generally low. Give it a try with damage values multiples of 100

Nevermind, Ignore please!

I now here declare this no man's land as my own, and I'll do with it as I see fit. Have a good day

What are you actually thinking about right now?

Ya know... stuff

RPG Maker MV announced for PC and MAC

author=Rukiri
You'd think, but they're basically reusing packs released for ace, they're either redrawing them or just scaling them.


If you look closer in the right image here https://www.facebook.com/bk2128/posts/874222899317810
On the bottom left it shows the VX rtp on the left, and the MV on the right. The MV stuff is different, you can notice it more clearly on the house and the trees, but everything else looks different. It's a new RTP, although the same shitty style as the VX one

[RMVX ACE] Poison damage and battlelog out of sync

For some weird reason, the party takes damage from poison after the enemy turn ends, but the continuous damage message shows up after the actor executes it's action
I tested this in a new blank project and it seems to happen there too!

So what happens is:
> Player attacks
> Log shows "Player takes damage from poison" (but he doesn't)
> Enemy attacks
> Player takes damage from the poison but the log says nothing about it

Any ideas on how to fix this?

Engine Tips, Tricks and Bits (of information)

author=Deltree
-In XP and higher, you can inject text into variables and use them with the \V[ ] command in dialog boxes; it doesn't have to just be numbers. For instance, if your main character could be male or female, you can set some gender-specific pronouns (he/she, his/her, him/her) into some variables depending on which hero the player chose, and then just use the \V[##] macro to refer to them without having to make a million conditional statements. You'd set it up by doing some inline script like this when the choice is made at the beginning:

$game_variables[1] = "he"

$game_variables[2] = "his"
$game_variables[3] = "him"


...and then use \V[1], \V[2], or \V[3] to insert that pronoun into your dialog. Just in case, you may want to make three additional capitalized ones, too.


You can do that in 2k and 2k3 as well, but using actor names instead! Create dummy actors and name them "he", "his", etc, and you can use \n in text messages, where x is the actor id

You could use this to create a system to show item names in text boxes too, using a common event and the "change actor name" command, where actors names are basically variables that store text instead of numbers.