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Tanarex
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[RMVX ACE] Looking to hire dependable mapper to help me finish my game.
My game is about halfway finished but I need a good mapper to help me. I'm looking for someone with reasonable pricing and who can match the art style of the ancient dungeon base pack.
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
author=coelocanth
All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
I understand the basic idea but don't know how it is written. W
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
author=coelocanthI understand the basic idea but don't know how it is written. What would I put in the skill box if I wanted to target 3 enemies in a row?
All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).
In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.
e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>
Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".
You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.
Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
I ju8st need to know what
<custom target>
string
string
</custom target>
Is supposed to look like in the skill/item notebox. I want the player to be able to target multiple enemies (with skills/items they get later on)and not shoot random target(s) if they can hit more than one.
<custom target>
string
string
</custom target>
Is supposed to look like in the skill/item notebox. I want the player to be able to target multiple enemies (with skills/items they get later on)and not shoot random target(s) if they can hit more than one.
[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0
[RMVX ACE] Looking for help with game mechanic.
[RMVX ACE] Looking for help with game mechanic.
During a boss battle, I'm trying to trigger an event that can prevent another one. I'm using the battle event so I can have one character say something right before an enemy special attack goes off so another character can stop it. I have the first two parts working but not the last one. I don't want to use Force action because I want the player to choose to do it.
[RMVX ACE] I need help with tracking a timer through different areas.
I was able to fix the flashing screen problem by using events from a previous version. One problem was that we overlooked event ID 173 that didn't have an off switch so it would autorun or parallel process several times before it reached the end. I had forgotten to replace a follow-up page so it would stop. But it was still flashing once. So I replaced those events and now it is working fine. I discovered Yanfly Engine Ace - Ace Core Engine v1.09 was causing the timer to not show up. I removed every script but three. Only when I deleted the core engine did the timer reappear in the shops. I deleted then copy/pasted it off the original site to make sure it wasn't because I messing with the script. There was no change. Yami Engine Ace - Overlay Mapping and Khas Awesome LightEffects were the other two remaining scripts. Deleting lightning effects would just crash the game and deleting Yami Engine Ace - Overlay Mapping made no change.













