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Chronicles of Tsufanubra
Sidhe Quest
Chronicles of Tsufanubra
Chronicles of Tsufanubra
Chronicles of Tsufanubra
Ephiaaaaaaaaaaam I didn't get the god chest from the toweeeeeer and I'm sure I've beaten all the monsteeeeeeers
The Rare/Obscure RM Games Request Topic
Not expecting anything to come of this, but asking the question anyway. This is a rare case of me looking for my own game.
I released a demo of Tundra back in 2004, but I no longer have a copy of it and all the people I knew who had it have either left the community or have been radio silent for years. Anyone still have this from back in the day?
I released a demo of Tundra back in 2004, but I no longer have a copy of it and all the people I knew who had it have either left the community or have been radio silent for years. Anyone still have this from back in the day?
[RMVX ACE] Animated front view enemies
Couldn't you just use one of those scripts, set blank graphics for the actors, and use front few animation sheets for enemies?
How to make a fence who will only buy stolen items? RMVX ACE
All you have to do is change RPG::UsableItem to RPG::BaseItem, then it'll give the stolen? method to weapons and armours as well and you can use the same suffix to denote them as stolen.
Alternatively, if you'd rather not have the "extra baggage" of this method also meaning that you could technically have stolen actors, classes, enemies and states, add this:
Alternatively, if you'd rather not have the "extra baggage" of this method also meaning that you could technically have stolen actors, classes, enemies and states, add this:
RPG::EquipItem.class_eval do def stolen? self.name[-3,3] == "(S)" end end
[RMVX ACE] Animated front view enemies
The problem with using multiple graphics rather than spritesheets is that the engine then has to load all of those graphics, and loading multiple graphic files is way more intensive a process than loading one spritesheet and then slicing the appropriate frame from it.
How to make a fence who will only buy stolen items? RMVX ACE
For each of the RPG:: class evals, you need a corresponding "end". Right now, the interpreter thinks they're all part of one big class.
I can see what you were going for here, but essentially all you've done is declared the "enable?" method of Window_ShopSell three times, each time overwriting the one that came before it. Ruby doesn't give half a rat's hat what you call the variable for the parameter, it's still just an object. I'll have a look at this when I get a sec and tell you how to fix it.
I can see what you were going for here, but essentially all you've done is declared the "enable?" method of Window_ShopSell three times, each time overwriting the one that came before it. Ruby doesn't give half a rat's hat what you call the variable for the parameter, it's still just an object. I'll have a look at this when I get a sec and tell you how to fix it.














