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Tsukihime
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Symbol Dial System
author=InfectionFiles
This is amazing and simple for a small mini-game or lockpicking system. I'm gonna look into this
Thanks! I hope it was useful!
[RMMV] Animated Battle Scenes
author=Ratty524
I have no answer to either of these questions, but this looks incredibly awesome.
help spread it around! Maybe someone will see it and have some random idea they want to see.
Anyways, I received a suggestion for adding "multiple" layers of images.
For example, instead of just being battle backgrounds, you could potentially have foreground images (that would cover the actor/enemy sprites)
Like if you're on a train and you go in a tunnel, you might want the tunnel to block the actors/enemies momentarily.
[RMMV] Animated Battle Scenes
Here's a plugin that I'm currently developing for RPG Maker MV.
All of the previous makers have animated battles, so I figured I will try to implement my own version as well for MV, because static backgrounds are kind of boring.
This plugin will be an event tool that allows you to essentially create your battle scene using a set of commands. It's like making cut-scenes, except for your battles.
For example, you can say
"Have the background scroll from right to left at 5 pixels per frame"
"Have the battlers placed on top of the foreground so that they will move with the foreground"
And things like that. I demonstrate the results in the video above.
Ultimately, I would like to be able to create all kinds of complex cut-scenes related to battles. For example, if you have a summon skill and you would like to animate it, you could event the animation entirely, but that's not on the list at the moment since that's pretty far down the road.
What kind of things would you like to be able to do in your battles?
What kind of ideas do you have when it comes to cut-scenes during the battle?
Random Encounter Events
Thanks! I used this for making custom battle transitions and it's made things so much easier than having to figure out how to get the default transition to do what you want.
Also used it to allow players to implement time-based encounter skipping using a single common event, so there's a lot of potential.
Also used it to allow players to implement time-based encounter skipping using a single common event, so there's a lot of potential.
[IDEAS] What does a RPG need?
In addition to the points made about gameplay, story, and character development, something else you should consider are miscellaneous activities.
Things that may have nothing to do with the plot at hand, such as collecting items, or becoming a master of some card game, or maybe taking on sidequests or exploring bonus dungeons.
They may all be used for any of the other purposes such unlock additional scenes that will further drive character development, or they may just be for challenge and sense of accomplishment (some people do like getting 100% completion, so make it explicit)
Things that may have nothing to do with the plot at hand, such as collecting items, or becoming a master of some card game, or maybe taking on sidequests or exploring bonus dungeons.
They may all be used for any of the other purposes such unlock additional scenes that will further drive character development, or they may just be for challenge and sense of accomplishment (some people do like getting 100% completion, so make it explicit)
RGSS3 – Secret Hunt System 1.0
Your script gives an item EVERYTIME anyone uses a skill.
And it always gives the item to the party, even if an enemy is the one that killed you.
And it always gives the item to the party, even if an enemy is the one that killed you.
Cover Targets
Yes, you assign the states that have "cover target" note-tag as an "add state" effect to your skill and use your skill on other people.
Geo Blocks
Region data is stored with the map data.
You can retrieve this map data via $game_map.data.
The map data is stored in a Table object (check help file) in the 4th dimension, so you would access the region of the top-left corner of the map like this
Note that the region itself only occupies the highest 8 bits of the integer, so the value you get needs to be shifted over by 8
You need to make sure that you are only operating on the highest 8 bits, because there is other data stored in the other bits.
Here's how I'm doing it, but don't know if there's a more efficient way.
http://forums.rpgmakerweb.com/index.php?/topic/9962-changing-region-id-bitwise-operation-fun/
You can retrieve this map data via $game_map.data.
The map data is stored in a Table object (check help file) in the 4th dimension, so you would access the region of the top-left corner of the map like this
$game_map.data[0, 0, 3]
Note that the region itself only occupies the highest 8 bits of the integer, so the value you get needs to be shifted over by 8
$game_map.data[0, 0, 3] >> 8
You need to make sure that you are only operating on the highest 8 bits, because there is other data stored in the other bits.
Here's how I'm doing it, but don't know if there's a more efficient way.
http://forums.rpgmakerweb.com/index.php?/topic/9962-changing-region-id-bitwise-operation-fun/
Geo Blocks
I tend to expose these things to RM events. Even though someone doesn't know how to write ruby, they can probably put together an event to get something done. I would use the callbacks and provide a simple interface that can be used by events.
For example, a single geoblock can be represented by a single event. The event can define what happens when you break the block, and all of the other callbacks, WITHOUT having to write any ruby. Instead, the scripter would figure out a way to use the event editor to allow users to specify these things without opening the script editor. Some script calls may be required, but that's typically less daunting than "full-on scripting".
I think it would be useful to find a way to manage geoblocks using only events and regions, which can be treated as the geo regions.
For example, a single geoblock can be represented by a single event. The event can define what happens when you break the block, and all of the other callbacks, WITHOUT having to write any ruby. Instead, the scripter would figure out a way to use the event editor to allow users to specify these things without opening the script editor. Some script calls may be required, but that's typically less daunting than "full-on scripting".
I think it would be useful to find a way to manage geoblocks using only events and regions, which can be treated as the geo regions.
Geo Blocks
The use of event handling/callbacks is definitely under-used in RM, though I think usually that's because the only people that would really make use of them are scripters, and so the audience is much smaller.
I find that most of the scripts that I provide with developer API's usually don't get much usage.
I find that most of the scripts that I provide with developer API's usually don't get much usage.













